8 Games Where The Grappling Hook Changes How You Move
These grappling hooks create routes, preserve momentum and change combat spacing instead of acting like a contextual ladder.
A useful grappling hook changes the route, not just the animation. These eight games let players preserve momentum, create attack angles or recover from mistakes instead of pressing one button at a marked ledge.
1. Titanfall 2

Titanfall 2 uses the grapple to preserve speed, redirect wall runs and create attack routes that do not exist on the ground.
Open the official Steam page for Titanfall 2.
2. Just Cause 3

Rico's tether, parachute and wingsuit form one movement system. The grapple starts momentum instead of merely pulling him toward a ledge.
Open the official Steam page for Just Cause 3.
3. Sekiro: Shadows Die Twice

Sekiro uses fixed grapple points to change combat spacing and make vertical escape part of boss and exploration design.
Open the official Steam page for Sekiro: Shadows Die Twice.
4. Halo Infinite

The Grappleshot turns weapons, vehicles, explosive coils and terrain into movement choices, giving Halo's arenas a useful second layer.
Open the official Steam page for Halo Infinite.
5. Dying Light 2 Stay Human

The grappling hook extends parkour routes and recovery without replacing the need to read buildings, ledges and stamina.
Open the official Steam page for Dying Light 2 Stay Human.
6. Doom Eternal

The Super Shotgun's Meat Hook pulls the Slayer toward enemies, making aggression a traversal tool and a way to control airborne momentum.
Open the official Steam page for Doom Eternal.
7. A Story About My Uncle

This first-person platformer builds almost every challenge around chaining grapples, managing swing arcs and reading distant anchor points.
Open the official Steam page for A Story About My Uncle.
8. Cyber Hook

Cyber Hook combines grappling, wall movement and time control in short speedrunning stages where every lost second is visible.
Open the official Steam page for Cyber Hook.
The best hooks create decisions
The common feature is control. Each game lets the player choose when, where and why to grapple. That turns the hook into a movement system with room for practice instead of a shortcut between scripted animations.