Grappling hooks were often limited in Zelda games for what services you can attach to but they were still fun, especially the double grappling hook in Twighlight Princess.I'm not coming up with a single instance where using a grappling hook wasn't fun... actually, I do: The Legend of Zelda series.
Titanfall, Doom Eternal, Batman Arkham games, Sekiro... Spider-Man (kinda). Pudge (Dota 2), Roadhog (Overwatch), Pathfinder(Apex Legends)
C'mon, show me some unfun hook games out there. Imagine adding grappling hooks to... Rocket League or something. FIFA/PES with hooks could make of it some Captain Tsubasa stuff
But it's cool.Huh... I remember this thing being slow and not very useful. Maybe I just didn't try it out enough.
In general, I don't care for it just being added willy nilly. Halo's addition seems pointless/arbitrary to me, same with Doom Eternal (though in that case I may be projecting my dislike of other additions). Otherwise, a good and integral grappling hook is nice. One that lets you do shit like in that video are what games should aim for if they're adding these things.
Yeah, I see that now. I clearly wrote it off too quick at the time. Damn, I missed out on good times.It's physics based and preserves momentum. It's built primarily to swing from rather than simply ride until the end. It's a thing of beauty. Can also be used very effectively for tight mid air turns.
The poster above never invested hours of his time role playing Spider-man in Kakariko Village roofs.I'm not coming up with a single instance where using a grappling hook wasn't fun... actually, I do: The Legend of Zelda series.
I still feel strongly that the [Gears] series would be a blast if it kept all the weapons and controls the same, then added a room-warping grappling hook in order to speed up movement and add more vertical intensity.
Hell yes. And 2. Hook shot cancels all day. Hook shot cling to VSs, planting that sticky and back flipping off to put a round into it is beyond satisfaction.
*Samus laughs in chozo*