The journey from our first experience of the wilds in VR, to yours
A collaboration between Guerrilla and Firesprite, the co-development of Horizon Call of the Mountain, has been an incredible and very special journey for us. We’re so very proud to have joined Guerrilla on this wonderful adventure, becoming a part of expanding their iconic Horizon franchise and the launch of the exceptional and immersive PS VR2 hardware. Today, some of our sprites describe memories of their first moments in VR, and share just how amazing it feels to see players exploring the wilds in Horizon Call of the Mountain!
Tell us about the first time you experienced the world of Horizon in VR!
“I was climbing around some rocks and looked at some tents, noting down various points of feedback and potential tweaks to the overall experience. When I got suddenly attacked by a gang of Glinthawks, which tried to ruin my day!”
Philipp Stenger, Game Designer
“The first time I experienced the world of Horizon in VR was when I tried on Rob Sutton’s (Art Director) headset on my first day at Firesprite. I was in complete awe at the sense of scale. I was climbing the side of a mountain and I was incredibly high up. The world was so immersive that I forgot that I was still standing next to Rob in the office!”
David Chambers, Associate Lead Animator
“A few days after joining the project, it was amazing to see what we’d been talking about in meetings up till this point come to life! Of course, it looks phenomenal but as a combat person first and foremost it was the first fight I had – which I think was with Scrappers – where it clicked and I thought, we can get a fantastic uniquely VR experience here.”
Anna Marsh, Associate Game Director
“It was an awe-inspiring moment for me. It was beautiful and excelled visually. Every part or area of the game has been crafted with intricate details which makes it look larger than life.”
Hansa Pallavi, Senior Artist
“I’m sure everyone will agree that the very first few minutes of the intro are stunning. I can’t forget the awe of watching a Tallneck pass right above my head, oh gosh the scale of it! Experiencing the universe of the Horizon franchise in a first-person perspective with a new and different sense of scale and proportions is indescribable, it’s something that you need to experience for yourself, and is so cool and fun using all the iconic weapons directly with your hands, I simply couldn’t get enough of fighting Watchers with bow and arrow!”
Paolo Crimaldi, 3D Prop Artist
“The game was already looking amazing when I came onboard and I distinctly remember just standing there looking around at everything when I was supposed to be testing, then getting taken out by a Glinthawk because I was too busy admiring the environments.”
Justin Keverne, Combat Designer
“The first time playing Horizon in VR was an early prototype of the Thunderjaw encounter and I was in awe at the completely different view and aspect that VR players could experience a fight with such a fearsome and iconic machine as the Thunderjaw. Staring up at it gives you that aspect of size and how much of a mammoth feat it is to be able to defeat a Thunderjaw. For me, this emphasises the achievement of anyone able to do it within the Horizon world.”
Craig Stoddart, Senior Development Manager
“Playing as a new user, I was in awe of how beautiful the title is. Even in the first moments of the opening cinematic, it provides the player with the level of quality that they can expect when they progress through the game. I enjoy the aspect of climbing and being able to see how high I am, taking in the sights and being able to take in the surrounding world of what was yet to come and the path Ryas chose.”
Hafi Rahman, Quality Assurance Tester
“Amazing, I have worked on a lot of stuff in my long years as a game development artist, but to be honest every time I put on the headset I was so amazed at the work the team was doing, things like stopping halfway up a climb to look at the way the moss and lichen were on the rocks, how beautiful the rocks where, standing just looking over the mountains, honestly the number of times I just stood there being amazed at what I was looking at… all I kept thinking was – this is a game changer – this is what VR was always meant to be.”
Andy Phelan, Lead Artist
“I first experienced the world of Horizon in VR during my very first day working at Firesprite. Before it hit me that I’d be working on a game in the Horizon universe, I was thrown into a VR headset and got my very first look at an early version of the intro! Even in its early stage, I knew this was something truly special and I hope players have an equally memorable experience when they witness this astonishing world first-hand!”
Caleb O’Brien, Character Artist
How does it feel to see the game in the hands of players?
