Developer/publisher SIE (Firesprite, Guerrilla Games)
Mountains (and our ability to climb them) have long been part of the gaming landscape. But approached in VR, this terrain takes on fresh meaning. The medium is able to communicate a sense of scale that’s simply not possible with a traditional screen; physically craning your neck to squint up at a distant peak, it’s hard not to feel at least a touch of the sublime. Climbing them, meanwhile, provides a handy solution to one of room-scale VR’s biggest restrictions. Moving your body in any of the usual videogame directions – forward and back, left and right – you’ll quickly bump up against the boundaries of your real-world play space. But moving upwards, hand over hand? There’s virtually unlimited headroom to be had there.