If you've been following our alpha posts, you've probably seen that a lot of cool new features have appeared in the builds like wall running and climbing. However, if you have yet to preorder Overgrowth, you're probably curious about how these features work. Today it is my pleasure to reveal a demonstration of what we have so far. Remember that the animations you see are merely first-pass, placeholders that allow us to visualize how the initial movement mechanics work.
Robbert has a few new moves in his bag of parkour tricks. (Be sure to check it out in HD!)
In addition to looking cool, wall running will provide players with some extra options to confound enemies which are in hot pursuit. Imagine being chased by a wolf and at the last second running up a wall, doing a back flip and landing behind him for a potential stealth kill.
With respect to climbing, I'm pretty excited that we can actually give players direct control over what ledges they want to grab (unlike Lugaru where your character just grabbed any and every nearby ledge automatically). The fact that you can now shimmy with inverse kinematics realistically adjusting your center of mass as you go, is icing on the cake.
One final thing to keep in mind, is that David has programmed all these new moves in Overgrowth's scripting layer. So if you want to see how it all works or modify the code to suit your own vision, you definitely can.
What do you guys think? Personally, I'm trying to find a local barber with a straight edge razor because I think the end of the beard is nigh.