![]() There's a variety of control schemes and comfort settings to play around with and the action ramps up so gently that it's hard to be overwhelmed by anything other than the visuals at first. On the odd occasion I'd spot textures loading in out of the corner of my eye, which I'm guessing is something to do with the PSVR2's eye tracking which renders objects you're looking directly at in greater detail than those in your periphery, but these pop-ins were hardly obtrusive to the experience.Įye tracking, or 'Gaze Tracking' as it's called in the game actually helps to improve the immersion of the game in a variety of little ways and even to select options and browse menus, but I think the best way is how NPCs can directly look you in the eye as they speak to you (or in this case insult you), it makes them feel incredibly human.Īs a showcase Call of the Mountain has also been designed to cater to the broadest range of VR experience levels as possible, something it does well. The visuals aren't always perfect though thumbstick turning makes the world jitter noticeably, which might be due to the amount of detail on show given how it's not evident in more modest games like Star Wars: Tales from the Galaxy's Edge or Jurassic World Aftermath. The clarity of the image and the depths of the colours create a believability to the world that makes it feel way more alive than anything the original PS VR could manage. In the original low resolution headset, anything past about a metre away from your face becomes fuzzy and blurred and the colours become muddy, but here the contrast is striking. Thanks to the 4K HDR Display of the PSVR2, the colours are crisp and vivid and the detail on distant objects is as sharp and in focus as anything close by, and I think this is going to be one of the things that most impresses people who have only ever played the original PS VR before. I don't know what a 'Shadow Carja' is, but I lost count of how many times I was called it by someone who was either angry and/or disappointed in me.Ĭall of the Mountain is first and foremost a technical showcase for what's possible with PSVR2, and in that regard it's much more successful. On the plus side, it's a great opportunity to try the Sense Controller's finger-tracking with which I was able to flick the V at everyone who spoke to me. In between levels, NPCs spouted incomprehensible lore at me for lengthy periods while I was locked in place unable to move anything but my arms and head, a pet peeve of mine when it comes to VR immersion. It might not be hugely impressive as a game, but as a showcase for PSVR2 Call of the Mountain is staggering. ![]() Fans of the Horizon series will find lots to enjoy about the story and the way it links in with the main games, but for people like me who were left cold by the interactions in the mainline Horizon games the story in Call of the Mountain is by far the weakest part of the game. In Call of the Mountain you play as the internal monologue of Ryas, a man so uninteresting I soon learnt to tune his voice out until it became nothing more than an annoying hum in the background somewhere. ![]() In between the 'wow' moments (and don't get me wrong, there are plenty of them), I just couldn't help but feel slightly bored. So it's a shame then that the world and mechanics propping it all up are distinctly average. ![]() There were times during Firesprite and Guerrilla Game's collaboration where I was simply boggled by how beautiful it all was where panoramas of distant waterfalls and snowy mountains wrapped in the wreckage of long dead machines took my breath away, and where lush forests and glittering rivers made me forget the real world beyond my headset.Īside from maybe Kayak VR: Mirage, I don't think I've ever played a VR game with visuals as gorgeous as this one.
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