Christian Donlan is a features editor for Eurogamer. He is the author of The Unmapped Mind, published as The Inward Empire in the US.
Climbing is one of the great joys of video games. It's one of the things I am always looking out for.
It felt like it was a rarity in games until something like Crackdown came along. I was a long way through Crackdown before I realised that it wasn't really about shooting people or driving cars - its purest pleasures involved navigating the game's complex interlocking 3D world. For years I described it as a platform game, until I had a chat with John from Digital Foundry, who argued that if it was a platforming game, it wasn't a brilliant one. He was right, of course.
Now climbing games are much more common. Grow Home was a great climbing game. This year I've played demos for Jusant and Surmount, both of which handle climbing in their own ways. And this week I played, which is an Assassin's game, an open-worlder, a historical game - its Baghdad is a wonder - and also a great example of how weird triple-A games often are these days. But also, what I'm left with more than anything else, is the realisation that it's a climbing game.
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