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SVG REVIEW: Cairn

This is a transcript excerpt covering the score awarded to Cairn on the So Videogames Podcast, Episode 473. For further coverage and a second take on the game, please see Ryan Nalley’s official GameCritics review.


Brad: [Following the review with Game Bakers creative director Emeric Thoa] So we’ve talked about it quite a bit. There’s a lot of this game that I don’t want to spoil, especially. But again, just to recap, Cairn is the third person mountain climbing game which has more to it than just mountain climbing. it took me all together about 15 hours. I fell about 200 times. and I did roll credits before the game launched, so I had the pre-release experience.

God, what do you even say about a game like this? It’s really hard to say. the mechanics, I think, are great. It really does approach mountain climbing in a way that I have not seen done in any other game of this kind. And strangely, there have been a few mountain climbing games recently. It’s been kind of a popular sub sub sub subgenre recently. but it’s not. I almost feel like it’s not even really about that. I mean, it is about that, but it’s not about that, because as I mentioned a little bit in that interview, it was really also kind of an adventure game, which was really, really surprising to me. And it also even more surprising was the time that we spend with Ava, the main character.

in that sense, it’s like those three things done at the same time and each of those builds on the other. I think every leg of that stool helps support the overall experience, and I think it would be lesser without any one of those pieces.

let’s talk about the mechanics for a second. I think the mechanics are really good. I think the individual control of each limb is unique, and it does feel good in general. Now, I definitely needed all of the assistance. I turned on the visual feedback and I turned on the time rewind. Visual feedback is when you get a “good” grip. A little white square appears around your hand or foot to let you know. Yeah, this is a pretty solid grip. without that feedback, I wouldn’t really know if my grip was good or not. I don’t think there’s enough feedback there. I’m a pretty, I don’t know, fact-oriented kind of guy. I want to play a game like this and I really want to know exactly how much stamina do I have? Exactly how much strength do I have exactly? You know, how much time do I have before my hand slips or whatever? And this game doesn’t doesn’t really do that. Like they don’t really play it that way, which I think is fine. That’s a legit way to go.

But you do fall a lot and the game is really difficult. And so I think the physicality of being on a mountain, and you know, quick side note, like I mentioned earlier, I have done some rock climbing. Not much, because I’m scared, but it’s tough. It’s really hard. It’s grueling. You know, you feel things on the mountain and there’s a lot of that feeling you just don’t get in a game. And so in my mind, the way to compensate for that is having enough information. And I don’t mind having it be optional. You know, maybe people want the purest experience so they can turn off all the meters and all the numbers and just look at the screen and look at Ava’s, the main character’s feedback. But for me, I want more. I want more stuff. So I felt like the stamina system was a little bit too opaque for me. I felt like the climbing mechanics were also a little bit too opaque. Without the visual feedback, I wouldn’t know the difference between a good handhold and a bad handhold. And sometimes that’s… I mean, that is the difference between falling and not falling. So I felt like I needed all the assistance the game could give me. And even with everything turned on, it was still an incredibly difficult experience.

it’s hard and slow to get anywhere. You’re fighting for every inch of the climb, and so that’s the thing that you have to contend with. It’s really tough. I think in, in some ways it’s kind of analogous to a game that came out recently, baby steps, in that nothing in the game is easy. You have to really, like master the physics. You have to really think about where you’re going. You can’t just jump around and do things. So it’s it does ask something of the player that I think is quite different than what we’re used to. So in that respect, I think it stands out. I don’t think it was entirely successful because I do think there were some times when I just felt like I was in a good position and my stamina wore out with, you know, with, with no warning or at least not if warning for me. And so I did fall a couple times. There’s definitely some sections that are tougher than others. As we covered in the interview, there’s different routes. You can take, certain parts you can, you know, that are optional. You can choose to do these or not. so and also there was a few times when it felt like things would just get really wonky all of a sudden. I would never want to play Iron Man mode in this game because I don’t think it’s reliable enough. It’s like reliable like 90% of the time, but then 10% of the time something goofy unexpected would happen and I’d be like, you know, fall or something, and I’d be really, you know, like, ah, man, I can’t believe that happened.

