The bottom line
Climbing and traversal in games can be as deep and demanding as combat when they ask for skill, give real options and use real-time animation. Tomb Raider's move to automatic traversal threw that depth away, and games like Mirror's Edge, Grow Home and GIRP show what a richer approach looks like.
Key takeaways
- Old Tomb Raider traversal demanded expertise from the player. 0:20
- In 1996 you lined up the jump, took a run up, held jump so Lara leapt after exactly two steps, then held a second button to grab the ledge.
- A chasm leap felt terrifying and rewarding. The same jump in Tomb Raider Anniversary is so easy you barely notice it.
- Modern Tomb Raider automated traversal while its combat grew more complex. 0:55
- Lara now has instant acceleration, air control and automatic grabs, so there is no run up, no lining up and no grab button.
- Combat gained stealth kills, cover, crafted bombs and several ammo types. Traversal shrank to Jump at the coloured ledge. Hold a direction. Press jump.
- Other games make movement deep through skill, momentum and resource limits. 3:41
- Mirror's Edge gives Faith speed build-up, mid-jump tucks and landing rolls, so a wall bounce route beats the stairs.
- Grow Home has you work two triggers rhythmically, and I Am Alive and Shadow of the Colossus limit you with stamina and grip meters.
- Real-time animation and physical controls make you feel like the climber. 5:35
- GIRP's climber flexes in any direction because he is animated live, and you hold several keys the way you would grip a cliff.
- Rock N' Roll Climber has you grip and release buttons and physically reach out on the Wii remote.
- Deep traversal gives players real options and a sense of reward. 7:23
- Rise of the Tomb Raider often has one linear route, while these games let you pick the slow safe path or the fast dangerous one.
- Pulling off the hard route's tricky moves and well-timed presses brings a tangible reward.
Compare that to climbing this massive tower in Tomb Raider 2013 which you heroically scale by... holding up on the analogue stick. Lara might look terrified but trust me, you won't be.
Mark Brown
Chapter summaries
0:00 Easy controls, lost expertise
| Part of the jump | Tomb Raider (1996) | Modern Tomb Raider |
|---|---|---|
| Lining up | Walk to edge, aim | Steer in mid-air |
| Run up | Back off, sprint | Instant acceleration |
| Jump timing | Hold jump, leap after 2 steps | Press jump anywhere |
| Grab ledge | Hold grab button | Automatic grab |
| Pull up | Keep grab held | Automatic |
Tomb Raider's old controls were clumsy, yet they made the player an expert.
- The clunky controls had real causes. 1:31
- Tomb Raider 1 ran on an unrealistic grid system.
- It was built for digital input, as a first unrefined try at 3D.
- Crystal Dynamics brought in the modern controls when it rebooted the series with Tomb Raider Legend.
- Some players find the old way clunky and frustrating, and the newer scheme is more palatable and accessible.
- The old system rewarded deliberate mastery. 1:49
- Like Tony Hawk's, you learned to flick tricks in and out of every grind and manual.
- You had to act with intention, as in Dark Souls.
- In Tony Hawk's the skill becomes subconscious.
- Rise of the Tomb Raider and Uncharted are the examples of ultra simple traversal.
2:29 Traversal shrank while combat grew
Tomb Raider stripped skill from climbing and kept adding it to fighting.
- Traversal was automated piece by piece. 2:29
- Monkey bars became an automated movement.
- The grab button went, then the run up.
- The decline looks worse next to combat, which went from wildly firing at bats to a deep toolkit.
- By the end, traversal is Jump at the coloured ledge. Hold a direction. Press jump.
- Combat stays a game of choices. 2:59
- You weigh your options and pick a strategy for each enemy.
- You improve through upgrades and practice, and winning feels rewarding.
- The toolkit includes headshots, readying arrows, distracting enemies and pulling down structures.
- You also need dexterity and must remember complicated control schemes.
3:28 Movement can be as deep as fighting
Smaller games show that movement can be as involving as combat.
- Mirror's Edge makes movement the whole game. 3:41
- It is a first-person parkour game with great control over how Faith moves.
- Brown calls it perhaps the most obvious example of deep movement.
- Faith's moves are the game's main tools, not a way of getting between fights.
- A large move set gives you options. 4:03
- In an early section you can take the stairs or bounce off a wall, clamber up and vault a bar.
- Both routes reach the same place, but the trick route takes far less time.
- Brown says taking the stairs makes you a damn chump.
4:19 Automated climbing and the Assassin's Creed grasp
Assassin's Creed automates most movement, yet one mechanic shows how small player choices add control.
- Assassin's Creed removes most of the work of climbing. 4:22
- In Syndicate you no longer need to climb buildings at all.
- Evie Frye uses a grappling hook, borrowed from Arkham City, to go straight to the top.
- The player's reaction is delight at the shortcut: Straight to the top baby!
- The cost is that the climb itself is no longer a challenge.
- The grasp in Assassin's Creed 2 gives players real control. 4:41
- Ezio can reach out mid-jump to snatch nearby ledges and ropes.
- That saves him from a nasty drop or opens an alternative route.
- Experienced players use it to gain more control over the city's rooftops.
- It rewards skill without making the climb manual.
5:05 Grow Home, GIRP and controls that make you the climber
Rhythmic controls and live animation make climbing tense and make the player feel like the climber.
- Grow Home makes climbing tense through careful, rhythmic grabbing. 5:05
- Each trigger controls one robot hand.
- Wobbling along thin branches gets tense as you climb higher.
- Tomb Raider 2013 has you scale a massive tower by holding up on the stick.
- Lara looks terrified, but the player isn't.
- Live animation lets the climber move with real momentum. 5:35
- B.U.D. in Grow Home is animated in real time, not with pre-canned animations.
- GIRP's climber must bend and flex in any direction as he lunges for the next handhold.
- GIRP is all about building momentum by tensing muscles.
- Foddy says it taps a neurological magic that makes you feel like the character.
- Physical controls bring the player closer to the climb. 5:56
- GIRP has you hold several keys, so you grip the keyboard just like you would cling to the cliff.
- Rock N' Roll Climber has you grip and release buttons, then physically reach out.
- The Wii game is brilliant and utterly exhausting.
- At the top you play air guitar.
6:36 Meters, options and a Tomb Raider wish
Resource limits and route choices make traversal as deep as combat, and a Tomb Raider could use them.
- Stamina and grip meters make you plan your climb. 6:40
- In I Am Alive, climbing drains stamina, and jumping while climbing drains more.
- Emptying the meter forces a last-ditch scramble.
- That scramble leaves a lasting impact on your stamina bar.
- Shadow of the Colossus does the same with its grip meter.
- Momentum, inertia and grip make traversal as deep as combat. 7:07
- These games prove climbing can be challenging and nuanced.
- Routes offer a slow easy path or a fast dangerous one.
- Rise of the Tomb Raider's routes are often linear and prescribed.
- Hard routes need tricky move combinations and perfectly timed presses.
- A Tomb Raider built on these ideas would be exciting. 7:53
- Lara can trade clambering for killing, but the challenge tombs keep their appeal.
- Imagine the physics of Mirror's Edge, I Am Alive's grip meter and Grow Home's hand-over-hand climbing.
- That combination would be a thrilling prospect.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Automated, one-button traversal in modern Tomb Raider and Uncharted removes the skill and tension that climbing and jumping can have, and a set of smaller games show movement can be as deep as combat. The comparison of Tomb Raider's old grid jumps with Grow Home, GIRP and I Am Alive makes it worth watching.
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