
Whether or not there’s a heavy dose of target-lock going on behind the scenes or not, snapping off a shot to hit your target right in the sweet spot never gets old. It feels so natural I’m not sure the tutorial to explain it was even needed, and aiming inside the world is spot-on. The bow and arrow, then, the game’s weapon, is superb in VR. Plenty of options are available to tweak your comfort in VR, too, so if you struggle a bit with movement you can add a vignette around the screen, that kind of thing. To be rather archaic, Horizon Call of the Mountain is proper demo disc material – and there’s a neat unlockable mode that serves this purpose very well. Oh, and did I mention how astonishingly gorgeous this game is? Aside from the bow and arrow (which I’ll get to in a moment), the world itself and how you feel like you can truly see all of it, is the star of the show.
#Horizon vr call of the mountain full#
There’s something irresistible about a table full of crockery that you can smash up or fling like frisbees into the distance, and this kind of world interaction crops up all over the 7-ish hour experience – although I do wonder how long I spent throwing snowballs and doing other trivial activities that padded that out a little.

There are plenty of items in the world to interact with (I was fond of bashing a tambourine early on in the game) and hidden objects to find. You can’t see your own body, either, so it’s easy to disconnect from the whole thing rather than look down and have your stomach turn at the expanse of nothingness beneath you.Įxploration is handled either by classic FPS controls or a more motion-sickness-friendly teleportation system, and it’s pretty neat (and while I’m here, the game plays well either sat down or stood up, which is nice). These sequences feel like you are moving the mountain itself rather than Ryas and the result is a sense that the mountain is floating weightlessly in the world rather than being a hulking great landmass. It’s functional, you moving your controllers as hands to pull yourself up and across multiple marked paths, but I couldn’t get my brain to connect with it. Did I mention that there is a lot of climbing?Ĭlimbing is the weakest core gameplay beat, which is a bit disappointing given that the whole game is based on a mountain – a mountain that must be climbed and has multiple structures on it to climb. Some of these elements work better than others. What follows is a fairly linear journey through a beautiful land (that you can explore freely within its boundaries), with plenty of bow and arrow shooting, a lot of climbing, and arena-style battles against machines. It is incredible.Īfter this breathtaking moment (well, I at least found myself holding my breath at points) the game begins and puts you in full direct control of Ryas. You’re only along for the ride at this point, but I’d have sat through an entire game like this. These mechanical monsters are all around you, over you, coming for you. In this instance, on a rowboat, helpless as you come under attack from the machines. But in VR you’re doing more than seeing it, at least in how it’d work in a traditional on-TV video game.

My arms can’t take much more climbing! This is what you can expect from Horizon Call of the Mountain.Ĭall of the Mountain opens with one of the most incredible set-pieces I’ve ever seen.

But, and maybe I’ll be in the minority here, I prefer it when it’s just letting me take in the spectacle and not making me do too much. It offers a full experience – it's more streamlined than the core Horizon games, but it’s one of those “proper” games. Horizon Call of the Mountain is PlayStation VR2’s headline game, built especially for the new headset and controllers. I know people seem to want fully interactive experiences in VR, like “proper” games, but there’s something to be said for more passive moments.
