
While Sony is pushing Horizon Call of the Mountain to be one of the biggest titles for its PSVR2 headset in the early phase, little is known about the game itself.
HOW TO JUMP IN HORIZON CALL OF THE MOUNTAIN SERIES
Horizon Forbidden West is now available for both the PS5 and PS4, and with Horizon Call of the Mountain, the series is making the jump to Sony’s next-gen PS VR 2 headset. Under the Guerrilla Games which has shepherded the widely played series’ creation, along with the PlayStation Studios team Firesprite (which has worked on PSVR games like The Persistence) Horizon has become one of Sony’s biggest series in recent years. So the motion mimetic system of moving the player’s arms was conceptualised as a way to help add a layer of comfort that allowed people who were less familiar with VR to play for longer and stay comfortable whilst they did,” says Barnes.As seen at the CES 2022, Horizon Call of the Mountain is all set to release with the PlayStation VR2 headsets. For some of the team, the stick-based movement was difficult to get comfortable with. “Comfort in VR is an incredibly personal thing, and locomotion is such a big part of that. This pushed the studio to come up with an ‘arm-swinger’ locomotion scheme which I personally felt was both more comfortable and more immersive than pure stick-motion. This was also driven by the developers themselves, some of which couldn’t tolerate much traditional stick movement in VR.

“We are also big lovers of VR ourselves, and so it became a goal of everyone to blow new players away to show them how amazing a truly VR experience is, especially on this incredible new hardware.”īuilding for experiences and new VR players alike also meant rethinking the options for how people would move in the game. That meant building gameplay systems that people could just pick up, play and quickly understand so that we could fully immerse the player in the world,” Barnes says. “We knew this could be players’ first experience with PSVR 2 and, in some cases, even with VR. | View clip Come One, Come AllĪnother important goal was building a game that anyone could play-whether experienced with VR or not-and to leave a real impression. The bow is central to the game’s combat, so the teams gave it tons of interesting detail. “Early on, we did look into doing some more wide-ranging gameplay elements to descend from the mountaintops, but ultimately these elements really ended up distracting from the overall gameplay experience, so they didn’t make their way into the released game.” That meant freedom of movement and ‘real-feel’ physical interactions like climbing and bow combat were so crucial that we got feeling great for all types of players,” Barnes say. We wanted climbing, crafting, exploration, interaction and combat to be the mainstay of everything that we built. “The core of the gameplay was pretty set from the initial idea for the game. We had folks from both teams hands-on at different times and were in constant communication with each other throughout development.”Įven though the game would need to be built as a VR native title, the studios wanted to ensure that it represented elements of a Horizon game, without being too attached to every Horizon gameplay trope regardless of whether or not they fit within VR. “The bulk of the content creation and gameplay teams were over with Firesprite, with Guerrilla holding the original vision for the game and helping direct elements, such as the narrative and art, to create a game that was genuinely grounded in the world of Horizon. “ Call of the Mountain was an incredibly collaborative project, with both Firesprite and Guerrilla working really closely to develop the game, Barnes explains. That meant the two studios had to work in close collaboration to deliver on the vision. With that, comes the expectation that it will look, feel, and sound like the other two titles in Guerrilla’s lauded franchise. Horizon Call of the Mountain is, of course, a Horizon game.


Gameplay clips may not appear with cookies disabled, click ‘View clip’ to see them in a separate window. All images courtesy Guerrilla Games & Firesprite. We sat down to speak with Alex Barnes, Game Director at Firesprite, to learn more about how Horizon Call of the Mountain came to be and how it turned out to be one of our best-rated VR games in recent memory.Įditor’s Note: The exclusive artwork peppered throughout this article is best viewed on a desktop browser with a large screen or in landscape orientation on your phone. Made exclusively for PSVR 2, the game was built collaboratively between studios Guerrilla Games and Firesprite, both part of PlayStation Studios. It’s a rare treat when we get a VR game with the scope and scale of Horizon Call of the Mountain, let alone to see a much-loved IP reimagined specifically for the medium.
