![the climb vr issues the climb vr issues](https://www.roadtovr.com/wp-content/uploads/2015/12/Crytek_TheClimb_Announcement_Screenshot1.jpg)
Using my head to look with my hands isn’t strange-they essentially function as a creepy rock wall cursor-but using my head to reach is awkward. I recover and lean around the edge of the wall, tip-toed, and reach with my head to find a grip on the other side. A small surge of vertigo subsides after I realize that my legs are, in fact, standing on solid ground. I can only see a sheer wall above and some dense vegetation far below. Cliffhangerĭuring my first ascent in a lush tropical setting, I reach what looks like a dead end. It’s a simple resource management system that punishes reckless climbing and forces unexperienced players to stop and smell the rockwall roses from time to time. Hold on with one hand so you can slow stamina drain by pressing a bumper to chalk up the other, which also dissipates over time. Pull the trigger on a lone-gripping hand halfway and you’ll hit a sweet spot where stamina stops draining (and your pointers learn the definition of pain, baby). Grip with both hands and stamina recharges.
![the climb vr issues the climb vr issues](https://www.theclimbgame.com/_nuxt/img/d04fe8c.jpg)
If you’re gripping a wall with only one hand, the stamina in that hand will deplete over time until you fall. Pull the left and right triggers on the gamepad-each assigned to a hand-to grab. Look around to point your face hands at a nearby hold in the wall and they’ll snap to the correct location if they’re close enough. It’s exactly what the name describes: you use two disembodied hands to climb slightly surreal cliffsides based on real world locales. The Climb is a decidedly restrained game compared to the likes of Crysis or Ryse.