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Climbers cling to dizzying rock faces, toes digging in, knuckles white, limbs trembling with extreme tension. In this perilous moment, they have a few options: move quickly to regain their balance, rest for a few seconds, or simply let go and hope the belay can support their weight as they succumb to the massif.
Cairn, the new “survival climbing game” from French studio The Game Bakers, is full of dangerous, panic-inducing moments like this. There’s no visible stamina bar, meaning players must derive all their information from the state of their controllable climber, Aava. When under extreme stress, Aava’s breathing becomes intense and rapid and shallow, and her body begins to tremble. “We want you to focus on her posture and the railing in front of her,” says creative director Emeric Thoa.
Beneath this naturalistic presentation lies a huge amount of mathematical calculation. Using only the left analog stick, you control all of Aava’s body and limbs, and lock in handholds and footholds with the press of a button. The system calculates the stress on Aava’s limbs and core in real time, which determines the most physically realistic next movement for Aava. “Limbs are chosen automatically by the system; it predicts which arms and legs will move smoothly and easily,” Thoa explains. “The challenge for the player is to keep Aava balanced.”
This kind of dynamic scrambling is a far cry from Assassin’s Creed’s automated parkour, which has you clinging to stone walls with the pull of a trigger, or the navigation puzzles of recent climbing hit Jusant, which have you clinging to mineral outcrops on a predetermined path up a mountain. Cairn makes even the most dizzying activities even more complex by combining a freeform control system with a meticulously designed mountain, whose intersecting routes even Thoa and his colleagues don’t fully understand.
“It’s 2024, and there are words like ‘procedural’ and ‘AI,’ but we designed this mountain and built it completely by hand, placing every rock and crevice and handhold,” Thoa says. “It’s really hard work, and very iterative. I’m really grateful to our level design team.”
What sights and emotions await the player and Arva on their journey? Tore remains tight-lipped, saying only that he and the studio consulted with renowned mountaineer Elizabeth Revol, who spoke of “the intense freedom you feel when you push yourself past your limits at the top of the Earth.” Another detail that stayed in the game’s creator’s mind was that upon reaching the highest, thinnest mountain air, Revol experienced an almost delirious euphoria, “crying, screaming, going into a kind of strange trance.”
Cairn arrives with multiple game modes: the story sees Aava take on a gruelling, multi-day climb of a single mountain, and there’s an Expedition mode with additional mountains and challenges. Those willing to forgo the safety of the rope can also climb “free solo.” “This is where the real fun begins,” declares Toa, with a devilish glower, who, unlike Joussant, “will definitely die” in Cairn.
So what’s the Dark Souls of climbing games? Probably. But as Thoa stresses, “this isn’t a rage game.” Rather, he says, Cairn aims to convey “what climbing and alpinism is really about.” “You try, you fall, you try again, you fall, and then when you manage to get up, it’s very satisfying.”
Source: www.theguardian.com