horizon call of the mountain

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‘Horizon Call of the Mountain’ Behind-the-scenes – Insights & Artwork from Guerrilla & Firesprite

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. Made exclusively for PSVR 2, the game was built collaboratively between studios Guerrilla Games and Firesprite, both part of PlayStation Studios. 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.

Editor’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. All images courtesy Guerrilla Games & Firesprite.

Gameplay clips may not appear with cookies disabled, click ‘View clip’ to see them in a separate window.

Moving a Mountain

Horizon Call of the Mountain is, of course, a Horizon game. With that, comes the expectation that it will look, feel, and sound like the other two titles in Guerrilla’s lauded franchise. That meant the two studios had to work in close collaboration to deliver on the vision.

Call of the Mountain was an incredibly collaborative project, with both Firesprite and Guerrilla working really closely to develop the game, Barnes explains. “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. We had folks from both teams hands-on at different times and were in constant communication with each other throughout development.”

Even 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 core of the gameplay was pretty set from the initial idea for the game. We wanted climbing, crafting, exploration, interaction and combat to be the mainstay of everything that we built. 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. “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.”

The bow is central to the game’s combat, so the teams gave it tons of interesting detail. | View clip

Come One, Come All

Another important goal was building a game that anyone could play—whether experienced with VR or not—and to leave a real impression.

“We knew this could be players’ first experience with PSVR 2 and, in some cases, even with VR. 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 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.”

Building for experiences and new VR players alike also meant rethinking the options for how people would move in the game. This was also driven by the developers themselves, some of which couldn’t tolerate much traditional stick movement in VR. 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.

“Comfort in VR is an incredibly personal thing, and locomotion is such a big part of that. For some of the team, the stick-based movement was difficult to get comfortable with. 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.

The players gloves also act as a diegetic health bar thanks to the green leaf-like segments

Continue on Page 2: For Fun’s Sake »

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PSVR 2’s First Top Download Chart Sees ‘Kayak VR’ & ‘Pavlov’ Outperform ‘Horizon Call of the Mountain’

PlayStation VR 2 launched late last month alongside more than 40 titles, which included games entirely new to the platform as well existing games from other platforms and upgraded PSVR titles. The headset’s first monthly top download chart has revealed a big shift in which games are taking an early lead in the headset’s growing library.

Taking the top spot across the US & Canada, the EU and Japan is Kayak VR: Mirage, a kayak racing sim initially released on SteamVR headsets in 2022 by Amsterdam-based indie studio Better Than Life.

In it, players race across lush, photorealistic environments including ice caves in Antarctica, tropical locales in Costa Rica, storm waters in Norway, and the stark canyons of Australia. The paddling movement mechanic is also something that works really well in VR too, which we hope more games will make use of thanks to just how immersive it can be.

Horizon Call of the Mountain, undoubtedly a product of sizable investment by Sony, only managed to eke out third place in the US/Canada and the EU, taking second place in Japan, which is probably more than a tad disappointing to the Sony-owned developers Guerilla Games and Firesprite.

Horizon Call of the Mountain is a single-player adventure that showcases some of the best graphics you’ll find anywhere in VR. Combat could be a bit more fluid and climbing could have more interesting challenges, although it certainly stacks up to Half-Life: Alyx in terms of immersion. Check out why we game it a respectable [8.5/10] in our review.

Granted, Horizon Call of the Mountain comes with a premium price tag of $60, which may explain why it underperforms in unit sales in comparison to the cheap and cheerful $25 team shooter Pavlov and $23 Kayak VR: Mirage. There’s also to consider that it was the subject of a hardware bundle, however that included a voucher code and not a physical disk. As the PlayStation blogpost states, the chart is counting downloads and not unit sales.

What’s more, it seems the era of Job Simulator (2016) ruling the PSVR top download charts has come to a definite end—despite it and sequel Vacation Simulator both offering PSVR 2 versions. Job Simulator has ruled the download charts nearly every month without fail since it launched on the original PSVR.

