Ghost Giant combines the magic of Moss with the frustrations of motion controls
For anyone who's played Moss, the opening moments of Ghost Giant will seem rather familiar. You, a ghostly presence, awaken in a quiet woodland area above a small body of water. In front of you is the game's tiny protagonist who, after a few moments of initial shock, soon comes to regard you as a friend and ally in their journey.
Ghost Giant also shares Moss's incredible production values, bringing you ultra detailed dioramas that are a joy to inhabit and tinker around in. Sadly, as you'll see near the end of this week's episode of Ian's VR Corner, Ghost Giant's reliance on motion controls takes some of the sheen off of this wonderfully presented game - or at least it does for me thanks to the relatively small area in which I'm able to play VR.
Ghost Giant may be reminiscent of Moss in its opening moments but it soon becomes clear that its gameplay is radically different. While you're in full control of Quill throughout her adventures, Louis, the boy-hero of Ghost Giant, makes his own way around his world and you, the titular Ghost Giant, can only go along for the ride.
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