Numerous branching paths nevertheless convey a nice feeling of freedom without overwhelming the player. That's why I'm a fan of the game design in Asgard's Wrath: In the role-playing game from Sanzaru Games, the levels are mainly linear. The 360-degree view and the omnidirectional sound make sure that you are much more audiovisually involved. Less is often more in VR, especially since it's harder to focus attention on specific points. This is especially true when developers confront players with many map markers and crafting mechanics. Experience has shown that exploring open worlds is much more strenuous with the VR headset. Maybe it's just a coincidence, but probably the change in game design is due to the demands of virtual reality. In the first two installments, the robot dinos and metal monsters often appeared farther away in the landscape, allowing Aloy to stalk relatively freely. In the new VR game, many enemies seem to appear in areas that are somewhat reminiscent of demarcated arenas. However, when fighting with the bow and handcrafted weapons, one difference to Horizon Zero Dawn and its successor Horizon Forbidden West stands out. VR plays by its own rules: Less is sometimes more The previous protagonist Aloy, on the other hand, will only get a guest role. While traversing the world, the purified Shadow Carja warrior Ryas uses ropes and pickaxes, among other things. In the second gameplay trailer from June 2, a much more expansive landscape and freer movements could be seen. Studio Firesprite (The Persistence) is responsible for most of the work. Incidentally, the series creator Guerilla is only responsible for the development. He explained that the linear river journey is only a small part of the game, where VR gamers and viewers can enjoy the graphics. On the PlayStation Blog, Guerrilla's Narrative Director Ben McCaw promptly debunked such rumors at the time. After all, the first two games in the Horizon series were full-blown action adventures in a freely explorable, open world. The linear boat ride shown in the first trailer has already triggered discussions about whether the VR spin-off of the Horizon series could just be a simple tech demo on rails. Horizon Call of the Mountain is likely more linear than the original, but that doesn't mean it has to be on rails However, it is still largely unclear how freely it can be traversed.Ī newly added text on the official website suggests that it might be a more branching game than a completely open world: The text describes a varied landscape with several paths that can be searched to discover all the secrets of the mountains. The gameplay scenes in the impressively beautiful panoramas do hint at an expansive world. Is it open world or not? That's the question many VR fans have been asking since the unveiling of the prestige title Horizon Call of the Mountain for PlayStation VR 2.
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