Movement design / GAME NEWS & IDEAS

Terrible Lizards makes recovery part of the jump

Its director describes aerial control that leaves room for both a cautious landing and a faster route.

REPORTED FACTS

What was announced

In an October 30 Xbox Wire article, Terrible Lizards director John Gelardi explains its first-person platforming around dinosaur animatronics. Players can adjust their trajectory after jumping, while experienced players can use that freedom to pursue faster routes. The game provides no weapons: movement handles danger through chases, collapsing environments and encounters in larger spaces.

OUR EDITORIAL PERSPECTIVE

Why the idea caught our attention

A correction window changes what failure means. A slightly poor takeoff can become a chance to notice drift and recover, giving a player feedback before the landing decides everything. That is an appealing way to teach timing without making every imperfect input final. For someone learning this style of movement, it suggests a useful practice goal: repeat one safe jump and deliberately vary the adjustment, rather than immediately chase speed. The same freedom can support advanced route planning once those responses feel predictable. Whether a player actually gets that clarity depends on camera feedback, readable landing surfaces and consistent control, not merely the existence of an air adjustment.

An independently written summary and design perspective. We have not claimed a hands-on review. Original announcements and game properties belong to their respective owners. Report a correction.