![]() The visuals are gorgeous and the world is packed with graphical flourishes and impressive details all around, and the ability of the PS5 to smoothly render these quality visuals in VR was unexpected to be honest. The visuals and audio are all-enveloping and it?s quite easy to get lost in the world of Call of the Mountain for longer VR gaming sessions than recommended. Whether you?re talking to NPCs face-to-face, scaling a mountain or some ancient structure, stealthily navigating through foliage, or whipping out a bow to take down some aggressive machines, you (as character, ex-Carja soldier Ryas), are there. VR is supposed to put you, the player, right in the middle of the experience and that?s Call of the Mountain?s biggest success. Horizon: Call of the Mountain is a virtual reality adventure title set in the Horizon universe and not just an excuse to show off each and every feature the PlayStation VR2 has to offer - although it does that too. So developing Horizon: Call of the Mountain in conjunction with Guerrilla made sense on paper - and after playing through the finished product, in the practical real-world sense as well. Sony?s Firesprite studio has some experience with VR and experimental augmented reality type of applications, and had a hand in the development of the original The Playroom and The Playroom VR for the PS4 which utilized the PlayStation Camera and the original PlayStation VR respectively. If you?re looking for a well-rounded, visually impressive, high quality VR game experience for your new PlayStation VR2 hardware, Call of the Mountain is easily a must have launch title. Valve kinda put the Steam VR platform on the map thanks to Half Life: Alyx, and in my eyes, Sony and Firesprite/Guerrilla Games have definitively accomplished the same goal with Horizon: Call of the Mountain for the PS VR2. ![]() In this case we?re talking about Horizon: Call of the Mountain for the newly released PlayStation VR2. And being right there in VR perspective helps ground you in the world, which is often quite terrifying.Every new gaming platform needs a system seller or killer app of some sort and that most certainly extends to a pricey new piece of virtual reality hardware for a popular existing console. Keeping the flowchart of readying an arrow, aiming, dodging, firing, looking for resources, rinse and repeat, all becomes much tougher when facing some of Call of the Mountain’s more intimidating boss encounters. Reaching behind my back to pull an arrow from my quiver, then hurriedly knocking it and aiming for that sweet weak spot constantly felt intense and quite challenging. Largely, it’s just you, a machine or two, and how well you can aim. While encounters can feel scripted – you’ll rarely square off against more than two or three enemies at a time – most feel memorable because of it. While climbing in Call of the Mountain becomes a chill endeavor, combat is anything but. Climbing and combat segments start appearing closer together the more I play, the more thrilling the game becomes. As you progress further into the game, the time you can spend smelling the roses decreases. ![]() This level of interactivity ties into Call of the Mountain’s brilliant difficulty curve, too. I always love little pace breakers like this in VR they allowed me to relax for a few minutes while showing how creative devs can be with the tech. In another instance, I found a blank wall with a conveniently placed assortment of paintbrushes. One was a selection of working musical instruments like drums, maracas, and even a set of pan pipes. You can look around for hidden targets to shoot, but I stumbled across even more interesting examples. After a major climbing or combat segment, you’ll often have time to rest in a more open area where you can explore and take part in fun activities and distractions. I appreciate, too, just how well-paced Horizon: Call of the Mountain is.
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