Tuesday, April 18, 2017

Horizon: Zero Dawn (PS4): An Amalgamation of Holy Shit.

I've talked about the E3 hype machine before, a few times on this very blog. Specifically in relation to Watch Dogs.  Basically sometimes even when you generate all the right kinds of hype, it doesn't necessarily mean you are going to live up to the bar that you have set. There are a handful of games that have been set for release that have a very mighty leap to make.

This one specifically was one of those games. It was a completely brand new property put out by the people who put out the functional but middling Killzone franchise, Guerrilla Games. In the 7 or 8 minutes I watched what appeared to be a cave girl running through open world and scaling around nature, where she then roped down an hunted a massive robot dinosaur. In the battle sequence it showed the various tricks she could do.

And I swear to god my jaw fucking hit the floor. I was locked in on this game at the point, and after a few years of development it finally came out. The bar was set incredibly high on this one, but did it deliver?

HORIZON: ZERO DAWN(PS4)
Horizon: Zero Dawn Box Front

In Horizon: Zero Dawn we are set in a distant future of Earth by well over 1000 years. In this future setting there human society has collapsed under their own technological advancement to the point of near extinction, but humanity did manage to survive but are reduced to more primitive state of society. They broken among three camps of the Nora, The Carja, and the Oseram. For the most part to coexist with the large dinosaur like robots known only as "Machines", but as time continues to pass the machines are becoming more and more aggressive towards humans. Our story focuses on the life of a child of the Nora, Aloy.

Aloy was child of a mysterious birth, placed under the care of a Nora outcast named Rost. Because of her upbringing, she is also reviled as an outcast. This pains her, and after one such shaming she flees from Rost and tumbles into one of the forbidden technological ruins from the now ancient time. She comes across a small device called a Focus, which gives her an informational HUD that explains much of the things around her, but more importantly allows her to see the paths and critical information about the Machines.

But all this information still doesn't answer what she truly wants to know: What else is out in the world, who is her mother, where did she come from, and why was she outcast? Rost informs her if she can come out on top of the Nora coming of age, The Proving, she will no longer be an outcast and will be granted a boon. A boon which she can use to get answers from the Nora elders. And thus begins Aloy's training to master the hunt, tracking, and her quest for answers.



I love how this story starts and develops. There are a lot of different elements to the narrative it tells so I don't want to go into too many different specifics for spoiler reasons because it branches out quite a bit, but I think that this is a fantastic way to weave and almost fantasy setting out of modern sci-fi. It's not quite Star Ocean where a futuristic person is dropped in a primitive time, but reversed where the humans have become primitive in a futuristic post apocalypse.

But what I like about it is that its not the grim dank destroyed brown-grey post apocalypse used in every other game. So much time has passed that nature has re-encroached on the lands again. They are lush, green, full of wildlife. Despite technology pushing humans to the brink, nature and life still found a way and on top of that coexists with the machines. It's honestly one of the first times I've seen a game take place in this kinda setting that I can remember, (unless you want to count the post credits of Final Fantasy 7).




This might be one of my more meaty reviews because when I describe this game to people I really have to talk about it as the amalgamation of game elements that it represents. If I am approaching this with brutal honestly, a lot of what makes Horizon great isn't what it brings new to the table, but what tried and true thing its used and how its been polished to a mirror shine. And there are a lot of them that get used.

First and foremost at its base control scheme it is pretty traditional 3rd person action adventure at its core. If you have played any modern open world game of this nature the controls are going to feel pretty natural to you because the standards for this style of game have been pretty set in stone. Running, Jumping, climbing, aiming all feels simple and natural at this point. There is no real hard cover mechanics but there are specific foliage that can be used for stealth purposes that can be slipped in an out of easily.

Many of these style games (such as Tomb Raider or Last of Us) have a focus mechanic that helps you track, aim, or find things. So it might be a little on the nose that Aloy's device is called a focus. With a quick click of the analog button you get a small HUD display that can be used to track machine movements, pick up trails, and show weak-points of machines to target.

Unless you are going for a stealth kill, Melee should be kept to 1 on 1 fights.

Because Aloy's primary weapons tend to be variants of bows combat also feels like it strongly compares to Tomb Raider as well. You aim and fire with triggers as you would normally expect, You do have two varied melee attacks with a spear of light and heavy attacks but where the combat excels is switching your gear on the fly. Enemies have varied strengths and weakness so you can't just stick to your cheap bow and hope to fight everything because it won't happen.

For example, one of my favorite weapons is the Ropecaster which was featured in the E3 demo. It basically fires a roped bolt that lodges into the machine and then fired into the ground. It produces a rooting effect and with enough of them can trip up or ground a machine. For fliers like glinthawks or aggressive targets these are exceptionally useful to limit their range or knock them down for critical strikes.

Then you have fast moving targets that are difficult to hit the weak spots of, this is where tripcasters come in. You basically fire two bolts to make a trip wire that will freeze, zap, or burn whoever triggers it and can be as short or as wide as necessary. So for stealthy moving Stalkers for example, you can lay traps so when they try to ambush you they can get some damage for their troubles. The key to combat in this game is to have an idea what weapons you will find most effective and be prepared for anything.

I seriously used to rope-caster whenever possible. Even if they didn't fall it would
hold things to pepper them with flame arrows or ice grenades.

As mentioned a second ago there are element type weapons as well, as you continue to unlock more and more weapons, you will also be able to create more and more different types of ammo to use for them, so while you can wait to just pay of the best gear if when you can like I did, it is a good idea to try to get everything to give you more options. Even more so is when you buy a new weapon, it gives you a relatively easy tutorial mission for how to use it, which are a great use for experience dumps.