Take note: the February download chart only accounts for the headset’s first week in existence (Feb 22-28). March’s chart should be another fairly interesting read, as we see whether these top spots remain, or falter as more users pick up PSVR 2 headsets. Check out the chart below:

PSVR 2 Games

US & Canada EU Japan
1 Kayak VR: Mirage Kayak VR: Mirage Kayak VR: Mirage
2 Pavlov Pavlov

Horizon Call of the Mountain

3 Horizon Call of the Mountain Horizon Call of the Mountain

The Tale of Onogoro

4 Star Wars: Tales from the Galaxy’s Edge Star Wars: Tales from the Galaxy’s Edge

Dyschronia:Chronos Alternate Episode I

5 PISTOL WHIP Moss: Book II

After the Fall – Complete Edition

6 Moss: Book II PISTOL WHIP

Moss and Moss: Book II Bundle

7 Swordsman VR Job Simulator Puzzling Places
8 Drums Rock Swordsman VR

Star Wars: Tales from the Galaxy’s Edge

9 NFL PRO ERA Drums Rock Drums Rock
10 The Light Brigade After the Fall Job Simulator

Update (12: 00PM ET): Horizon Call of the Mountain was also included in a hardware bundle, however that included a voucher code and not a physical disk. As the PlayStation blogpost states, the chart is counting downloads and not unit sales. We’ve included this information in the article above.

PSVR 2’s First Top Download Chart Sees ‘Kayak VR’ & ‘Pavlov’ Outperform ‘Horizon Call of the Mountain’ Read More »

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‘Horizon Call of the Mountain’ Review – A Visual Feast That Takes VR Climbing to New Heights

With Horizon Call of the Mountain, Sony is hoping to have an exclusive big-budget VR game to entice players to the new PSVR 2. Does the title succeed? Read on to find out.

Horizon Call of the Mountain Details:

Available On: PSVR 2

Release Date:  February 22nd, 2023

Price: $60

Developer:  Geurilla Games & Firesprite

Publisher: Sony Interactive Entertainment

Editor’s Note: The clips in this review that were captured from PSVR 2 do not look correctly saturated due to incorrect HDR downmixing on our part. Rest assured, the world of Horizon Call of the Mountain is quite vibrant!

Gameplay

The first thing you should know about Horizon Call of the Mountain is that at its core, it’s a VR climbing game. While it’s obvious from the name that climbing would be part of the experience, I can’t say I realized that it would make up about 50-60% of the gameplay. But that’s not necessarily a bad thing; climbing in Call of the Mountain is well executed and creates perfect situations to showcase the game’s stunning environmental art.

The second thing you should know about Call of the Mountain is that it really is a full game and not just a collection of mini-games or one-off experiences. That includes a cast of characters with performances that developers Guerrilla and Firesprite clearly spent a lot of time on, with results that challenge the groundbreaking portrayal of virtual humans in Blood & Truth (2019).

Climbing is the central pillar of gameplay in Call of the Mountain; at first you’ll be using just your hands, but later you’ll find new tools that do a good job of mixing up the climbing gameplay just enough that it doesn’t overstay its welcome, though I wish the later equipment felt less redundant.

While the climbing systems work very well throughout, I found a near complete lack of challenge in the climbing gameplay; I don’t think I fell to my death a single time during the game. The only ‘challenge’ is occasionally needing to look around to find out where to make your next move, but there’s barely any real ‘threat’ during climbing segments, which would have served well to emphasize the game’s otherwise daring climbs.

The climbing may not throw any real challenges your way, but it certainly creates effective opportunities to see the beautiful world of Call of the Mountain. The environmental art and lighting direction in the game is seriously top notch and of a quality scarcely seen anywhere else in VR. You’ll come across vista after epic vista as you climb to new heights, and it always felt worth it to me to take a minute to soak in the views. From most vantage points you can make out other major landmarks in the game which helps make the whole thing feel like a cohesive world.

