![]() ![]() In fact, I'm worried they might actually increase the risk of arm strain or immersion-breaking possibilities. After spending more time with The Climb, I'm not convinced that more realistic motion controls will result in a better experience. Initially I was ready to blast Crytek for not waiting until this "secondary" Rift launch to release their game, but simply standing up changed everything. When Oculus Touch launches, The Climb will support the Rift's motion controllers. The risk/reward factor is amplified by the fact that you can depress the trigger for each hand halfway down to prevent loss of stamina for that hand, with the risk itself being the potential to lose that sweet spot, thus losing your grip and plummeting to your death. ![]() To increase your stamina, you "chalk up" periodically to improve your grip and reduce sweat (hell, do that in real life if you have a fear of heights because your controller is going to get wet). The further apart your hands are, the faster it depletes.Ī screenshot from Crytek's 'The Climb' for Oculus Rift. Dangle dangerously with one hand, and your stamina - cleverly indicated by a bar just below your hand - drops insanely fast. If you're locked onto a good grip with both hands, your stamina recharges and remains maxed out. To move around, you simply gaze at the precise location you want to grab onto, then squeeze the controller's trigger that corresponds to your right or left hand. Completing each area involves a bit of puzzle-solving and pathfinding, but your ability to stay alive depends on maintaining stamina levels of each of your hands. Not without risk of course, but more effortlessly than what's humanly possible without being some kind of 'roided out superhero.ĭon't assume The Climb is easy, though. There's a heaping helping of " Tom Cruise in the opening to Mission Impossible 2" power fantasy here, as your character can leap across 8 foot gaps and grab the tiniest grip in a cliff-face one-handed. Note that The Climb is a VR rock climbing game, not a VR rock climbing simulator. I struggled to find my balance, had trouble keeping my legs rooted down, and felt them alternate between shaky and tense (tense because I discovered I'd been frequently on my tiptoes, "reaching" for that barely attainable hold above me). I avoided shortcuts in favor of longer but easier routes. It's all my brain needed to be sold the illusion. Suspension Cables, Double Nopes, And Terrifying Presence I wasn't horrified when my character fell to his death after slipping on a technical grip during the crux of my climb. I didn't feel my stomach drop when looking down and seeing nothing but 10,000 feet of empty space and perilous rock formations below me. Sitting firmly in my desk chair, hands on an Xbox One controller, I wasn't remotely deterred by any perceived sense of danger as I was with Everest VR. When I first started playing The Climb, though, I plowed right through it, compelled by its challenges, superb audio design, and stunning scenery. ![]()
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