The only details we have on the game for now are what’s in the teaser, and some brief comments from Guerrilla Games which has confirmed that although players will meet Aloy (the main character of the Horizon games) and “other familiar faces,” they will play as a completely new character. Today the studios released a brief teaser: Horizon Call of the Mountain is in development by PlayStation studios Guerrilla Games and Firesprite, and is said to be designed from the ground-up to show what’s possible with PSVR 2. Today the company gave players something to look forward to, a made-for-VR game based on one of the most popular PlayStation exclusive franchises. More than five years after the launch of its original PSVR headset, Sony is just starting to ramp up marketing ahead of its next-gen VR headset, PSVR 2. It’s very much a standalone adventure that serves as a solid introduction to the world for newbies and a satisfying expansion to the lore for fans.Today during Sony’s CES 2022 press conference the company not only confirmed a bunch of PSVR 2 specs, but also announced Horizon Call of the Mountain, a new made-for-VR game that will take players inside the world of Horizon, one of the company’s most popular PlayStation exclusive franchises. Of course, you will eventually encounter series lead Aloy ( Ashley Burch), who plays a bit part in the overall passing of the torch. Players embody Ryas, a member of the Shadow Carja clan and an entirely new protagonist for the story. Narratively, the game lives outside of the main storyline of the series’ two main entries and DLC. Horizon Call of the Mountain is Guerrilla Games and Firesprite’s effort to capture all of this in VR form, and while it doesn’t present nearly as much freedom or complexity as the mainline. It might sound like a lazy aim assist, but in practice it feels revolutionary – an empowering nexus of sensory control that negates much of the cumbersome issues that can plague VR shooters. Here too, is where the PSVR2’s eye-tracking comes into play, as players aren’t just reliant on the aiming with their (virtual) hands, but with their eyes as the headset’s internal sensors match the sweet spot between what players feel like they’re aiming at and what they’re actually seeing. The immersion is amplified by the stellar haptic feedback of PSVR2’s controllers and headset, which serve not just to quake as dino-missiles erupt around you, but also increase tension (literally) as you draw the bow to full extension, waiting for the perfect shot to line up. It can be a lot and surprisingly taxing if you’re unaccustomed to the physicality of VR. Combat can be frantic, with multiple ammunition types to manage and rapid dodges and strafing to initiate, and all of it depends on the player’s ability to pantomime pulling arrows from a quiver and firing the bow in real time. Developed by new Sony studio Firesprite, the game will. Much like the main series, the combat loop requires players to target specific areas on the enemy’s body to chip away at armor, reveal weak points, and turn the tides of battle one beleaguered bow-string pull at a time. Horizon: Call of the Mountain is a VR spin-off of the Horizon series, designed exclusively for the upcoming PlayStation VR2 headset. If one were to reduce the game to just a “climbing simulator,” it’d still be the most enjoyable one there is. Utilizing a number of tools from pickaxes, hook shots, and ropecasters, the variety of ways to traverse and the tension created by suspending players thousands of feet in the air with actual thought required on how to progress is enough to leave some players weak in the knees. Despite this, said climbing is often thrilling. It’s the ratio that’s off, with scripted sequences and limited combat encounters punctuating what is often a game mostly about climbing. Climbing is paramount to the Horizon experience, and it’s honestly easy to forget just how much time in the main series is spent spamming the jump button to rapidly ascend mountains and walls, so it doesn’t feel entirely out of place. The visuals help mask some of the linearity of the game, which primarily amounts to being dropped off at the start of a level and traversing various locales (often ascending portions of mountainous terrain) through walking and climbing.
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