While climbing is a huge part of the game, you’ll also be doing a lot of bow shooting, which is also well executed in function and feeling. To that end, the combat is where the game really challenges players, and I was actually surprised just how difficult it can be. While I only died from a single encounter in the game, the combat definitely put my skills to the test in a way that I expect would be fairly difficult for inexperienced VR players. While there’s options to tweak the difficulty, unfortunately they’re somewhat hidden in the Accessibility menu which means some players might not find them given that they may be looking for a more common ‘difficulty selector’ as some games provide.

Instead of throwing enemy after enemy at you, combat in Call of the Mountain most often consists of very specific encounters with a set number and type of enemies. The game also takes on a totally unique form of locomotion when these fights start, where the player can swing their arms to quickly rotate around the outer edge of the combat space as they avoid attacks and look for new angles to attack from. While it might look strange from the outside, the overall concept works well, especially when you’re fighting some of the game’s biggest and baddest beasts.

Granted, I found it difficult to read and time the enemies’ melee attacks, and I didn’t feel like the ‘dodge’ mechanic (where you swing both your controllers to one side to do a quick strafe) worked particularly well. While I applaud the developers for building a unique and thoughtful combat system that’s specific to VR (and impressively comfortable, I should add), it could use a bit more refinement to really shine.

The same goes for the combat overall. While it’s definitely fun to fight the fascinating machine creatures from the world of Horizon—thanks to their excellent looks and sounds—combat never felt particularly strategic to me. For the most part you just need to keep lobbing arrows down range. That’s especially strange considering the game allows you to craft several different arrow types (like fire and ice), but all of them essentially just felt like extra damage rather than a strategic choice. That’s compounded by the fact that the game provides the player with more than enough resources to usually have their special arrows maxed out—which further meant that actually finding those resources didn’t feel very exciting.

While Call of the Mountain is a linear adventure, you’ll return to a hub area between missions where you’ll get to talk to the game’s small cast of characters. Although there’s unfortunately minimal character development and intrigue, the characters themselves are impressively rendered across the board, from the way they look to the way they move to the way they sound. It’s a shame they aren’t more involved in the game because they’re so technically compelling.

When you’re on the trail but not actively climbing or fighting, there’s usually loot to scavenge for. The game does a good job of leaving extra bits of loot for those that go looking, but since the only gameplay reward is ingredients for different arrows (which as we established, don’t really make the combat more unique) or a small upgrade to your health it can be a bit of a let down to keep finding the same stuff that you’ve already got plenty of.

Even if you’re full on arrows though, the game still peppers its pathways with little collectibles to find for those who are looking more closely at the world around them, as well as hidden targets for you to shoot (which I appreciate because this gives players another good reason to take in the environment at large). Some of the game’s levels also have optional (and sometimes hidden) ‘Legendary Climbs’, which are longer climbing segments that usually lead you to another awesome view, and these feel like a good reason to replay a level if you didn’t find them the first time around.

Call of the Mountain is a fun adventure with tons of VR native gameplay taking place inside one of the best looking virtual worlds seen in VR to date. I can’t say the story really grasped me—I completely missed why the protagonist and his brother are at odds with one another—but at least it’s all well delivered and ties the gameplay together. It took me about 7 hours and 30 minutes to complete the main campaign while finding roughly 60% of the extras like trophies, collectables, and Legendary Climbs.

While it isn’t particularly comprehensive, the game also has a small challenge area where you can test your bow and climbing skills with some timed challenges. And last but not least, there’s also the ‘Machine Safari’, which is an extended version of the opening sequence which shows off the game’s great looking creatures and animations in a non-interactive way (great as a short demo to show friends who aren’t gamers).

Immersion

Image courtesy PlayStation

Call of the Mountain is definitely easy to get lost in thanks to its beautiful visuals and solid-feeling world. Yes, you’ll come across a bunch of epic vistas to soak in, but the game also does a great job with the smaller details too. You’ll see nice touches like moss growing between rocks, glints of crystal flecks in some of the rock faces, and a ton of foliage and environmental decoration, all backed up by great lighting and art direction.