So that’s that’s the thing. I would like to see a little bit more specificity, a little bit more granularity, but I can see how that is in contrast to the vision that the game bakers were, were after. And I think them adding the accessibility options that they did really did make the difference for me. As I said in that interview, I don’t think I would have gotten through this game if it wasn’t for the time rewind and for the the grip indicator, I just don’t. I think it would have been too frustrating, and I’m not sure that it would have hung in there. So I’m glad that they did that and I wouldn’t mind a few other options just to make it a little bit more playable, I think a lot of people are going to bounce off of this game, but, you know, it was like Emeric said, this game isn’t for everyone. Not everybody is gonna enjoy this game. And I think that’s absolutely true. Even though I really do enjoy this game, I think it’s pretty monumental. It’s not something I would just recommend willy nilly. I would have to really know that person.

I would have to know what they liked, what they didn’t like, and I’d have to, you know, consider how good a friends we were. Friendship might be tested, if I recommend this one, but to the right kind of person, I think it’s going to be pretty amazing. So I think the climbing is really unique and I think it’s good. I’m not trying to slag it or anything. I think I have some quibbles with it, but I think overall it is quite compelling and feels very satisfying when you do something. And, you know, uh, Emeric mentioned that they, they plotted out routes, but then people would always try to do their own route. And that was true for me as well. Like, I mean, some places were pretty obvious they wanted you to go that way. But there was a few times when I’m like, well, I’ve got enough, uh, pitons, pitons, pitons, pythons — I’m not sure how to pronounce that — in my backpack. And I see a place and I don’t see another way to go. I’m just going to go for it. I mean, in one part of the game, I was, um, crossing a bridge and there was a big statue underneath the bridge, but it was like under an overhang. And I’m like, how the hell do I get down there? I don’t understand, And so I just tried screwing around a little bit. I would crawl over and try to, you know, climb down under the overhang. And at one point I’m like, fuck it. I just put in a piton or a python and rappelled down, and I kind of swung to get like into that area. And I made it and I was like, oh my God, I made it. I can’t believe I didn’t die. I don’t even know if that’s how you’re supposed to get down here, but like, it totally worked. And like, it was like a real thrill. So I think there’s definitely some mechanical thrills to be had for that, for sure.

talking about the other aspects of the game, I think the adventure section is a big surprise. I was really surprised at how much adventure elements there are in here, how much it does feel like a Tomb Raider game. It feels like you’re finding this disappeared civilization. You’re finding relics. You’re finding rooms, artifacts, ruins, uh, notes left behind. It’s pretty compelling stuff. And I’m not like, you know, I’m not a guy that reads every notebook entry. I don’t listen to the audio logs, but in this game, I did feel like they were spaced apart. They were all pretty significant. They all helped paint the picture. They weren’t like overly done. A lot of that too, was just environmental storytelling where you see a scene, you see what people left behind, or you find the people themselves. You find their dead bodies sometimes and you just see this stuff and it’s just really great. And I don’t want to spoil anything. But you were not alone on the mountain, which I think even saying that in itself is a little bit of a spoiler. So I’m not going to say anything else, but you’re not alone on the mountain, so when you have those interactions, they’re really surprising and they’re really compelling and they really lean into those, uh, those interactions very well. And I’m trying really hard not to spoil anything. I’m sorry. Um, but like that was a really compelling part also where I just felt like, wow, I feel like this game has so many more elements to it than I was expecting. Not like I was expecting it to be super shallow, but I was. I was here for like, mountain climbing, you know, I figured that was what it was going to be about. But there’s way more to it than that. And I think unraveling the culture that lived on this mountain and how it influences the rest of the area, how it integrates to the surrounding areas was really fascinating, really compelling, like just really, really masterfully done. There weren’t too much, there weren’t there weren’t too many instances. There weren’t not enough instances. I felt like it was just right.

