Horizon call of the mountain release11/28/2023 ![]() Eye Tracking: With eye tracking, PS VR2 detects the motion of your eyes, so a simple look in a specific direction can create an additional input for the game character.Additionally, PS5’s Tempest 3D AudioTech makes sounds in the player’s surroundings come alive, adding to this new level of immersion. For example, gamers can feel a character’s elevated pulse during tense moments, the rush of objects passing close to the character’s head, or the thrust of a vehicle as the character speeds forward. It’s created by a single built-in motor with vibrations that add an intelligent tactile element, bringing players closer to the gameplay experience. Headset feedback is a new sensory feature that amplifies the sensations of in-game actions from the player. New Sensory Features: PS VR2 Sense Technology combines eye tracking, headset feedback, 3D Audio, and the innovative PS VR2 Sense controller to create an incredibly deep feeling of immersion.Your movements and the direction you look at are reflected in-game without the need for an external camera. Headset-based Controller Tracking: With inside-out tracking, PS VR2 tracks you and your controller through integrated cameras embedded in the VR headset.With an OLED display, players can expect a display resolution of 2000×2040 per eye and smooth frame rates of 90/120Hz. Visual Fidelity: For a high-fidelity visual experience, PS VR2 offers 4K HDR, 110-degree field of view, and foveated rendering.Sony also detailed plenty of specs for the upcoming virtual reality hardware on its blog: RELATED: Horizon Forbidden West Gameplay Video Details New Snake Robot Enemy ![]() It’s very much a standalone adventure that serves as a solid introduction to the world for newbies and a satisfying expansion to the lore for fans.“ Horizon Call of the Mountain, created for PlayStation’s Next-Gen VR hardware, is an upcoming brand-new adventure in the world of Horizon,” Sony announced. “Embrace a new level of immersion in an unique experience, designed to push hardware technology, innovation, and gameplay.” Of course, you will eventually encounter series lead Aloy ( Ashley Burch), who plays a bit part in the overall passing of the torch. ![]() Players embody Ryas, a member of the Shadow Carja clan and an entirely new protagonist for the story. Narratively, the game lives outside of the main storyline of the series’ two main entries and DLC. It might sound like a lazy aim assist, but in practice it feels revolutionary – an empowering nexus of sensory control that negates much of the cumbersome issues that can plague VR shooters. Here too, is where the PSVR2’s eye-tracking comes into play, as players aren’t just reliant on the aiming with their (virtual) hands, but with their eyes as the headset’s internal sensors match the sweet spot between what players feel like they’re aiming at and what they’re actually seeing. The immersion is amplified by the stellar haptic feedback of PSVR2’s controllers and headset, which serve not just to quake as dino-missiles erupt around you, but also increase tension (literally) as you draw the bow to full extension, waiting for the perfect shot to line up. It can be a lot and surprisingly taxing if you’re unaccustomed to the physicality of VR. Combat can be frantic, with multiple ammunition types to manage and rapid dodges and strafing to initiate, and all of it depends on the player’s ability to pantomime pulling arrows from a quiver and firing the bow in real time. Much like the main series, the combat loop requires players to target specific areas on the enemy’s body to chip away at armor, reveal weak points, and turn the tides of battle one beleaguered bow-string pull at a time. If one were to reduce the game to just a “climbing simulator,” it’d still be the most enjoyable one there is. ![]() Utilizing a number of tools from pickaxes, hook shots, and ropecasters, the variety of ways to traverse and the tension created by suspending players thousands of feet in the air with actual thought required on how to progress is enough to leave some players weak in the knees. Despite this, said climbing is often thrilling. It’s the ratio that’s off, with scripted sequences and limited combat encounters punctuating what is often a game mostly about climbing. Climbing is paramount to the Horizon experience, and it’s honestly easy to forget just how much time in the main series is spent spamming the jump button to rapidly ascend mountains and walls, so it doesn’t feel entirely out of place. The visuals help mask some of the linearity of the game, which primarily amounts to being dropped off at the start of a level and traversing various locales (often ascending portions of mountainous terrain) through walking and climbing.
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