While it was a bummer to find that only some of the foliage was interactive, it did make me smile when I could naturally use my hand to push a vine away from my face, see fuzzy moss bend under my hands, and watch leaves move realistically as I grazed them while looking for my next hand-hold.

Overall, Call of the Mountain might have the best visuals of any VR game I’ve seen to date. Though I’d say Half-Life: Alyx still has the more technically proficient graphics, those graphics are largely in service of realizing a dirty, broken, dystopic city. Call of the Mountain, on the other hand, offers up a rich world full of natural beauty that’s a delight to see.

Beyond the interactive foliage, the developers also scattered lots of interactive props throughout the environment. While they have nothing to do with gameplay, they’re certainly tempting to play with. Though I can’t even recall the name of the game’s main antagonist, I do recall playing a tambourine, drums, a pan flute, finding various hand-made dolls, smashing a table full of pots with a hammer, ringing huge gongs with a mallet, throwing snowballs, and shooting vases off a steep ledge with my bow. All of these various props are detailed with their own sound effects, physics, and generally tight hit-boxes.

While it was great to see that all of these items were physically interactive and could be pushed appropriately with your hands, the physics would sometimes freak out when items interacted with each other (ie: putting a stick in a mug).

Also relating to item interactions, I was a little disappointed to see that Call of the Mountain lacks a proficient force-grab system (which is essentially standard in VR games today). While you technically can grab things with a bit of range, it was really hard to see exactly which item you are targeting, which would sometimes mean grabbing something other than what you had intended. And then there’s the fact that when grabbing distant items, your floating hand in many cases would fly away to meet the object, which certainly doesn’t look right. And all of this sometimes makes picking things up from the ground an annoyance.

A more thoughtful force-grab system would have been welcomed; it’s easy to imagine emulating the gravity glove system from Half-Life: Alyx, and either explain it away by saying it’s advanced technology from the Old Ones (the futuristic lost civilization of the game), or by creating an (admittedly contrived) version of the gloves using string and pulleys. I also would have liked to put items over my shoulder to stash them in my inventory instead of having them magically teleport there after touching them once.

One place where Call of the Mountain really went above and beyond in the immersion department is with its characters. Yes, they look great, they’re well voiced, and the facial capture is very expressive, etc., but the thing that really impressed me is the way the developers dealt with players reaching out and touching the characters.

In many games if you reach out to touch a character nothing happens (maybe your hand even clips through them), which breaks immersion. Other games will just keep the characters 10 feet away from you, but that can also kill immersion because they’re outside of your ‘personal space’ (making you feel less connected with them).

Call of the Mountain keeps the characters in that personal space, but if you reach out to touch them they will lean away from your hand while sneering at you in a way that feels really natural. And when I say natural, I mean the expression on their face—and the way they first look at your hand and then back at you—very effectively conveys a sense of ‘what the hell is wrong with you, why are you touching me’ without using any words at all. It’s such a minor detail but it’s incredibly well done, especially considering that this system is fully dynamic so it can happen regardless of how they’re gesturing, looking, or speaking. Whoever worked on this system and the accompanying body language and animations, bravo, you’ve set a new bar for the ‘players touching characters in VR’ problem.

Comfort

Though there’s plenty of motion in Call of the Mountain, the game is clearly designed to take comfort into consideration.

First and foremost, the game has a solid ‘arm swinger’ locomotion option which is the default for two of the three pre-configured comfort profiles. I found that it kept me more comfortable and felt more immersive than using pure stick movement—though it was just a little bit annoying that it slows you down so much when you come within a few feet of stationary objects like walls or rocks.

In addition to the arm swinger movement, the game has a dynamic blinder system that kicks in when there’s lots of motion, like when you’re jumping, climbing, ziplining, or falling, and I found that it did a great job of keeping me comfortable.

In addition to offering up three pre-configured comfort profiles ranging from lots of comfort accommodations to fewer accommodations, you can also go into the menu and fine-tune the settings to taste. The game also thoughtfully includes an ‘Arm Reach Multiplier’ option for anyone that needs it, either because you don’t feel like reaching as far, or because there’s a physical reason you’re unable to.

