Horizon Call of the Mountain review: The view is worth the climb
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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. Horizon Call of the Mountain is PlayStation VR2’s headline game, built especially for the new headset and controllers. It offers a full experience – it’s more streamlined than the core Horizon games, but it’s one of those “proper” games. 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. My arms can’t take much more climbing!
Call of the Mountain opens with one of the most incredible set-pieces I’ve ever seen. But in VR you’re doing more than seeing it, at least in how it’d work in a traditional on-TV video game. You’re there. In this instance, on a rowboat, helpless as you come under attack from the machines. These mechanical monsters are all around you, over you, coming for you. You’re only along for the ride at this point, but I’d have sat through an entire game like this. It is incredible.
After 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. 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. Some of these elements work better than others. Did I mention that there is a lot of climbing?
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