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https://nytimes.com/2026/01/29/arts/cairn-peak-lorns-lure-climbing-games.html

The article explores the rising popularity of climbing-themed video games like Cairn and Peak, which aim to replicate the emotional highs and lows of real-life climbing. These games offer players the challenge of navigating virtual mountains, providing a sense of accomplishment and immersion. The games also explore different styles and settings, from realistic mountaineering to more experimental and dark environments.

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AI Headline
The Thrill of Climbing From the Comfort of Your Couch
Simplified Title
Video Games Recreate Climbing Experience in Digital Worlds
AI Excerpt
The article explores the rising popularity of climbing-themed video games like Cairn and Peak, which aim to replicate the emotional highs and lows of real-life climbing. These games offer players the challenge of navigating virtual mountains, providing a sense of accomplishment and immersion. The games also explore different styles and settings, from realistic mountaineering to more experimental and dark environments.
Subject Tags
Video Games Climbing Gaming Entertainment Technology Art & Design
Context Type
Analysis
AI Confidence Score
1.000
Context Details
{
    "tone": "informative",
    "perspective": "neutral",
    "audience": "general",
    "credibility_indicators": [
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Completed
Submitted By
Donato V. Pompo
Submission Date
February 11, 2026 at 1:39 PM
Metadata
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    "original_url": "https:\/\/www.nytimes.com\/2026\/01\/29\/arts\/cairn-peak-lorns-lure-climbing-games.html?campaign_id=9&emc=edit_nn_20260211&instance_id=170910&nl=the-morning&regi_id=122976029&segment_id=215096&user_id=b25c5730c89e0c73f75709d8f1254337",
    "parsed_content": "AdvertisementSKIP ADVERTISEMENTSupported bySKIP ADVERTISEMENTThe Thrill of Climbing From the Comfort of Your CouchWith infinite pathways and incredible tension, video games like Cairn and Peak are recreating the activity\u2019s emotional highs and lows.Listen to this article \u00b7 6:22 min Learn moreShare full articleCairn\u2019s free-form movement system is constantly evaluating the climber\u2019s physiological stress.Credit...The Game BakersBy Lewis GordonJan. 29, 2026The creative director of Cairn wants players to feel all the tension of climbing while their character clings to a granite-gray mountain face. Toes clench over a slither of rock as hands clasp a protruding crag. Each limb trembles. Listen closely and you can even hear the quickening of the mountaineer\u2019s breath.If a path is beyond the capabilities of Aava, the game\u2019s protagonist, she will tumble down a sheer cliff, battered and bruised as her body hangs from the safety rope. But with each surer handhold, players can feel the exultations of real-life climbers \u2014 white-knuckle anxiety giving way to what the creative director, Emeric Thoa, calls \u201chuge satisfaction.\u201dDevelopment of Cairn, which releases this week for the PC and PlayStation 5, started in 2020 when few games were dedicated to climbing, which has surged in popularity during the past decade. Now the burgeoning genre boasts a string of hits: the first-person climbing game Peak blew up last year, selling more than 10 million copies; the Death Stranding franchise sees players scaling massive mountains (and rappelling down them); Jusant offers an achingly poetic take on alpinism; and indie games such as Lorn\u2019s Lure and White Knuckle deliver darker, more experimental angles on the activity.For gamers, there is appeal in pitting oneself against a towering mass of stone. \u201cThe mountain offers a literal learning curve, a clear goal and a visual way to track your progress,\u201d explained Paolo Pedercini, a professor who teaches game design at Carnegie Mellon University.The challenge is an essential component for this climbing cohort, bucking the safe and predictable scrambling seen in many blockbuster action games. In those titles, players tend to follow a prescribed path highlighted with conspicuous yellow markings.Not so in Cairn. An avalanche of mathematical calculations feeds the game\u2019s free-form movement system, which is constantly evaluating Aava\u2019s physiological stress and which limb she is likely to move next. The gigantic massif, a fictional Mount Kami, was laboriously constructed by level designers and artists who have hand-sculpted and hand-placed every rock, ridge and tor.Together, Cairn\u2019s systems summon the fluidity of high-level alpinism. Static rock appears to morph with shifting body. Aava\u2019s clambering possesses a distinct cadence, one that Thoa says is audible in each methodical button press. Within the studio\u2019s Montpellier, France, office, one colleague may be playing Cairn while another is testing one of its faster-paced games. \u201cIf I close my eyes, I know who is playing what,\u201d Thoa said.The lineage of these climbing games is varied. Death Stranding and Baby Steps add greater interactive depth to the walking simulator genre of the late 2000s and early 2010s (pejoratively named because walking is the primary activity). In Jusant, little leaps of faith to reach distant handholds evoke the unforgettable jumps across the backs of steppe-scraping titans in the 2005 classic Shadow of the Colossus.ImageThe summits in Peak are procedurally generated, the product of a carefully programmed algorithm. Credit...Team PeakFor the makers of Peak, which can be played cooperatively online, a major inspiration was the groundbreaking open-world adventure The Legend of Zelda: Breath of the Wild. Petter Henriksson, a Stockholm-based designer, said he and his colleagues were influenced by Link\u2019s ability to climb anywhere. The blond hero simply approaches any vertical surface to start climbing, limited only by a slowly decreasing stamina bar and rain that causes him to slide down newly slippery rocks.Rain does not halt your progress in Peak, but merely slows the ascent. And unlike the mountain in Cairn, Peak\u2019s multiple summits are not handcrafted; they are procedurally generated, the product of a carefully programmed algorithm. Chief among Henriksson\u2019s considerations for that approach was ensuring that the mountain routes delivered sufficient challenges.