![]() While the in-game climbing mechanics can be made to work by players unable to use both hands, as I will explain a little later, the game unfortunately requires two hands for a lot of other in-game actions, such as holding your bow and pulling back an arrow to fire, or combining two held items to craft new gear. The game does ask which is a player’s “dominant hand”, but how much this impacts is a little unclear. While both playstyles are supported without too much issue, it is important to note that Call of the Mountain does require players to be able to hold and use both PS VR2 sense controllers, as well as move both of their arms in a wide range of angles, including raising their arm to put their hand above their shoulder. On first setup, Horizon: Call of the Mountain asks players if they would like to play seated, or standing. Rather than itself being an open world affair, the game’s lengthy but linear adventure sees the player climbing up mountains using their hands to grip onto hand holds, fighting enemies with weapons such as a bow and arrow, and collecting supplies to create new gear. ![]() I don’t know at this point how much of this is down to the PS VR2 headset, and how much is down to this particular piece of software, but I’m pretty blown away by how smoothly my experience is going.įor a little bit of an overview, Horizon: Call of the Mountain is set in a mountain region of the same world explored in the Horizon open world adventure games. I’ve been using an analogue stick to move my character, and not feeling ill in the process. The game has accessibility options designed to help mitigate motion sickness in motion sickness prone players, but I’ve not needed to use a lot of them. I bring this up because, right now, Horizon: Call of the Mountain is really impressing me. It looks to your eyes like you’re moving, but your movement sensors in your body know that you’re stationary, and that division causes feelings of nausea. Motion Sickness is a routine issue in VR titles with analogue stick walking for many players, due in part to the disconnect that can occur between a person’s eyes and their vestibular system, responsible for detecting movement and balance. VR titles where I can move around a world by teleporting from point to point are generally pretty enjoyable for me, but any games where movement through a world is controlled using an analogue stick to walk around tends to make me feel pretty ill, pretty quickly. ![]() I struggle a lot with motion sickness when gaming, both generally in first person titles, and particularly in certain kinds of VR experiences. I absolutely love the technology, VR gaming allows me to shut out the world and fully immerse myself in experiences, but certain VR games can be physically prohibitive for me to play. I’m in a pretty awkward spot when it comes to reviewing VR video games.
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