![]() Sony PSVR2 review: Verdictįrom the moment I first donned PSVR2 on my head and started playing Horizon: Call of the Mountain, it blew my mind. Therefore there's masses of potential for the future, but without that on day one I do wonder just how many people will plump the cash to buy PSVR2 in the first place. Horizon sets a new benchmark with that (maybe save for Half-Life: Alyx, but that's only rumoured to launch on PSVR2 at this stage) and I want yet more of that. More story-driven play from IPs that Sony has and can deliver upon. What I'm hankering for are more exclusives. And a large number of VR games fall into that inevitable category of cel-shaded sprites playing tennis or similar (AKA five minutes of fun and no more) and that I think has been virtual reality's downfall in the past. ![]() Of course there are plenty of other games – I've listed the entirety of PSVR2's day-one titles here – but I'm largely blasé about them because they're mostly reworks of titles that have been available for some time already. ![]() Well, except want to show it off to anyone who came over to my house (without breaking the review embargo, obviously) because it's so damned impressive to look at. That, for me, left me with not a massive amount more to do with PSVR2 after finishing that game. You climb, you climb some more, then a bit more, hoping for some more opportunity to shoot your bow. Sony PSVR2 review: The gamesīut here's the thing that I can't shake: Call of the Mountain will deliver six or so hours of play, but I didn't then jump back into that game because oh my gawd there's so much climbing. It's an accomplished performer, that's for sure. It's comfortable, it's adjustable, the resolution is mega, the immersion is super-wide and convincing, and referring back to the opening line of this review: even I felt, at times, like PSVR2 is the coolest piece of tech that 2023 will offer. So the PlayStation VR2's performance, in the context of other virtual reality headsets, is super impressive. It does slow down the gameplay, though, but there is a 'Veteran' option for things to be speedier, if you can cope with it. Horizon: Call of the Mountain, however, is a different beast: its walking motion is much slower, and while at times I was physically scared of jumping off ledges (yes, I'm a wimp and didn't want to fall over in the real world), the developer has been very courteous in delivering sensible slowdown segments and considered vignetting to help things flow and feel more natural. That one required a bit of a lie-down after, which isn't really what you want after a gaming session. When I tried out Star Wars: Tales from the Galaxy's Edge I quickly got those sweats and wondered if I was going to reach bucket territory levels. You can see where I'm about to go here: virtual reality motion sickness is very real, people, and you may well suffer from it. It lasts for around six hours or so, although I'll say I cannot commit to super-long play sessions for sake of still feeling like a real human being grounded on the planet. It's really that important, because it's a first-party title that you can get nowhere else, it's a great IP in general, and I know that fans (just like me) will be keen to play through it. If Sony didn't have Call of the Mountain ready to roll on day one then I'm not sure that PlayStation VR2's success would be as assured. That's because it doesn't look 'typically VR', if you know what I mean, presenting full-colour palettes and fully-formed subjects, with no paring-down of details for the sake of motion comfort (that's achieved through a generally slower play-style compared to the Horizon open-world games). ![]() I'm basing the majority of this review on play-time with Horizon: Call of the Mountain because, and not to overmilk it or anything, I think this is the most beautiful VR game ever made. ![]()
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