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[Cairn] A unique climbing experience where climbing itself becomes a “game”

This article is a translation of the following Japanese article:

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“Cairn”
At first glance, it looks like a quiet and simple mountain climbing game.

However, in reality,
It is a work made with a fundamentally different philosophy from previous action games.

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Author: “Cairn is not a game about conquering mountains, but a game that lets you experience the act of climbing itself.”

In this article,

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  • What kind of game is Cairn
  • Differences from existing mountain climbing/action games
  • Why is it attracting attention
  • What kind of people does this work appeal to?
I will explain

based on logic.


① What kind of game is Cairn

Cairn is a climbing game developed by The Game Bakers, known for
Furi and Haven.

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The biggest feature is

  • There are no enemies
  • Almost no guidance other than clear goals
  • The act of climbing itself is the main purpose

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The player,
Facing a harsh mountain,

  • Where to put your hand
  • Where to put your feet
  • Is this movement safe now

I will keep thinking about it.

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Author: “Cairn is a game that requires a lot of judgment rather than good button operation.”


② Definitive difference from general action games

In many action games,

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  • There is a correct route
  • You can break through if you remember the timing
  • Even if you fail, you can try again
It is designed as

.

But Cairn is different.

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  • There is more than one correct route
  • One step decision can be fatal
  • Fatigue and posture affect next action

The emphasis is on the feeling that is close to real mountain climbing.

Author: “The fear of Cairn is that the reason for failure is not an “operation error,” but a “judgment error.”

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③ The tension of climbing becomes a game itself

At Cairn

  • Reach out your hand
  • Leave your weight behind
  • Stop and think for a moment
All actions such as

are established as
game play.

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That is,

  • Flashy production
  • Big reward
  • Massive hits of reinforcement elements
The
tension itself is what makes it interesting, without relying on

.

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Author: “It’s rare to be able to experience the feeling of being tired just by climbing” in a game.

Author: “I think this work will be evaluated on whether it stays in the memory or not, rather than whether it becomes popular or not.”

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