A necessity of close quarters combat is the ability to climb ledges. This provides much more depth and layers to maps especially in natural environments where ladders are not appropriate.

The previous example demonstrates grabbing a ledge from different directions. The player is smoothly pulled towards the ledge so they can climb up or drop down.

Approach speed is also factored into climbing mechanics. The increase in velocity can provide more momentum for a faster climb up.

The previous example shows a faster grab animation along with a quick jump climb action. Unlike other shooters with climbing where almost any ledge can be grabbed, these mechanics are tactically placed around the environment. This means only specific ledges can be climbed where an action icon is displayed.

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