And every time I needed a mental break, or every time I needed to get off a cliff face or something, there was something nearby or something to shoot for. And whenever I did those things, almost always I felt like they were worthwhile in some way or another. Maybe I got a reward. Maybe I learned something that was pretty interesting. Maybe I just got some more water and it just it just was really worthwhile. So I think the adventure part is really well done. I loved the adventure aspects of it. It just enriched the entire thing so much.

and then finally the last leg is, as we discussed, was the character development. It was super, super compelling. Ava, the main character, is just she just feels like a real person. She feels broken and she feels unbalanced, but she also feels fully formed and she feels complete and she feels like real in many ways that I just don’t find in other games. And you had to go on this journey. Like if you just watched the cutscenes, it wouldn’t really it wouldn’t hit the same, you know, kind of like the same thing with the ending. Like again. The ending. Fucking tremendous ending. So emotional. Literally crying like tears and just feeling. Feeling everything that happens at the end. The voice actor like an amazing job. The voice actor fucking leans into that shit so hard and it’s just, like, impossible not to feel the emotion that actor’s putting out.

And that in combination with the last 15 hours of gameplay, of climbing up the mountain, every inch that you fought for, every time you, you, you went for the hard decision, every time you tried to get somewhere and you made it. I mean, it just all came together. Everything the game bakers try to do here, I feel almost all of it just came off, like, flawlessly, which is really an achievement. it just really came together in a way that was just so memorable. I felt like. Like I was climbing that mountain. Like I was suffering right along with Ava. You know, I almost wanted to put some tape on my fingers because I’m like, man, I surely have blisters after all the climbing I just did.

This is really tough. it just was so, so amazing to go through this, this very carefully curated, very measured experience that just really hit me unlike anything else that I can think of in recent years. Like I just was so invested in the physical struggle of like, actually holding the controller and climbing up these incredibly difficult, you know, these steep inclines and also just thinking about who Ava was and how she grows and changes, who she meets, who she talks to, and then just spending time in this mountain, which was like, really a pretty amazing, pretty amazing environment.

Mount Kami is pretty fucking cool, just the way that it looks and the way that it it articulates with all its secrets and pockets and nooks and crannies and everything. So everything here has just been just really fabulous. I had a wonderful time. there’s just so much to say and do and feel and think. And I just it just really kind of blew me away. yeah. I mean, this is this is going to be on my Top ten list at the end of the year for sure. Like it’s a lock, it’s a lock. And I feel like, um, this is just a real achievement. It’s a real achievement.

I really want to do extend my my heartfelt congratulations to the team. I think they’ve really done something special here. And, again, Cairn isn’t going to be for everybody. I imagine that a lot of people will be put off by the difficulty or how grueling it can be — sometimes it just does not give you an inch — so I felt the tension and the triumph, and it felt like I, personally, was going through this journey in a way that just landed so hard. I just really enjoyed every aspect of it, every minute of it. And again, when you get to the end of that journey, what man, what a finish. And it just was a perfect encapsulation of everything that had been leading up to that moment physically with Ava, in terms of character, spiritually, everything about it, everything about it. Just fucking fucking fantastic. I love this game so much.

so I guess that’s it. I feel like I’m blathering. I feel like I need to heap more praise on it, but I don’t know what to say other than stuff I’ve already said. And I don’t want to spoil anything, so let me just end with a score. Final. So videogames official score ten out of ten, ten out of ten. I would give it an 11 if that made sense. But mathematically, the numbers don’t math, so I’m going to have to settle for a ten out of ten.

Folks, I think Cairn is as perfect an experience as one could possibly hope to produce. It doesn’t mean the game is perfect or flawless, but it reached for something beyond what other games reach for and achieved more than others have achieved. It had a vision and a strength. It had a voice. It went places confidently, assuredly and correctly, and it got there in a way that very few could have pulled off. So it’s a ten out of ten — I just don’t think you can do better than this. This is going to be absolutely a high watermark for the year for me. And, that’s that’s the best I can do. That’s the best I can do. Top marks.

