It's been a pretty big 24 hours for PlayStation. Last night we had a pretty darn good State of Play presentation, and now we have PSVR2 impressions popping up everywhere. Horizon Call of the Mountain in particular has benefitted from this attention, with Sony releasing some lovely screenshots of the virtual reality title. Now, though, Guerrilla Games has joined the party, showing off a short but sweet look at gameplay:
It's only 30-odd seconds long, but this teaser shows how good the game looks in motion. It's nigh impossible to sell the true VR experience without strapping the device to everyone's faces, but it's not hard to imagine how polished this looks. Inside PSVR2, this will surely be excellent, with the true scale of the game's machines and beautiful scenery to take in.
What do you think of Horizon Call of the Mountain? Tell us in the comments section below.
Looks bloody amazing. Love that Sony are moving gaming forwards with VR.
If there was a World where Horizon Call of the Mountain, ALYX, Lone Echo 1 and 2 and F1 VR came out as launch titles for PSVR2... VR popularity would explode.
The Fragmentation is holding VR back.
Can't wait to 'feel' the water when dragging my hand through it like in the clip...surely this will be amazing!
I feel like this would work incredibly well as a pack in game, it’s definitely the game they’ve been using to show off what this headset can really do
Firesprite makes the game, Guerrilla gets the plaudits. Ouch.
Is it really too difficult/take too much processing power to add in arms(and their physics) so that we can actually be something more than floating hands? I know a lot of VR games use this method but it's odd to me. Still looks super promising and I will definitely be picking this up with my PSVR2! Hopefully it releases around my birthday in March so I can use it as a birthday present to myself...
Because it is practically impossible to do arms in VR that you the player have full control over. Floating hands is one thing but first person motion controlled arms would not only look weird as hell with today's technology but would be likely to glitch constantly.
@PhantomMenace84 The controller only tracks hands, so the arms' placement and movement would have to be inferred by some combination of inverse kinematics and AI. The problem is that any slight dissonance between the game's arms and your actual arms can feel incredibly awkward and uncomfortable.
So, it's not impossible to achieve, but it's incredibly hard to do it perfectly. For now, at least. I'm sure they're figuring it out.
@PegasusActual93 @PegasusActual93 when you explain it like that I can see how some movements might end up looking awkward but I'd argue floating hands look pretty awkward too. It's one of my biggest gripes in VR. I imagine we'll get there but for the moment, severed hands really aren't very immersive imo.
Glitchy VR arms that are 1. basically impossible right now to program correctly due to limitations in sensor technology, 2. look way more awkward than hands and 3. potentially break the game, means it is not worth it. As someone who has used VR quite a bit the hands thing has never bothered me and after a little bit your brain doesn't even care anymore.
@PegasusActual93 I'm saying I hear you but as someone you also loves VR I can't wait for the day I can see my arms. I mean, at least down to the elbow.
@zupertramp I can see why you'd want it, but you'd at least need elbow pads for tracking, and I'm not sure how well it would work with inside out tracking.
You only need to draw the hands when the controllers are in front of the headset, but if the controller is in front but the elbow pad is behind then you likely lose tracking and have to guess the location, which again is likely to be inaccurate.
Folks I know who work in VR gaming say that inaccurate representation of your body is much more immersion-breaking than the lack thereof, and can often seem to increase motion sickness. Showing the hands is necessary feedback for the player (because they show what you can interact with, increase player accuracy significantly) while the arms would be entirely cosmetic
@theheadofabroom yeah even the floating hands do some funny things sometimes, which is admittedly distracting, so I could see how this could be amplified with poorly tracked/rendered arms but idk, I think when most people imagine the VR of our future, it's a world where we have arms.
It's not a deal breaker mind you. Just a quibble. And an understandable omission given where we're at now.
@zupertramp Personally I'm avoiding all VR games until humanity reaches the level of Sword Art Online, .hack// (dot Hack), Log Horizon etc.
I need full mind/body immersion, but without the risk of dying IRL of course.
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