There are some tiny other bits that demonstrate VR physics like crafting, but you’ll find little else to do on your way to the end. It’s not perfect by any means, and even nocking arrows would bug out on occasion, but if it’s any indication: I worked up a sweat against the Thunderjaw! All said and done, that’s the game’s two core mechanics and pretty much all you do: climb and shoot. If anything, the combat is the highlight overall. And here’s the thing: it’s actually quite fun. Of course, that’s an oversimplified description: what you ACTUALLY do is waggle your arms to strafe/dodge (and unfortunately, these gestures can be rather imprecise at times), and you wear down your opponents. It’s a lot less dynamic: you circle your enemies and shoot at them. This is nothing like the combat from the main games and was where my curiosity in translating Horizon’s world would come to VR. Then we shift into the other major mechanic: combat. The initial “wow” factor wears itself out quickly, and this is exacerbated by occasional bugging out during a climb. I’d say that easily 75% of your time (and that seems a bit conservative!) is climbing, and no matter how good you get at it, no matter what neat tools they give you to do it with, it just becomes a chore. Well, I’m here to answer that for you!Ĭlimbing. But the thing is: if you know the main games, then you might be somewhat wondering how this translates into VR. Howdy hidey ho! I’m a pretty big fan of the Horizon series at this point, so it was a no-brainer that if I was going to grab a PSVR2, I’d also get the bundle with Horizon Call of the Mountain included.
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