
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.

We wanted climbing, crafting, exploration, interaction and combat to be the mainstay of everything that we built. “The core of the gameplay was pretty set from the initial idea for the game. We had folks from both teams hands-on at different times and were in constant communication with each other throughout development.”Įven 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 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. “ Call of the Mountain was an incredibly collaborative project, with both Firesprite and Guerrilla working really closely to develop the game, Barnes explains. That meant the two studios had to work in close collaboration to deliver on the vision. With that, comes the expectation that it will look, feel, and sound like the other two titles in Guerrilla’s lauded franchise. Horizon Call of the Mountain is, of course, a Horizon game. Gameplay clips may not appear with cookies disabled, click ‘View clip’ to see them in a separate window. All images courtesy Guerrilla Games & Firesprite.


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