And y’all know I don’t give out tens very often. I think I hand them out on an average of like once every five years or so. So here’s here’s my one for this year. And I guess you’re not going to get another one for another four years. So congratulations to Cairn and congratulations to the game bakers.

SVG Score: 10 out of 10


Disclosures: This game is developed and published by The Game Bakers It is currently available on PS5 and PC.  This copy of the game was obtained via publisher and reviewed on the PS5. Approximately 15 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated M and contains Strong Language, and Use of Drugs. While there is no direct violence in this game, the player character often falls from a great height in a ragdoll fashion.  Arms and legs can twist in the process, leading the character’s body to become contorted.  These falls are physics based and do not feel gratuitous, or violent in nature. Though there is no gore, the character’s fingers can suffer cuts and will bleed from climbing, requiring players to bandage them, and her feet will show spots of blood if her health is low. The player character will occasionally scream profanity when falling, including most four-letter words.  At one point in the narrative, two characters consume an old bottle of alcohol resulting in a hallucination.  Additionally, alcohol can be consumed during play, although I did not personally come across it during my playthough.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles can be resized with three available options – small, medium, and big.  Additionally, an optional background is available. While most audio cues are accompanied by a visual component, one glaring omission is in Aava’s breathing.  During play, I found myself relying on changes in her breathing to indicate when her stamina was low, and these elements are not subtitled, nor are they visually indicated. Though there are other visual indicators for Aava’s stamina, her breath was often the first sign that her energy was low, and I found it more difficult to assess her condition when playing without sound, and for that reason, this game is not fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

The post SVG REVIEW: Cairn appeared first on Gamecritics.com.

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Climbing Games: How an IRL Trend Became a Video Game Genre

Climbing Games: How an IRL Trend Became a Video Game Genre

Climbing has always been a fundamental pillar for communicating verticality and freedom of movement in video games. Still, it was only a couple of years ago that it began to take center stage in this medium.

The connection between climbing and playing games goes to the very essence of the sport. In 2009, climber Kelly Cordes wrote about The Fun Scale, a concept that he heard in 2001 from another climber. The scale separates the fun you have with certain activities into three types: Type I fun, which is pure, immediate fun, or, in his words, "enjoyable while it's happening." Type II fun is "fun only in retrospect, hateful while it's happening" (every Dark Souls fan knows this type of fun). Type III fun is horrible in the moment, and it isn't even fun in retrospect, but it might give you a sense of achievement.

Climbing Games: How an IRL Trend Became a Video Game Genre
Although some fights in the Elden Ring DLC were definitely Type III Fun... Source: Steam

The Fun Scale has become a fundamental concept in game design, and almost every game attempts to balance the three types to achieve a satisfying flow between difficulty and reward, tension and release.

In previous generations of consoles, climbing meant finding weak spots in giant enemies in Shadows of the Colossus, hiding places in Assassin's Creed, or secret tombs in Tomb Raider.

Everything changed with the arrival of The Legend of Zelda: Breath of the Wild for the Nintendo Switch in 2017, where the protagonist Link could try to climb any surface in the game world. The result was impressively effective; the feeling of freedom and accomplishment once you reached the top of a mountain was unmatched. It also added an extra degree of danger to the protagonist's adventure. If Link ran out of stamina during his climb, he would let go of the wall and fall into the void, usually resulting in his death.

Climbing Games: How an IRL Trend Became a Video Game Genre
Climbing is also a great way to add verticality to a game. Source: Press Kit

However, climbing remained a means to an end, a transitional action on the way to the place where the adventure resumes. Besides planning your route, climbing in Breath of the Wild, as in most video games, consisted of mindlessly pushing the joystick forward, erasing all the complexities and challenges that the real-life sport offers.

In the ensuing years, a series of events would raise the public's interest in the sport in ways never seen before.

