![the climb vr put weights on arms the climb vr put weights on arms](https://cdn1.epicgames.com/ue/product/Screenshot/Gallery-1920x1080-ecae643215fd2f2ddbcc76bc1d4f6275.png)
Only, some satellite dishes were broken, negating the effort I put into reaching them.
But first, I had to find three keys somewhere in the world, which meant clearing more outposts-some the same ones I was beating for the main mission-and hacking into satellite dishes. I played one about unlocking a vault, which promised valuable loot inside. Every time you boot up the game you start at base camp and have to first fly to the right realm, and then surf to wherever you left off, no doubt falling off an unseen edge in the process. Unlocking the first new realm after you’ve beaten the story involves clearing a single, specific outpost-for the next realm, you have to clear two outposts, and then three for the final realm. The outposts are also baked into a quest structure that quickly gets repetitive. Yes, you can see those holes when you pull up your map, but it’s awkward to do so while gliding, and the map doesn’t actually tell you your current location, which is confusing. It never changes, and occasionally you’ll crest a peak only to reveal a massive death drop on the other side. To move between islands you glide on a cloud-like sea, directing yourself over boosts with one of your hands. While I look forward to each outpost battle, getting between them is nowhere near as fun. When a partner and I battled a small group of robots defending a big boss mech, we pointed to one flank each and popped up from cover to fire at the same time. When I was paired up, I found it easy to communicate without a mic, using gestures to plan attacks. Insomniac says it’s fixing that bug for launch. This only worked for me during the story, and trying to go online during the endgame made me crash. You can play with friends or start a quick game with strangers at any time. I played solo most of the time, but I had more fun in co-op. I found the actual world of Stormland a little bland, and its islands blended into one another, but the fact you can glance at your wrist to see the map, or turn your hand over to bring up a floating objective menu really sold me on the fantasy. They’re a sci-fi lover’s dream: holographic displays that bleep in all the right places, and you control them easily with a fingertip.
#The climb vr put weights on arms plus#
None are standouts, and I’d prefer it if the upgrades added more unique behaviors, but the streamlined arsenal means I can master each weapon, creating a loadout to match my playstyle (dual-wielding SMGs plus a sniper fit the bill).īoth weapon and skill upgrades-such as making headshot kills electrify nearby enemies-happen at work benches.
#The climb vr put weights on arms upgrade#
There are six weapons in total, including an SMG, grenade launcher, shotgun and semi-auto rifle, each with multiple upgrade levels that increase damage, accuracy and ammo capacity. My only complaint is with the controls, which are sometimes fiddly: the button to grip your weapon is the same as the one to climb, and if you’re near cover you sometimes grab it, rather than your weapon’s grip. Enemies lurch and stumble realistically when hit, and targeting weak points rewards you with a shower of sparks and damage numbers. You can really feel them react when you pull the trigger, and every weapon has enough recoil to keep you honest. Once you’re in position to fire, the guns are punchy and tactile. Every support beam is a wall to scale, every elevator shaft a climbing frame that you use to slip around enemy defences. Whether that’s true or not, it's a testament to the freedom Stormland gives you. I rarely feel like it’s funneling me in a particular direction, and I constantly get the feeling I’m finding paths the designers didn’t expect. I love taking the most ridiculous path I can see, swinging between huge gaps and surviving by my virtual fingertips. The system turns every outpost into a movement puzzle as well as a combat challenge. It responds accurately to small movements, so I could do it for hours without getting tired. Equally, you can climb one small swing at a time, as if on monkey bars, to navigate tricky corners and narrow gaps. If you pull your hand down quickly and release the trigger, you’ll catapult upwards. Holding down a Touch controller trigger generates a beam of light extending from your hand, tethering you to any surface. The flying is coupled with a superb climbing system that lets you scale basically every structure you can see.