As with any VR game involving climbing, when you clasp a handhold you can effectively shake your own body around by waggling your arm; some of the very sensitive folks are likely to find this movement inherently uncomfortable, regardless of blinders. So if you are particularly sensitive to motion in VR, you might want to give this game a shot but be ready to take advantage of Sony’s PlayStation Store refund policy if you can’t handle the motion comfortably.

Below you can find the full list of comfort options in Horizon Call of the Mountain.

Horizon Call of the Mountain’ Comfort Settings – February 16th, 2023

Turning
Artificial turning
Snap-turn
Quick-turn
Smooth-turn
Movement
Artificial movement
Teleport-move
Dash-move
Smooth-move

✔ (with optional ‘Arm Swinger’ mode)

Blinders
Head-based
Controller-based
Swappable movement hand
Posture
Standing mode
Seated mode
Artificial crouch
Real crouch
Accessibility
Subtitles Yes
Languages English
Dialogue audio Yes
Languages English
Adjustable difficulty
Two hands required
Real crouch required
Hearing required
Adjustable player height

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Here’s Every Game Announced for PSVR 2

Sony has revealed the price and launch date for PSVR 2, although it still hasn’t tossed out a launch day lineup for PSVR 2. We’re adding more games to out running list though the closer we move to the February 22nd launch of PSVR 2.

Here’s a look at what we hope will be a quickly growing list of all games announced for PSVR 2 thus far. Also, don’t forget to check out our detailed hands-on with PSVR 2 hardware to see what sets it apart from the original.

There is no list of launch-day games yet. In our list, we take a look at the games officially mentioned by Sony, followed by the rapidly growing number of studios committing to support PSVR 2 at some point.

Horizon Call of the Mountain

Horizon Call of the Mountain isn’t a log flume ride or hollow VR “experience” like the trailer might suggest. Nay, developed by Sony’s first-party Guerrilla Games and Firesprite Studios, the first VR take on the Horizon universe is going to be an honest to goodness story campaign the devs say will take around seven hours to complete, along with some “additional content” included in the game.

Check out our hands-on here.

Star Wars: Tales from the Galaxy’s Edge

Star Wars: Tales from the Galaxy’s Edge is an action-adventure experience where you’ll take on the role of a droid repair technician operating near the Outer Rim. First introduced on Meta Quest in 2020, this will be the first time this run-and-gun, Star Wars-flavored adventure will be available outside of the Meta ecosystem.

Check out our spoiler-free review here

Resident Evil Village

Capcom is bringing Resident Evil Village to PSVR 2, and it says the game will provide “an even deeper immersive experience by taking full advantage of the vivid graphics possible with the headset’s 4K HDR display, PlayStation VR2’s eye tracking, PS5’s 3D Audio and more.” Lady Dimitrescu awaits!

Resident Evil 4

Resident Evil 4 is already available on Quest 2, although this particular version is a classic zombie shooter of another stripe. The game coming to PSVR 2 is actually the remake, so we’re getting all new everything this time around and not just uprezzed textures. We’re hoping the VR support is as good as the Quest 2 version, and decidedly better than RE7 Biohazard, which wasn’t bad, but it is showing its age since it was released in 2017.

Demeo

Created by VR veteran Resolution Games, Demeo is a VR take on a tabletop RPG dungeon crawler. It has fared remarkably well on Quest 2 and PC VR headsets since release in 2021, which is in part thanks to its basement-themed, D&D-style action that lets you unite with friends for a tactical gaming night from afar.

Check out our review here

No Man’s Sky

The redemption story continues, as Hello Games vows to bring its space exploration simulator to PSVR 2, including all of the successive patches and DLC drops that took it from procedurally generated empty shell to a universe truly brimming with possibilities.

