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Caleb Bell
Caleb Bell

The Climb

The song's accompanying music video was directed by Matthew Rolston, and depicts scenes of Cyrus climbing a mountain or singing, intercut with clips of Hannah Montana: The Movie. Cyrus promoted the song with several live performances. Cyrus performed the song as the closing number of her Wonder World Tour. The song was also performed during her Gypsy Heart Tour. "The Climb" has been covered by several artists and was the most popular choice of song among auditioners for the ninth season of the American singing contest, American Idol, with Hollie Cavanagh performing it in the top six of the eleventh season. Simon Cowell, creator of the British television talent show The X Factor, chose "The Climb" to be the debut single of the winner of the competition's sixth series. Winner Joe McElderry's cover, released on December 14, 2009, by Syco Music, was produced by Quiz & Larossi and topped the Irish Singles Chart and the UK Singles Chart.

The Climb

Nothing can prepare you for the feeling of being the highest person in New York City. You climb with a group, but you lean out alone. With your adrenaline pumping and heart racing, you peer over the edge with the city below.

The Climb brings alive the excitement and thrill of rock climbing in incredible virtual reality. Players will scale new heights and explore stunning environments in a new gaming experience developed exclusively for VR, using the power of CRYENGINE.

Parents need to know that The Climb is a virtual reality rock climbing simulation available for download and play on the Oculus Quest and Oculus Rift S hardware. Players are able to scale virtual landscapes, climbing handholds, and leap chasms to reach the summit. The climbing mechanics using the Oculus Touch controllers feel natural and fluid, though there's a steep difficulty curve in navigating a path to the top. The game's content is suitable for all ages, though VR hardware is not recommended for those under the age of 13.

THE CLIMB brings all the adrenaline-fueled thrills and awe-inspiring views of free climbing from mountain heights to ground level, courtesy of the virtual reality capabilities of the Oculus Rift and Oculus Quest. With four unique and exotic locations to choose from, players can ascend in solo play, climbing, exploring, leaping, and more in a personal quest to reach the summit, or they can take on multiplayer mode, pitting their skills against friends' ghosts in a frantic, pulse-pounding race to top of both the mountain and the online leaderboards. Finally, players put their endurance to the test in the grueling marathon of an endless climb. So chalk up those hands, take that leap of faith, and whatever you do, don't look down.

Asked in an interview why he wanted to climb Mount Everest, George Mallory famously responded, "Because it's there." But The Climb wonders about the rest of us that might have the urge to climb high, but lack the skills, the gear, or even a mountain of our own to conquer? This VR adventure solves all of that by crafting one of the most immersive virtual reality experiences available on the Oculus hardware. The game faithfully recreates the rush, the excitement, and yes, the anxiety, of dangling precariously hundreds of feet in the air with the only things between you and certain doom being a firm chalky grip and Newton's Law of Gravity.

The level of detail in The Climb is simply amazing. It's not just the sense of height that's overwhelming. It's the little things as well, like the glistening sweat on your palms, the sound of your beating heart, or even the bugs crawling in front of your face while an eagle soars past. Between the impressive graphics and the fluid motions of the Touch controllers, it's far too easy to forget that your feet are still, thankfully, planted on good ol' terra firma. While the game only features four locations (three real-world based locales and one Matrix-esque training ground), there are plenty of paths to navigate and extras to unlock, keeping virtual climbers coming back for many return trips.

When any climb starts, you find yourself on a small, wooden platform. There are three more of those, marking your progress up the climb and indicated with large flags; A, B, and, your final destination, your top-of-the-world-ma moment, C.

The climbing itself was a unique adventure, Burns said. Unlike a normal climb, which is a relatively solitary experience for climbing partners, the contestants had to contend with camera crews literally hanging all around.

prAna is excited to present a Watch Party for the season finale of THE CLIMB, a thrilling new rock climbing competition series featuring prAna Adventurers Chris Sharma and Meagan Martin. Join prAna, rock-climbing legends Chris Sharma and Meagan Martin, and THE CLIMB season one winner for an action-packed evening featuring a screening of THE CLIMB season finale, an in-person Q+A with Chris Sharma, Meagan Martin and THE CLIMB winner, a soul-tastic set with DJ Phil.I.Am, custom embroidered prAna chalk bags for the first 30 people in the door with Contrarium Chainstitch and even more fun surprises and prizes (like a chance to climb with Chris and Meagan).Each ticket includes a complimentary beverage (beer, wine for 21+ or non-alcoholic) and free popcorn. 100% of the net ticket proceeds will be donated to the Boulder Climbing Community.Watch Party Details

VR at home has become part of my exercise routine. The Climb 2 isn't exercise, really. But it definitely isn't chill. My arms need a rest. And I guess I can only imagine what real rock climbers like Mark Serrels do all the time. This is my Serrels simulation.

