'Horizon: Call of the Mountain' is a spin-off of the main franchise games, and while our favourite red-headed robo-dino killer does make a brief appearance, you play as a completely different character. The Assist will nine times out of ten choose the one you weren’t aiming for. Sometimes the only fix was to put away and take out your bow again costing precious seconds which could mean the difference between life or death.Īim Assist is helpful most of the time, but you can run into issues when two weak spots are close to each other. While this was a rare occurrence it was also a frustrating one. Your main and only weaponry, the bow and sling, feel comfortable to use but sometimes the bow clips with scenery leading it to bounce around on screen. There are sufficient resources throughout each level for you to enter each battle with a full suite of special arrows, and you’ll never run out of the basic ones, but if you have to rely on them, the fights can become very tedious. There are only a handful of these encounters throughout the game but they still feel a little repetitive toward the end. Scattered through some of the bigger boss arenas you’ll also notice barrels of blaze which you can blow up for massive damage. Repeatedly hit the guns on the back of a Thunderjaw to disable the guns and their combat abilities. The machines you fight will have the same weak spots as you’re used to – shoot a stalker in their big lens/eye for high damage or even a one-shot kill. Your range of movement in real life has to be limited, and because of the natural connection between you and your character, it means their movement must be limited too. Compared to the fluid "fight your own way" battles of the previous games, this is a bit of a let-down, though not totally unexpected due to the nature of VR. Compared to the arsenal available in the other games, this came as a bit of a surprise.Įach fight is set in a makeshift arena, with your character strafing around the outer circumference and your foe rushing or flying throughout. As well as a sling, but this can only throw rocks, fire, and freeze bombs. You still have your trusty bow with a variety of familiar arrows like blaze, shock, and precision. For people who feel like their height might limit them in climbing, there’s a climbing reach multiplier to help grab holds just past your ability.Ĭombat feels very limited compared to 'Zero Dawn' and 'Forbidden West'. You can also tweak the difficulty by reducing incoming damage, and speed up combat sections by increasing outgoing damage on a multiplier. There are options for how your character will turn in different situations, and options to help reduce nausea or motion sickness if you’re someone who is prone to it. The variety of settings in the accessibility tab is extensive. Find another target roughly the same distance away and if it’s not highlighted, no matter how hard or accurate your throw, it’s not going to land. Have a target and put no strength into your throw and it effortlessly sails through the air. Throw the dart without a target and it falls around a meter from your feet. The distances the gadgets can be used at seem to fluctuate significantly depending on circumstances and the general will of the developers. The vertical rope dart is particularly irritating as you’re often directly below the point you’re trying to throw it to, meaning you have to lean all the way back to see it. There are too many and each one is slightly cumbersome to use, bringing an unnatural break in the otherwise fluid and natural movements. One criticism of the climbing is the gadgets. While they are quite unnerving, you’ll be back in the action in no time due to the fast loading times of the PS5, and if you find it happening too much, there’s an option to turn off falling while climbing. The first few falls – and you will fall - in these sections are extremely unnerving, especially if you’ve been playing for a while and feel totally immersed in the game. Although you don’t actually have to lift yourself, simply having your arms out for a few minutes and stretching to try to reach the next hold still feels like a bit of a workout. The climbing mechanic is excellently executed and will feel very familiar to anyone who has been bouldering or rock climbing. You’ll be thankful for these moments as they’re usually at the end of a lengthy vertical climb and you’ll need a rest! The Fall There are no quest markers vying for your attention, no boss battle music keeping your heart-rate high, there’s just you and the view in these moments. You’ll often find yourself taking time to look out over an expansive vista with no real urgency to progress. Surprisingly, tranquillity is frequent in this game.
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