🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

Resident goofball. Freaky furry. Silly little guy who’s not so little. 🇧​🇱​🇺​🇪. Pansexual. Husky. Woof. 🐶

If anything I post makes you think instead of laugh: You read it wrong, dummy.

  • 0 Posts
  • 9 Comments
Joined 2 years ago
cake
Cake day: October 6th, 2024

help-circle
  • When they have consistent traversal mechanics like being able to grab ledges you can jump about chest high to it’s not much of an issue. You intuit where you can go pretty quickly once you understand the movement system. But games where everything you can climb is hand crafted and placed strategically to create a linear experience? You either have to make every climbable surface look identical so players easily recognize it as climbable (hand holds in rocks, vines, etc) or put some kind of marking on it (yellow/white/red paint splashes or highlights).

    Trying to remember what it was I was playing recently where I came to a dead end and couldn’t figure out what I was missing because the climbable wall in the dead end was a unique peice of geometry and had no hand holds, markings or anything. It was also the first time you come to a thing you can climb so it wasn’t even established that you could ever go vertical.




  • People complain about the yellow paint, but have you played more modern games that don’t do that or don’t have floating waypoint markers? Spend 10 minutes looking for where you’re supposed to go because they want you to scale a wall that does not look obviously scaleable all because they did nothing to get your attention to it.

    People also complained about, IIRC, Hitman Bloodmoney because it started highlighting usable objects when previously the only way you’d know you could use something was by walking up to it and trying to use it. Since you can’t interact with everything showing what can be interacted with is a huge help.