\u201cWe wanted it to feel like you have to be smart about finding a path,\u201d he said. \u201cWe also wanted moments where you look at a climb and go, \u2018I\u2019m not sure if I\u2019m going to make this,\u2019 and then you do and it\u2019s like, \u2018Oh my God, I can\u2019t believe this.\u2019\u201dIt helps immersion for the mountain to appear broadly realistic, though Peak\u2019s rock formations are lumpier and bumpier than anything in the real world. \u201cAt some point, we definitely started going in a direction where our big popcorn mountain simulator got a little bit too wacky,\u201d Henriksson said.While Cairn evokes the clean nobility of winter mountaineering, Peak evokes four friends going on a breezy afternoon hike, during which a poorly judged leap across a towering ravine can lead to your death.It is this juxtaposition \u2014 between goofing around with friends and what Pedercini, the game design professor, describes as the \u201cgodless, unforgiving\u201d environments \u2014 that elevates the climbing experience in Peak. \u201cYou can get lost. You can follow what looks like a trail and end up at a dead end,\u201d he said. \u201cPeak can be truly harrowing. It\u2019s just you and your friends against chaos.\u201dImageLorn\u2019s Lure was developed by a former parkour runner who envisions the player leaping between ledges in a space he conceives of as \u201cvisual poetry.\u201d Credit...Rubeki GamesThanks to powerful modern computers, both larger teams and solo developers are now able to render 3-D space with hardly any technical limitations. The sheer hugeness of Mount Kami in Cairn evokes the world\u2019s largest peaks like K2. Even bigger, stranger and more expressive is the world in Lorn\u2019s Lure, where the climbing takes place within a vast subterranean megastructure. The space is unfathomably deep, though the Toronto-based designer Radu Nicolae prefers not to reveal its precise dimensions. He merely confirms that it plunges downward for miles and miles, and then keeps going for many more.Nicolae, a former parkour runner, envisions the player as a \u201ctiny ant in a car engine,\u201d leaping between ledges in a space he conceives of as \u201cvisual poetry.\u201d Like other climbing games, Lorn\u2019s Lure, released in 2024, delivers the thrill of traveling somewhere rarefied and out of reach while also subverting it; the vistas here are dark and gloomy, more likely to inspire dread than wanderlust.You do not need to have exceedingly strong fingers or a stomach for heights to enjoy these games. Regardless of setting or style, they suggest that everyone is a climber, seeking to convert the environment before them into a symbolic system of self-expression.So open-ended is the climbing in Cairn that each route up Mount Kami is unique. With every leap, precarious pivot and nervous shimmy, players explore the limits of both vertiginous structure and themselves. It is an emotional journey mapped onto physical terrain.A version of this article appears in print on Feb. 2, 2026, Section C, Page 3 of the New York edition with the headline: The Thrill of Climbing From the Comfort Of Your Gaming Couch. Order Reprints | Today\u2019s Paper | SubscribeShare full articleRelated ContentAdvertisementSKIP ADVERTISEMENT",
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Original Content
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    <title>Cairn and Peak Capture the Thrill of Climbing Mountains - The New York Times</title>
    <meta data-rh="true" name="robots" content="noarchive, max-image-preview:large"><meta data-rh="true" name="description" content="With infinite pathways and incredible tension, video games like Cairn and Peak are recreating the activity’s emotional highs and lows."><meta data-rh="true" property="twitter:url" content="https://www.nytimes.com/2026/01/29/arts/cairn-peak-lorns-lure-climbing-games.html"><meta data-rh="true" property="twitter:title" content="The Thrill of Climbing From the Comfort of Your Couch"><meta data-rh="true" property="twitter:description" content="With infinite pathways and incredible tension, video games like Cairn and Peak are recr...
Parsed Content
AdvertisementSKIP ADVERTISEMENTSupported bySKIP ADVERTISEMENTThe Thrill of Climbing From the Comfort of Your CouchWith infinite pathways and incredible tension, video games like Cairn and Peak are recreating the activity’s emotional highs and lows.Listen to this article Β· 6:22 min Learn moreShare full articleCairn’s free-form movement system is constantly evaluating the climber’s physiological stress.Credit...The Game BakersBy Lewis GordonJan. 29, 2026The creative director of Cairn wants players to feel all the tension of climbing while their character clings to a granite-gray mountain face. Toes clench over a slither of rock as hands clasp a protruding crag. Each limb trembles. Listen closely and you can even hear the quickening of the mountaineer’s breath.If a path is beyond the capabilities of Aava, the game’s protagonist, she will tumble down a sheer cliff, battered and bruised as her body hangs from the safety rope. But with each surer handhold, players can feel the exultations of...

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