You are in Horizon, and the magic of it all is tangible.Īfter that oasis of calm and wonder is suddenly shattered, you get knocked to your senses that this is also a game. The wonder of it all, not from your couch, but in the world, looking around trees, ducking to avoid being spotted by a roaming Watcher, gawking and feeling like you are subconsciously dodging as a Tallneck treks directly along your path. The sounds fill the world with both a natural and mechanical existence, living all around you with every turn of the river. Handled beautifully to allow you the freedom to sit back and take everything in, to process the vibrant living world. Right away, the graphics hit you before anything else. You will get just how fantastic PS VR2 can be when specifically developed for, but I honestly can’t think of a better way to make that experience an actual game than Guerilla and Firesprite did. It is absolutely an experience first and foremost, there is no debating this. It is a harrowing tale of redemption, climbing, action, adventure, climbing, family, climbing, a little wall art, forgiveness, and before I forget to mention it, climbing. Horizon Call of the Mountain is absolutely a technical showcase for PS VR2, but it is in no way simply defined as that. “You see that hill up there? You can go there.”
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