Bottom line: The Climb 2 refines the popular original game, adding better graphics, more realistic gravity effects, new climbable objects, and a fifth City map while keeping the same core climbing controls and stamina system. Climb up mountains to climb up the leaderboards.

When Crytek's original mountain climbing simulator came out in 2016, it and Richie's Plank Experience were talked up as tests for the acrophobic or basophobic among us to face our fears. I couldn't afford a VR-ready PC at the time, but I remember trying out The Climb on a friend's Rift CV1 and getting weak at the knees the first time I looked down.

Out of the five, my immediate favorite was the new City map. The other four have distinct aesthetics, but beyond the surface, they're all just rock climbing with palette swaps and different distractions. In City, you climb up various buildings using suction cups, window-washing platforms, crumbling bricks, and even rotating panel billboards where you must scramble to new handholds in a split second.

The Oculus rep who gave me early access recommended I stick with Casual mode for a while, but I immediately preferred the harder mode. The stamina mechanic made it feel more like real climbing, and I had a visceral reaction every time I climbed for too long without chalking up, only to see my hands raw and bloodied from the climb. Likewise, gripping just lightly enough to keep my virtual hands fresh while not accidentally letting go entirely gave the gameplay more of a challenge.

Since the original had similar gameplay, owners of the first game will wonder what changes The Climb 2 has apart from City. The differences are primarily about immersion and variety. They added new climbable objects like ropes, ladders, containers, balcony ledges, awnings, poles, and 45º-angled slopes you must slide down and jump off. Objects also react audibly or visibly to your virtual weight now, whereas, in the original, the world felt static.

The game has 15 levels (plus the tutorial) with two difficulty options, 70 achievements at launch, and a ton of unlockable accessories. You can beat the easier levels in just five minutes or so if you move fast, but tougher levels can take at least 15 minutes. If you're like me, you'll then want to replay those levels, either to climb up the leaderboard or to unlock achievements like beating it in X minutes or beating it without using chalk or dying. Altogether, there's enough content and replayability to make The Climb 2 a great buy for most VR fans.

I don't mind that the sequel doesn't change much with the mechanics: if it ain't broke, don't fix it. But someone who just bought The Climb Quest port may be disappointed that Alps, Bay, Canyon, and North return for the sequel. Even if Crytek rebuilt these levels from the ground up, the devs could have come up with a new natural rock climbing scenario, like an underground cave or a Yosemite-like forest. If you can get past that, though, these maps are absolutely different from before, so it's more of a remake than a simple remaster.

Generally speaking, the game controls well. But it runs into the problem of other climbing games: objects that look like they should be climbable but aren't. You'll reach for a ledge, flail ineffectively at it, and then look around desperately for a new handhold while your grip hand goes numb. Or, you try to heave yourself onto a ledge, only for the game to shove you right back off with an invisible barrier. You end up having to rely on the guide button to figure out where to go instead of trusting your gut.

My last point may not apply to everyone, but this game gave me some significant motion sickness, to the point that I had to break out some ginger supplements. It really shouldn't have because it's a game where you propel motion by moving your arms. Maybe all of the falls and leaps did a number on my inner ear, but I had to stop after just a couple of climbs per session. I'm susceptible to VR nausea, so I've asked for a second opinion from another Quest 2 owner to find out if the issue is widespread or if it's just my inner ears being divas.

After you finish climbing all fifteen paths throughout the virtual world, take on your friends' ghost times and the leaderboard, and complete achievement objectives, you'll have gotten more hours than most VR games offer. The world itself looks vibrant, and outside of a few hiccups, the controls and stamina system work very well. I could easily see The Climb 2 making our list of the best Oculus Quest 2 games. 041b061a72


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