![]() ![]() On one hand it feels somewhat restrictive, but the system has the advantage of enabling you to take proper aim with your bow or sling and dodge enemy attacks. When engaging in combat, you can't move freely but only left or right in a circle. Combat isn't a huge part of the game, but it is still one of the key elements. Sometimes Ryas has to fight the more aggressive machines to the death. It can't all be peace, love and harmony, though. And just like in the main games they are not all hostile, so relax and watch a herd of Grazers. From the first jaw dropping encounter with a Tallneck majestically crossing your path without taking notice of nearly crushing your canoe, to the imposing roar of a Thunderjaw making the headset shake, the machines are even more impressive in VR than on the flat screen. If the surroundings are one highlight, the machines, of course, are another. The enormous metal devil strikes a particularly imposing sight from its position at the top of a snow covered peak, and placing the locations in view of each has the effect of making the world feel more cohesive. As mentioned before most of the game is set in a single valley from where you can see the different points of interest making up the levels. Horizon Call of the Mountain is without a doubt one of the best-looking VR games - even if the excellent introduction, where your only way of interacting is looking around, has a visual quality unmatched by the "real game". With each climb conquered, a new fantastic view of the valley is revealed. The fantastic vistas, however, are something I did not grow tired of. But only almost, because in the end things do get a little stale even if the system works really well. ![]() For instance, the Grab Caster has an input delay when throwing it, which spoils its potential, but the frequent introduction of new tools almost keeps the climbing fresh throughout the game's eight hour length. ![]() Not all tools are equally fun to use, though. For instance, the solid and satisfying pickaxe is great for scaling ice walls, and the grappling hook inspired Grab Caster lets you cross wide gaps. Luckily, Firesprite and Guerrilla season the regular VR climbing with a handful of tools that you assemble manually and then can use freely. You definitely spend more time hanging from a ledge than you do with your feet on the ground. ![]() Even so, I was surprised at how big a part of the game climbing is. Ryas' search primarily takes us through an incredibly picturesque valley and its surrounding mountains inviting you to engage in the aforementioned climbing. It's a VR buffet and the biggest classics are on the menu: Bow and arrow based combat, light exploration and gathering of materials, crafting and, as implied by the title, death defying mountain climbing. In other words it is linear, clocks in at under 10 hours and it keeps its systems relatively simple so it can instead focus on introducing new tools and scenarios to keep the experience fresh. Well, like many other high budget (maybe even AAA) narrative VR games, Horizon Call of the Mountain has a length and scope similar to that of the PS2 generation's biggest blockbusters. No, we're not talking about a 30+ hour open world monster (do you really want to play those in VR?), and it's not one of those infamous "VR experiences" that were a bit too frequent in PSVR's early years either.īut what is it then, the curious reader will probably ask. Maybe that's what Sony has realised, since PS VR2 is launching alongside a brand new side adventure in the Horizon universe. The first PSVR lacked the star power of these to help bring people to the platform. In a way, it's somewhat of a surprise that it took Sony this long to bring one of their well known series to VR. ![]()
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