

However, the amount of actual gameplay given within the campaign is quite hefty considering the title is designed for virtual reality. There are interactive cinematics that plant you on the spot with returning characters which give you certain instructions to follow, but the path taken in Call of the Mountain is quite linear by comparison given constraints the title entails. However, I'm not sure it's a great one.While Horizon titles follow a lofty story structure towards its respective campaigns, Call of the Mountain’s primary focus relays a distinct gameplay loop delivery due to its virtual nature. 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. Thankfully, this trip (and subsequent return where you left off) are done via fast travel over retracing your steps, but it's hard to ever get invested in your progress. The aim of the game is to keep climbing higher up one basic peak (though the setting does change significantly to suit the colder climes), but every time you hit upon a roadblock or discover something interesting, you're sent back to the start. Tying the climbing to the story was less intelligent, I fear. Related: Stop Being Weird About The Women In The Last Of Us Before long though, you're scaling towers, metal skeletons, jumping chasms, swinging off ropes, opening doors with razor Frisbees, slamming pickaxes into rock, and tossing out well-aimed rope darts to open up the world. Initially, scrambling up cliffs painted with helpful white smears can feel dull, even if leaning away to look at the world sells the sense of scale. I grew used to the slightly convoluted method of walking while holding buttons and using the stick to turn, but the climbing is instantly intuitive and gives you that sense of mighty heroism Horizon has always traded on.

Though it can grow repetitive, making the climbing such an important part of Call of the Mountain was genius.
