But, the team at Crytek deserve a massive pat on the back for keeping the game looking great within the restraints of the Quest hardware. But the Quest version managed to still look great, despite the visual downgrades it had to make, and where previously it seemed those hyper-realistic looks are hard to pass on the Quest, The Climb manages to do this well. The Climb looked absolutely fantastic and beautiful in the Rift version of the game, and we were worried this is was where the game would falter in this stand-alone device. Some reaches that should be impossible are easily made without having the need to jump and when It comes to the strength you hold onto tiny ledges with just a couple of fingers for a prolonged time before you stamina depletes. However, we have got a few issues when it comes to the gameplay – you seem to have been given an obscene reach and strength when climbing. What we found was we were just chalking our hands quite often. There is two ways to manage your stamina, as mentioned you can take a break by holding onto ledges with both hands to recover and chalking your hands – which will make your stamina deplete slower, given your extra grip. The way this will deplete is by holding onto ledges with one hand, jumping, touching those poisonous plants on some of the ledges and of course climbing for too long without taking a quick breather. Your stamina is shown by some meters around your wrists once this depletes you will fall and you will also start to breathe heavily. The final element and the most important for your survival on your climb is your stamina – and there is a number of things that will affect this one the way. In some cases you could miss these with a jump, but not in all cases. These come in the form ledges you need to dust off, crumbling ledges and also ledges with poisonous plant-life on them. The jumping is handled it two ways, you can go for the more realistic pulling to use your momentum or simply by pressing the A button facing the direction you want to jump.Īs previously mentioned, as you progress through the stages some more mechanics can come into play, to try to offer more of a challenge in your climbs. Outside of your standard reach, you will also have the option to either jump upwards and sideways to reach ledges or make it over gaps in your routes. It all depends on which way you want to challenge the mountain in front of you and what is in your reach. When climbing the ledges you can grab hold of are highlighted with a white chalked edge, this will indicate in what directions you can go, be it side-ways, upwards or sometimes dropping to another ledge. But, what these tutorials do is make sure you are ready for The Climb. You will be greeted at the start of the game by a well-paced and detailed tutorial, that will teach you all the basics of climbing, and more tutorials being introduced as you move to harder climbs with new obstacles and mechanics in place. We are glad to say this works fantastically, and the game is certainly allowed to excel because of this. With this being the games main focus, it was going to be essential that this mechanic was very polished. We have now taken to the mountains in the Quest version of the game – so how did it hold up? GameplayĪs you would expect from the title and aim of the game, the gameplay is all going to be about you climbing – well in this case free climbing. This was one game that had me jealous of not being able to play, until we got our first Oculus HMD. One game that had us excited from the announcement of the Oculus Quest back at Oculus Connect 5, was the fact The Climb was coming to the stand-alone VR device.
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