Players can expect familiar enemies they've encountered in the previous game to also make their appearance in the upcoming VR title. "Call of the Mountain" appears to push players through a lot of large environments that can be explored in any direction, despite the game not being a true open world like its counterparts. To climb and defeat a variety of scary machines, players can use a variety of tools and weaponry. This is the story of how he tries to come back from that." "His family was torn apart, and ultimately, he was incarcerated. "Ryas ended up on the wrong side for the right reasons," Guerrilla's Studio Narrative Director Ben McCaw wrote. To redeem himself of past misdeeds, Ryas must venture into the new machine-riddled territories and eliminate the threat looming over Sundom. "Horizon: Call of the Mountain" will introduce a new main character this time named Ryas, a Shadow Carja warrior. In fact, it will also feature Aloy, but she will only be one of the secondary characters in the game. To keep fans up to speed, here's what you need to know about the game.Įvents in "Horizon: Call of the Mountain" take place in the same timeline as "Horizon Forbidden West," according to. Unlike "Horizon: Forbidden West," which is the sequel to "Horizon: Zero Dawn," the upcoming "Horizon Call of the Mountain" will introduce a new protagonist as well as new settings and obstacles. Developed by Guerrilla Games and Firesprite, the action-adventure game is the latest instalment of the Horizon series and is set to launch later this month. It’s very much a standalone adventure that serves as a solid introduction to the world for newbies and a satisfying expansion to the lore for fans.The "Horizon Call of the Mountain" is one of the most anticipated VR titles this year and one of the first major PlayStation VR2 titles. Of course, you will eventually encounter series lead Aloy ( Ashley Burch), who plays a bit part in the overall passing of the torch. Players embody Ryas, a member of the Shadow Carja clan and an entirely new protagonist for the story. Narratively, the game lives outside of the main storyline of the series’ two main entries and DLC. It might sound like a lazy aim assist, but in practice it feels revolutionary – an empowering nexus of sensory control that negates much of the cumbersome issues that can plague VR shooters. Here too, is where the PSVR2’s eye-tracking comes into play, as players aren’t just reliant on the aiming with their (virtual) hands, but with their eyes as the headset’s internal sensors match the sweet spot between what players feel like they’re aiming at and what they’re actually seeing. The immersion is amplified by the stellar haptic feedback of PSVR2’s controllers and headset, which serve not just to quake as dino-missiles erupt around you, but also increase tension (literally) as you draw the bow to full extension, waiting for the perfect shot to line up. It can be a lot and surprisingly taxing if you’re unaccustomed to the physicality of VR. Combat can be frantic, with multiple ammunition types to manage and rapid dodges and strafing to initiate, and all of it depends on the player’s ability to pantomime pulling arrows from a quiver and firing the bow in real time. Much like the main series, the combat loop requires players to target specific areas on the enemy’s body to chip away at armor, reveal weak points, and turn the tides of battle one beleaguered bow-string pull at a time. If one were to reduce the game to just a “climbing simulator,” it’d still be the most enjoyable one there is. Utilizing a number of tools from pickaxes, hook shots, and ropecasters, the variety of ways to traverse and the tension created by suspending players thousands of feet in the air with actual thought required on how to progress is enough to leave some players weak in the knees. Despite this, said climbing is often thrilling. It’s the ratio that’s off, with scripted sequences and limited combat encounters punctuating what is often a game mostly about climbing. Climbing is paramount to the Horizon experience, and it’s honestly easy to forget just how much time in the main series is spent spamming the jump button to rapidly ascend mountains and walls, so it doesn’t feel entirely out of place. The visuals help mask some of the linearity of the game, which primarily amounts to being dropped off at the start of a level and traversing various locales (often ascending portions of mountainous terrain) through walking and climbing.
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