In 2018, the documentary Free Solo, directed by Elizabeth Chai and Jimmy Chin, was released. The story of climber (and absolute madman) Alex Honnold's quest to climb El Capitán without any protective equipment, such as a harness or ropes, had us all on the edge of our seats for its entire 96-minute run. The film received numerous awards, including Best Documentary Feature at the following year's Oscars.

The inclusion of the sport in the 2020 Summer Olympics also helped bring the unorthodox sport into the mainstream, with more than 30 climbing gyms opening per year in the US and a 58% increase in visits to climbing gyms in the UK since 2019.

Climbing Games: How an IRL Trend Became a Video Game Genre
PEAK takes advantage of all the collaborative and cooperative elements of real-life climbing. Source: Press Kit

Since Breath of the Wild, there has been an interest in video games with more realistic climbing mechanics, perhaps responding to the desire of climbers to see the challenges they encounter on the wall reflected in the games they play. Games such as PEAK, born from the collaboration between indie studios Aggro Crab and Landfall, which has sold over 10 million units to date, or White Knuckle, which combines the need to climb with the need to escape from a monster chasing you from below, have dominated conversations in the gaming world in recent months.

I decided to reach out to the developers of some of the upcoming climbing video games to try to understand the effort to create a game that simulates, or is inspired by, this particular sport.

Climbing, Translated

New Heights, by Wikkl, took on the challenge in 2023 of portraying the mechanics of climbing a real wall as realistically as possible. I spoke via Zoom with the studio's co-founder, Guido Boogaard, to ask him about his vision for this new trend and whether it is possible to translate a sport into code.

Climbing Games: How an IRL Trend Became a Video Game Genre
New Heights. Source: Press Kit

SUPERJUMP

Where did the interest in making a realistic climbing video game come from?

Guido Boogaard

Can you guess?

SUPERJUMP

I guess you climb.

Guido Boogaard

[Laughs] Yes, I climb. But seriously, it started as just a sketch, because there was nothing before. Now there are more [games about climbing], but in the past, all the climbing was automatic. If you think Breath of the Wild, it's quite enjoyable, but it's all automatic.

Which is a shame, because climbing itself is a puzzle game. I mean, climbing in real life is a puzzle game; it's a very video game-like sport. I do other sports, and climbing is one of the most similar to a video game.

So I thought, why hasn't this puzzle been translated into a computer game? And then there's the audience issue. Climbers are generally millennials and young people, so they are more likely to play video games.

But then I realized that making a game is incredibly difficult; I'm literally still working on the climbing system.

SUPERJUMP

Thinking about what you said about the audience, why do you think climbing has become so popular in that sector?

Guido Boogaard

There's the puzzle aspect, but I also think it's popular because you can do it with your friends, and it's not... Well, it is competitive, but in a different way.

It's also not a team sport, like soccer or hockey, where you have to be much more committed. And maybe people are more interested in nature than before, because of all the electronic, almost dystopian, stupidity we're getting into. So maybe it helps with that. It helps me, at least.

Climbing Games: How an IRL Trend Became a Video Game Genre
Nature in New Heights is beautifully rendered in a realistic style. Source: Press Kit

I like being in nature, which completely contradicts the fact that I'm making a climbing video game. But I want to translate this interest into my other interest, which is computer games.

SUPERJUMP

Looking at the game, it's very easy to imagine myself doing all the different movements, applying all the different pressures. How did you manage to translate the feeling of climbing in real life into a video game?

Guido Boogaard

It's very complicated. First, in real life, you have a lot of control. Just standing up and walking is incredibly difficult for a human, which is why children learn it when they are already one year old. So [in the game] we have to make it a little easier than in real life.

So the character will do their best to get into the position you want them to be in. That's the first thing. The second thing is to calculate whether you can actually do that, whether you are in a position that allows for this movement. So if you're above a hold, you can push; if you're below one, you can pull. It's pure vector math. An incredible amount of vector math.

