

This last time, however, I spotted an obviously safe cliff wide enough for both of my hands to safely clamp down on, and it turns out it was where I needed to go anyway. This time, I did land with both hands on a ledge - only I was so jittery that I made another, completely unnecessary jump. So, in less than a second, I whipped my vision to the left again and made another blind jump. This immediately put my attached hand into the warning zone, and I could tell that because a bright red glow emanated from that hand and filled my vision. But while I knew that I was about to fall, I didn’t have enough time to process which one of my virtual hands had a grip, and so I didn’t want to try to grab again on the same ledge and risk falling.

Unfortunately, only one of my hands latched on, and a jump takes a massive chunk from your stamina meter. As I soared alongside the wall and toward the ground, I spotted a hold, locked into it with my vision, and timed it so I pulled my triggers as my body was about to fly right past it and toward its death. It was not enough time to know if I had leaped toward anywhere to safely rest. That gave me all the information I needed to instantly whip my head to the left and tap the jump button. My Xbox One controller started to rumble to indicate my demise was imminent. That’s because Crytek has included a number of incredible presentation and human-interface tricks to give you the right amount of feedback at all times without relying on a heads-up display that doesn’t usually work in VR.įor example, I had an excellent run going on one of the stages when I reached out to a grip without realizing that it was one that would crumble (they look fragile, and you won’t make that mistake twice).

What I like most about this is that it’s fair in its punishment, and if you are paying attention or are quick at responding, you can usually get out of most tough situations. The presentation enables the mechanics to shine You can recharge your stamina by gripping with both hands simultaneously, and you can extend the length of your stamina meter by letting go of the wall with one hand and hitting the corresponding index-finger bumper button to chalk up your palms.įinally, you also get a score as you climb, which depends on whether you reach out and grab a new hold within a certain amount of time and without going back to a grip you’ve already used.Īll of these systems combine into an elegant climbing game where you’re rewarded for taking risks and keeping a steady pace. You’ll stay attached as long as you are pressing the button or until your stamina gives out or - in certain circumstances - the rock you’re hanging from crumbles. Then, by depressing the index-finger trigger buttons, you’ll latch onto the wall. If you look at a hold, your hands will hover over that ledge. You climb by aiming your two disembodied hands with your headset. While ascending those variations, you’ll also find hidden branches as well that are often even more challenge or provide you a more scenic route. The Climb has three mountains, and each of these have multiple paths depending on the difficulty. This never got old for me, and you can chalk that up to the presence of VR. And your ticker might even jump outta your chest when you leap from one hold to one on the opposite wall while you’re 200 feet in the air. You’re constantly under the threat of losing your bonus score or running out of stamina. It uses a number of simple systems to keep you moving, and it treats the act of climbing as a puzzle and as an action game. The Climb is about scaling mountains using an interface that combines looking around with your headset and the Xbox One controller. Its core mechanics are so fun that I’d enjoy them on a TV.

Many people worry that the $600-to-$800 virtual reality systems don’t have any “real” games - and it’s true that a lot of what you’ll find on Rift and HTC’s competing Vive are not the 20-hour big-budget games you’d maybe find on the Xbox One. Three top investment pros open up about what it takes to get your video game funded.