“Growing up I had so many wow moments in games that I remember so vividly, like meeting the huge blue whale in Ecco the Dolphin or exploring the tombs as Lara Croft. To be a part of what will bring that feeling of awe and excitement to someone else is an incredible feeling and watching people show so many emotions when playing is just fantastic!”
Jody Sargent, Principal Environment Artist
“It’s always amazing to get a project out into the world, I can’t wait to see family, friends, and anyone else playing with this little piece of software.”
Philipp Stenger, Game Designer
“It’s a surreal feeling to see our game in the hands of the players. We’ve all worked incredibly hard on it so it’s a privilege to see that hard work paying off with the players’ reactions. Whether it’s someone reaching out to touch the water for the first time, ducking down to avoid a Stormbird, or simply stepping back to admire the incredible art on display, it has been an honour working on Horizon Call of the Mountain.”
David Chambers, Associate Lead Animator
“It’s always amazing and nerve-wracking in equal measure when a game you’ve worked on gets released! We’re making games for people to play after all, so you don’t want to put all that work in and find out people don’t like it. I worked on the combat, so it’s been fantastic to see the positive reviews and nice words about the combat encounters, particularly where the smaller machines have been called out. Even though they’re not as huge in scale as a Thunderjaw or Stormbird, we still had a lot of fun with them and lots of challenges to solve so it’s nice to see them get some recognition too.”
Anna Marsh, Associate Game Director
“I feel a huge sense of relief to see the game finally released. I’m glad and proud that we all managed to create something that I think pushes forward the VR medium.”
Tom Vernon, Programmer
“It feels incredible! I’ve been watching a ton of streamers and reviewers having fun with our game and I’m screaming every time that someone picks one of the assets that I’ve made, and it’s so fun and rewarding to watch them play and be amazed at everything we’ve done. It’s an incredible achievement for everyone involved, and I couldn’t be happier (and luckier) than I am, knowing that I contributed to such an amazing game.”
Paolo Crimaldi, 3D Prop Artist
“It’s an amazing feeling when the game you have worked on gets released. And seeing the work you contributed being appreciated by players.”
Hansa Pallavi, Senior Artist
“It never feels quite real. I hope people have as much fun fighting the machines as I did. It’s like I’m introducing my cats to everybody, I know they are well-behaved, and I love them, but I’m still nervous about how they’ll act around new people; hoping the Watchers don’t run and hide under the bed.”
Justin Keverne, Combat Designer
“It is extremely exciting to have Horizon Call of the Mountain in the wild. I’ve been a part of the project from early production and prototypes through to our finalised game and the passion and love that has been poured into it from every single developer are monumental. This is also my very first game, so it is incredibly special to me. I hope players enjoy this as much as I have.”
Craig Stoddart, Senior Development Manager
“Absolutely ecstatic! The efforts of the teams bring the world to life - and players will witness and experience this within the next generation of VR. They can fight, climb, and view their feats within the title. One person standing against the machines that can tower over them, it’s very epic and cool!”
Hafi Rahman, Quality Assurance Tester
“I can’t wait for them to experience this, the teams did something I think no one will expect for VR, I think players are going to love it. I have seen and worked on a lot of games and this one blew me away every time I put on the headset, and a game only does that when it is a one-of-a-kind.”
Andy Phelan, Lead Artist
“Surreal! Having all been so close to something for so long, seeing it released into the wild is quite a rollercoaster of emotions. It’s especially nerve-racking seeing players get so up close and personal with our characters but in the end, it just proves that everyone’s hard work has paid off! So much love and care have gone into this game from Firesprite and Guerrilla so seeing such a positive reception already is so rewarding. The Horizon fan base is a mega supportive and encouraging one, to say the least!”
Caleb O’Brien, Character Artist
“Seeing people experience it for the first time and enjoying it is honestly an amazing feeling. It has been great seeing people’s responses to the game and watching the reactions of streamers playing it. It makes everything feel worth it! I hope everyone who was looking forward to playing games with the new PS VR2 hardware is genuinely having a great time in the world of Horizon Call of the Mountain!”
Dimitri Xitas, Senior Programmer
From Guerrilla and Firesprite, Horizon Call of the Mountain is available now for PlayStation®VR2.