![]() “Beyond that, we're left with the simple pleasure of climbing that defined Grow Home. With all that space comes a generally welcome emphasis on moving backward and forward as well as up, and ostensibly the ability to scan plants into your memory and create them as needed could have memorably turned the whole world into a height-scaling puzzler. There's even a new companion to accommodate the extra elbow room called P.O.D., who acts as a world map and provides the useful ability to mark waypoints for new abilities and challenges visible from the B.U.D.'s-eye view. The world's small enough that you're always keenly aware of its curvature, but varied enough that B.U.D.'s hunt for parts and abilities takes him through a pleasingly varied geography of snowy peaks, barren deserts, and crowded mushroom forests. It's worth learning to live with these quirks to reach the views from Grow Up's heights, where a world far larger than the last spreads before B.U.D. At least frequent respawn points ease the pain of dealing with mistakes. That’s dampened somewhat by the return of Grow Home's unreliable camera, which tends to make gauging jumps more difficult than it needs to be. ![]() glides across the planet's expanses and grips passing plants and rocks. At times these climbs inspire almost zen-like satisfaction as B.U.D. to switch between these tools with ease, granting a sense of freedom the original rarely had. finds while exploring that make Grow Up especially enjoyable, such as a ball that lets him roll, Metroid-style, across the landscape or the ability to coast over wide gaps with a glider. The core act of climbing with the see-saw use of a gamepad's two triggers remains intact. “It works so well that Grow Up is usually more concerned with improving the experience that worked so well last year, and it generally succeeds.
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