The Walking Dead: Saints & Sinners Chapter 2

This is a full-fat sequel to VR’s most popular games as of late, The Walking Dead: Saints and Sinners. Like the first in the series, you’ll scrounge around a post-apocalyptic New Orleans that’s not only brimming with the undead, but also rival gangs that you can choose to join or battle. Physics-based combat, low ammo supplies, and a very touchy stamina system means you’ll need to think long and hard before running into that crowd of walkers.

Firewall Ultra

It’s not clear how much “new” content we’re getting right out of the bat with First Contact’s next Firewall game, which like the original promises tactical squad-based shooting action across a host of maps, although Firewall Ultra is decidedly the future of the franchise. We can expect to see legacy maps, characters and weapons, but also updates for more of everything down the line.

The Dark Pictures: Switchback VR

Supermassive Games just revealed The Dark Pictures: Switchback VR, or what it calls a “fast-paced roller coaster action-horror-shooter where every move you make, and everything you see, could mean the difference between life and death.” Set inside the sinister world of The Dark Pictures Anthology, Switchback VR makes good use of headset eye-tracking: some enemies only move when you blink (Visine not included).

Crossfire: Sierra Squad

Smilegate tossed out a trailer to a brand-new VR game called Crossfire: Sierra Squad, a first-person shooter in the Crossfire universe. The game is played either solo or in co-op mode with up to 4 players on a team as you battle against AI baddies. The studio says there are 39 types of weapons including pistols, rifles, throwable – and throw back-able – grenades and sniper rifles with revolutionary scope mechanics give you plenty of options to dispatch 17 types of enemies.

The Light Brigade

Funktronic Labs showed off a new single-player roguelike game called The Light Brigade which it says is “filled with immersive gunplay and moody mystery.” Uncover the mystery of the gloomy ‘Sunken World’ as you climb the ranks of the titular Light Brigade, unlock firearms and unique spells. The Light Brigade will be available for pre-order starting November 15th.

Hello Neighbor: Search and Rescue

tinyBuild Games and Steel Wool Studios (Five Nights at Freddy’s) announced a VR take on viral indie hit Hello Neighbor, which is coming to both PSVR and PSVR 2 with cross-buy. “Mr. Peterson’s creepy house takes on a new level of immersion in VR, and there is nothing quite as scary as actually seeing that familiar shadow tower over you just before everything goes black,” tinyBuild says. Hello Neighbor: Search and Rescue will be available for pre-order starting November 15th.

Pistol Whip VR

Cloudhead Games is bringing a free PSVR 2 upgrade to the PSVR version of its award-winning physical action-rhythm game where thrilling gunplay and dynamic tracks collide, creating a dreamscape world for players to blast, duck, and dodge their way through to become the ultimate action hero.

Cities VR – Enhanced Edition

With its intial launch on Quest earlier this year, Fast Travel Games managed to bring Cities: Skylines to VR, albeit in a slightly smaller package to run on VR hardware. Smaller, as in the size of your city: you’re actually a Godzilla-sized goliath towering over your little town as you manage all of its buildings and keep up with city planning.

Cosmonious High

Owlchemy Labs is known for highly interactive, super approachable VR games, such as award-winning titles Job Simulator and its sequel Vacation Simulator. This one went live a few months ago on Quest and PC VR headsets, and we can’t wait to see PSVR 2’s eye-tracking bring our avatars to life.

Zenith: The Last City

From Ramen VR comes the PSVR 2 version of its Kickstarter success story, the MMORPG know as Zenith: The Last City. Promised to be a day-one launch title, there are hundreds of hours of content to chew through in this well-realized VR native.

Tentacular

Initially launched on Quest and PC VR, Firepunchd Games is bringing its wild adventure where you, a gigantic but good-hearted tentacled beast, is trying to figure out your place in the world. Help your human friends to research a strange and incredibly powerful energy source. Make progress by solving a colossal mix of action-based activities and physical constructions puzzles which unlock elements for your very own playground.

After The Fall

Launched on PC VR, Quest and the original PSVR, Vertigo Games is bringing an enhanced version of the co-op zombie shooter to PSVR 2. If you haven’t heard of it before, it’s essentially Left4Dead, but in VR, letting you sweep through levels with friends and strangers as you mow down massive hordes of zombioid baddies. Upgrade your stuff, come back for more.

