Boars in Rome makes momentum the thing you spend
4 min read
Most first-person parkour games hand you a move list. Boars in Rome hands you speed and asks what you can turn it into — a longer slide, a bigger swing, a wallrun that holds.
Momentum is the resource
You run, vault, slide, swing off bars and pipes and anything thin enough to catch, and you run along walls and up them. That list is not unusual on its own. What is unusual is that Boars in Rome refuses to let any of those moves be a button that plays an animation. The speed you arrive with is the speed the move gets to work with, so a high jump or a long sprint cashes out as a longer slide, a bigger swing, a wallrun that carries further before it drops you.
That turns traversal into a running account rather than a menu. Most parkour games let each entry in the move list stand alone, so the question is which one to press. Here the question is what state you are in when you press it, which means a bad landing is rarely caused by the move — it is caused by the twenty metres before it.
The setting is doing real work too. You were selected to leave Earth and start again off-planet, and you come out of cold storage into a Rome nobody cleaned up: the machines kept running, nature took the rest, and ruined districts, decaying megastructures and preserved monuments share a skyline. It is a convenient way to build a city where a marble cornice, a rusted gantry and a service pipe are all simply surfaces, and where finding out what happened is a reason to look up.
The developer is specific about what the game will not do: no invisible walls, no camera lock, no animation lock, and a first-person view tuned to be kind to people who get motion sick. There is a custom map importer, and a line on the store page about secret move tech, which is the sort of thing you only advertise if you expect people to go hunting for it.
Why the route is the design
What Mirror’s Edge Catalyst should have learned from Burnout Paradise is the load-bearing reference here. Its argument is that a traversal sandbox only pays off when the events, the routes, the navigation and the mastery all run through the same movement — an open city is not a reward for moving well unless moving well is what the city keeps asking for. Boars in Rome sidesteps half of that problem by keeping levels linear and opening the approaches instead. One destination, many ways in, and the route is where the skill lives.
Does Spidey’s web-swinging make you feel like Spider-Man? covers the other half. Speed, animation and flow are what make swinging read as effortless from the first press of a trigger, and that ease is a deliberate tuning decision rather than a happy accident. A game hanging everything on swings and wallruns is betting its whole reputation on that tuning, and refusing to lock the camera or the animation removes most of the places where it could be faked.
The secret of Mario’s jump explains why a short move list is not a small game. One verb becomes many when timing, speed and context change what it produces, which is precisely the claim momentum-based traversal is making. If a slide taken at full tilt is a different tool from the same slide taken slowly, four verbs is plenty — and the promise that players will invent techniques the developer never named becomes plausible rather than marketing.
What you actually get
Boars in Rome is made and self-published by Team Boars, coming to Windows, listed under Adventure and Indie, single-player. There is no release date yet — the store says to be announced, and that is worth taking literally.
The pitch is honest about its scale. This is not an open world. It is a set of levels with more than one way through, plus a map importer for the people who would rather build their own Rome than finish the one on offer. That is a defensible scope for a game whose entire value sits in how it feels to cross a room, and it means the painterly art and the post-rock score are decorating something that already has to work.
If the appeal is a game staking everything on how it moves, the untitled werewolf game is the other one on this list — no title, no store page, no release window, and a solo developer betting that the movement system alone is enough to earn an audience. Same wager, different animal.
Keep reading
- What Mirror’s Edge Catalyst Should Have Learned From Burnout Paradise
- Does Spidey’s Web-Swinging Make You Feel Like Spider-Man?
- The Secret of Mario’s Jump (and other Versatile Verbs)
- A werewolf game with no name
One game at a time, with the mechanic that makes it interesting.
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