![]() With some fresh ideas, huge scope, and clever adaptation of an existing property without relying on a simple remake, Horizon Call of the Mountain is an important game for VR. Unfortunately, other parts of the game are too thin, with the inability to wander back the way you came and the constant stop-start nature of its thin narrative working against its own appeal. Trailers and even my own video capture don't quite convey the speed and agility you feel while scrambling. Considering Aloy can run freely through the fields of barley while the fate of the world is at stake, it seems like a mistake to not let me fully explore my favourite spots and sweep the collectibles just because you need a radio part.Ĭall of the Mountain has wonderful elements to it, and it lands the most important part - the physical experience of climbing - perfectly. But it also seems too loyal to the inflated urgency of its narrative, and backtracking to replay earlier locales from base camp is locked until you finish the game. Part of this is no doubt down to VR - it's much easier to make a third-person character model scramble back down a cliff than it is to let a first-person perspective perform it in VR. Not only is Call of the Mountain both linear and often entirely vertical, it also stops you from backtracking. Unfortunately, this exploration is limited too.
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