![]() But its not just visuals, audio is phenomenally injected to heighten that sense of captivity, such as the reveal of the opening moments of the campaign delivering a swelling symphony orchestrated to heighten the suspense and action you will encounter on your journey. ![]() In aspect of detailing the environment, its astounding how intricacies are so refined within this universe. Upon collecting extensions, you can use a grappling hook to swing your way to far along areas that are out of reach, or use the sharp edges of a make shift pick axe to climb walls that are inaccessible without it. Zip lines are fun to ride across deep caverns, while looking down across a tightrope will turn that stomach upside-down, but it’s all part of the journey that makes this experience excellently executed. The goal here is to reach Sundom, but you may explore your surroundings further to satiate that inquisitive lust. There are some fun puzzles to complete along your way, but nothing mandated toward your progress. Other actions like running will demand you to hold down Square and Cross, while also performing a hazardous leap across a pitfall to which you will need to hold down on L1 and R1, then let go at the appropriate time to successfully make it toward your goal, whether that be another platform or rope to swing across. Mountainsides are marked with white chalk to indicate where you’re safe to grab and climb, to which you use your VR controls and grab onto the rocky cliffsides by pressing down on L2 and R2. But then it’s all about climbing toward Sundom, to which you will do a lot of. Other actions such as grabbing apples to eat, smashing plates like frisbees or searching through baskets scattered across the region are just simple things to do. Then deep into the action, having equipped my bow and endless supply of arrows, the sense of adventure heightened and a rush of adrenaline gave me an ultimate thrill of being out in the wild and surviving this post-apocalyptic world first-hand. Dipping my hands in river, feeling a sense of nature around me as we slowly sailed through the lush environments, avoiding Watchers and other mechs deemed threats, it was so enamouring, I was taken back by how gorgeous this looked for virtual reality. From the very opening moments of being unmasked, I felt the brush of a cloth come off my forehead, as the light of sun blinded me for only a few seconds while acclimating myself with my surroundings. The haptic technology that was first introduced within the revolutionary PlayStation Dualsense has been redesigned for PSVR2’s respective hardware and controls, with incredible sound and vibration delivery to match the action experienced. I’ve never seen such an adventure title that delivers so much potential, unique content and feels like an interactive virtual AAA game. ![]() The thirteen hour campaign experience delivers some of the best I’ve ever come by in VR, and this is by ways of the first PSVR and Meta Quest 2 by first hand comparisons. However, the amount of actual gameplay given within the campaign is quite hefty considering the title is designed for virtual reality. There are interactive cinematics that plant you on the spot with returning characters which give you certain instructions to follow, but the path taken in Call of the Mountain is quite linear by comparison given constraints the title entails. While Horizon titles follow a lofty story structure towards its respective campaigns, Call of the Mountain’s primary focus relays a distinct gameplay loop delivery due to its virtual nature.
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