We calculate everything we can, and it's going to look a little rough at times, because if you look at climbing in real life, it's a little rough.


Total Freedom

Cairn, from The Game Bakers, was one of the most anticipated video games of 2025, before it got delayed to January 2026. It combines realistic climbing simulation, survival elements, and an intimate narrative. Its Marketing Manager, Lauranne Caudaro, and the game's Creative Director, Emeric Thoa, kindly wrote to me in response to a few questions I asked them.

Climbing Games: How an IRL Trend Became a Video Game Genre
Source: Press Kit

SUPERJUMP

What were the inspirations for combining climbing with survival?

Emeric Thoa

Cairn is the last entry in what we call our freedom trilogy. In Furi, you fight to "live free," and in Haven, you fight to be "free to love whoever you want."

This latest entry concludes the trilogy with a powerful theme: overcoming your limits and achieving total freedom. That's what alpinism is in real life, too. Why do people climb mountains? What makes them feel the need to risk their lives to reach the summit?

It's always been fascinating to me, and it makes a great video game pitch in my opinion. It's simple, but extremely concrete. You're at the bottom, and you see the goal.

The survival mechanics work along with the realistic climbing simulation to immerse you into the ascent. You need resources for the ascent (climbing gear, but also food and water). But it’s not a 100% “collect and craft” survival game; survival supports the main mechanics, which are climbing and planning your route.

SUPERJUMP

The game has a mix of stylized graphics and realistic mechanics. What was the process for deciding the game's level of realism?

Emeric Thoa

Stylized art directions are a part of our studio’s DNA. It helps our games stand out from other games, but it also means the graphic style never gets old. That’s why we asked comic book artist Mathieu Bablet to join the team and work on Cairn.

Climbing Games: How an IRL Trend Became a Video Game Genre
Amidst the different climbs, you can enjoy the tranquility of your camp. Source: Press Kit

The stylized art direction drives home the fact that Cairn is a realistic simulation, set in a fantasy world. It reinforces the idea that Cairn (like all our games) is a journey into a different world.

SUPERJUMP

I was wondering if anyone on your team does outdoor or indoor bouldering, or if the realism of the climbing is achieved only by studying.

Emeric Thoa

The whole team has tried climbing. We went to a workshop in Chamonix, in the French Alps. There, we did rock climbing on the cliffs, learned climbing techniques, talked to mountain guides, and to Elizabeth Revol, who’s an alpinist who did several 8000m climbs. We also hiked, all the way up to 3840m high at Aiguille du Midi, face to face with the summit of Mont Blanc. It was a lot of fun and a lot of learning to apply in the game (and a good deal of sore muscles too!)

SUPERJUMP

Do you think that the proliferation of climbing games is happening naturally? Or is it following a trend (IRL or in video games)?

Lauranne Cauduro

Climbing is definitely trending, and going back to what Emeric was saying, climbing gives you a very clear goal; you see a summit, and you have to reach it. I think this translates extremely well in terms of gameplay, and games like Peak, Celeste, or Bread and Fred are great examples! But it’s still a very fresh idea, there’s not that many games really focusing on climbing, and definitely none that do it like Cairn, with a focus on realistic climbing and climbing at the core of the experience!


Far From the Summit

Another reason behind the success of these types of games is "kinaesthetic design." This game design technique allows developers to make the player mimic the actions of the characters on-screen, resulting in more immersion. It's not rare to finish an ascent in PEAK with sore hands, tired from holding the controller triggers in order not to fall, just like a climber has to hold a grip on the mountain wall.

Climbing Games: How an IRL Trend Became a Video Game Genre
Been there. Source: Cairn Press Kit

However, if the past years in the video game industry have taught us anything, it's that there's always room for reinvention and innovation. This emerging genre of climbing video games is far from having exhausted all its potential.

Developers seem to have found an activity that perfectly suits the sensibilities of a considerable niche of players, mixing challenge with personal rewards that go hand-in-hand with self-improvement beyond simply leveling up.

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