After trying both I opted for the former for most of my playthrough, despite both coming with their pros and cons. There are two movement options to choose from: a “gesture”-based system that moves you around when holding two buttons and imitating a walking motion with your arms, and a more traditional analog stick-based system. This narrow approach naturally works well in VR, even if some of the inherent exploration that Horizon normally offers is lost. An inquisitive mind is occasionally rewarded with fun side activities, such as stacking rock cairns or collectible archery targets to hit, but mostly you’ll be guided down a funneled path. What’s notable, however, is that this is very much a linear experience that stands in sharp contrast to Zero Dawn or Forbidden West’s vast open worlds. Rocky landscapes to explore, hostile machines to take down, puzzles to solve – it's all here. It’s a real showcase for the PS VR2 right off the bat, with huge spectacle blending with small detail – right down to the delicate ripples your fingers make in the water and the rude splashes made by the feet of giant machines.īlockbuster opening aside, over the course of its roughly six-hour campaign Call of the Mountain takes the essence of Horizon’s gameplay and boils it down into a much more manageable set of tools that works in VR. The first time you see the scale of some of these creatures really is a sight to behold, not only from the shift to true first-person perspective emphasizing their true size, but with their presence felt further thanks to the haptic feedback felt both in each controller and the headset itself: as you quite literally feel the ground shake with every step as these massive machines pass by.
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