Jurassic World Aftermath Collection

Coatsink originally brought this two-part psychological dino-thriller to Quest, making for a heart-pounding game of cat-and-mouse with a gaggle of Raptor baddies. Use your eyes and ears to alert you to impending doom, and hide from certain death if you can, Make sure to check out our spoiler-free review of both part 1 and 2 on Quest to see what’s in store.

Altair Breaker

Initially released on Steam and PSVR, Altair Breker is a map-based sword fighting game from the makers of Swords of Gargantua, Thirdverse. You can team up with three other friends or go it alone as you for an adventure that the studio says its for “players who want to experience stylish sword-fighting action and feel like the hero in an anime world.”

XR

Thirdverse is also developing a multiplayer shooter called X8, which is set to launch on PSVR 2 in addition to PC VR and Quest 2. Developed by Thirdverse’s US-based studio, the 5v5 hero shooter is slated to arrive on those other platforms sometime this winter before rolling out to PSVR 2 at some point.

Other Games Announced for PSVR 2

  • 2MD: VR Football Unleashed All-Star – Truant Pixel
  • Affected: The Asylum – Fallen Planet Studios
  • Aliens VR – Survios
  • Alvo – Mardonpol
  • Afterlife VR – Split Light Studio
  • Among Us VR – Schell Games and Innersloth
  • Black Top Hoops – Vinci Games
  • Black Trail – Red Horizon
  • Distortion VR – Future Mental Games
  • Do Not Open – Nox Noctis
  • Dropship Commander – Strange Games Studios
  • Engram – Maze Theory
  • Firmament – Cyan Worlds
  • The Exorcist Legion VR: Sin – Pocket Money Games
  • Galaxy Karts – VR Monkey
  • Ghostbusters VR – nDreams, Sony Pictures Virtual Reality (SPVR)
  • Ghosts of Tabot of Tabor – Combat Waffle
  • Golf+ – Golfscope Inc
  • Green Hell VR – Incuvo
  • Grimlord – MetalCat Interactive Technology
  • Hellsplit Arena – DeepType Games
  • Hubris – Cyborn
  • Hypestacks – Squirrel Bytes
  • Kayak VR: Mirage – Better Than Life
  • The Last Worker – Wired Productions
  • LONN – SixSense Studios
  • LOW FI – Iris VR
  • Madison – Bloodious Games
  • Medieval Dynasty – RenderCube
  • Mixture – Played With Fire
  • Neolithic Dawn – James Bellian
  • Pavlov – Vankrupt Games
  • Project Lousianna: The Bounds VR – Build the Light Studio
  • Propagation Paradise Hotel – Wannadev Studio
  • Requisition – Arcadia VR
  • Runner – Truan Pixel
  • Samurai Slaughter House – Tab Games
  • Shadowgate VR: The Mines of Mythrok – Zojoi LLC. and Azure Drop Studios
  • Soul of Kaeru – BrainUp
  • Stranger Things: The VR Experience – Tender Claws
  • Super Kit: To the Top – Electric Hat Games
  • Tin Hearts – Rogue Sun
  • The Twilight Zone VR – Pocket Money Games
  • Ultrawings 2 – BitPlanet Games
  • Volcanic Core – Synthesis Universe
  • The Walking Dead: Saints & Sinners Chapter 1 – Skydance Interactive
  • Wandering in Space – Moonseer Games

Unannounced PSVR 2 Games

  • Archiact sci-fi game
  • Firesprite horror game
  • Vitruvius VR sci-fi game

Update (November 28th, 2022): Eurogamer’s Ian Highton has mentioned a few more titles coming in a video breakdown that has filled in some gaps in our list. We’ve added X8 and Altair Breaker to the official Sony-sanctioned list, and a handful of others in the studio-announced titles listed above.


Did we miss any? Let us know in the comments below so we can include it in our list!

Here’s Every Game Announced for PSVR 2 Read More »