You will want that XP, there is a reasonably sized skill tree that can be maxed out at level 50. The new Tomb Raider games comes to mind again because there isn't a lot of branching customization, the goal here is to try to unlock everything, so don't be afraid to spend those points. You will have lots of little opportunities for experience via various quests and combat. Also use all the tiers of a weapon, each one gives a mini tutorial for a free XP dump.

Conversation blocking feels very Mass Effect as you can see. But the scripted
action sequences definitely will give you that Uncharted feeling.

Exploration and dungeons are a big part of the game's experience, but the combat is dressing that makes it worth it. The fun thing about fighting the Machines is that pretty much any one of them can fuck you up at any given point. Even if they look harmless, they will probably have some buck-wild attack you weren't expecting that'll stomp you into paste. But a safe thing to remember is that the bigger they are, yes the more dangerous they can be. Some don't have easily exposed weak points, some will only ever move in packs so its hard to take them down as a group. You have to get clever about what you use to fight.

Which also leads into the surprising amount of stealth that is in the game as well. As you travel along you will constantly find these patches of red grass suspiciously colored similarly to Aloy's luxurious mane. While crouched in that as long as you don't open hostility enemies typically won't see you. You are practically invisible to machines doing this, but there are a number of bandit camps you can raid where these become essential. With the right tipped arrows, you can completely snipe down an entire bandit camp without having to step foot inside of it, which honestly will make you feel like a total bad ass.

Or you can be less subtle and crashing into camps bow blazing.
Which isn't something a bow does.... shut up.

Questing I feel draws its biggest comparisons to open world blending of Mass Effect/Dragon Age mixed with the open world nature of a Skyrim or Far Cry. As you wander along the countryside you will come across other travelers or villages rip with NPCs to squawk their troubles at you to go out and collect/kill/find for them. Much of the world is open right from the onset and what is locked off isn't locked for very long. Inside of a few major story missions you essentially get the entire world opened from the onset.

So thankfully, they have some ways for you to pick up the speed of your travel. The standard movement speed isn't slow, but it isn't very long before you get mounts in the game, which certainly reduce travel times, and actually have somewhat of an autopilot to keep you on track. And it also has a fast travel system that I appreciated having, but it isn't limitless. There is an item that will allow for limitless fast travel but until you can find and afford it, using fast travel requires to purchase or use supplies so its a good idea to not overdo it, or you might find yourself needing to scavenge for supplies more often than you might want to.

Horzion features a "photo mode" which people are making some incredible screenshots with.

Speaking of that, you will probably want to spend a decent amount of time on foot to begin with. Crafting plays a pretty big factor in the equipment you have and healing you can do, so you are going to want to pick up almost everything you can get your hands on. This is especially important in the start of the game because your carry amount is limited and you are going to want to expand that immediately. On top of healing items you have, you also basically have a healing pouch of weeds you can draw from for a slow ticking recovery instead of instant, you will want to keep that full so you aren't dumping your potions when you don't need to.

Conversations in the game apply the conversational wheel that you see in Bioware games. Most of the time this is used to raise questions and flesh out conversations. Sometimes you will be prompted with various response between caring, logical, and aggressive.  And while it feels like it sort of gives you a sense of moral choice system for responding certain ways, it didn't feel like many of them had much bearing on the game as a whole. Yes there are handful of story altering choices, but I don't think anything would have changed significantly if I picked all aggressive choices as opposed to caring ones.

Erend can be a doofus, but he's one of the most genuine characters in the game I felt.
I really could relate to the guy in some of the more serious moments.

There is some very interesting character design to this game as well. Much like I feel the game is an amalgamation of mechanics, so to are the worlds people. The clans are very diverse within themselves of varied races (which is somewhat explained in the story), but their actual clan ethics and lifestyles are what separate them. The Nora give me a very Native American vibe as they hunt with bows and wear skins, barter, and have very nature based faith.  The Carja though, remind me of more of more advanced Egyptian society. They have stone walls, bustling marketplaces, their clothing aesthetics involve headdresses and fancy makeup, and they praise the sun. The Oseram give me slightly more roman vibe with their thicker armor and mauls, but they are industrious metal working people pushing to re-advance human tech.

So no game is without problems, and there are a handful of little annoyances I should address. I should stress that I think this game is gorgeous. Graphically its landscapes and characters are stunning, but the opening segment as young Aloy has a very "Guerrilla Games" look about her that just doesn't look right. Like her head is 3 times bigger than it should be for her body, She grows into it and becomes super cute, but as a child its off-putting. And while it only happened like once or twice, there were conversation points where the mouths did not match up with the words being spoken. It usually was over by the time I registered it was even off.

If you find enough Cauldrons, almost everything can be tamed to your side. Even the big bads.

I've gotten into arguments about the dialog. It can certainly come off as forced and hokey, but I don't actually hold that against it because it feels like with humanity regressing to more primitive lifestyles, exaggerated exclamations of faith felt kind of natural the world it created so again, I don't hold this much against it.

The inventory system can lick my fucking ass. Let me put out that it's going to be very important to try to hunt and gather as often as you can because you get very limited space for your various knickknacks. But from the word go you can use the gathered supplies to expand your pouches for inventory space. You will want to do this as much as you are able, most bags have 4 levels of upgrade you can do. The problem is, you will find yourself killing like 400 fucking foxes and only getting a single fox bone when you need two. It can be an infuriating waste of time.

Despite the visual dome, the Focus actually has long range. Use it often.

The game gives you a cool slide mechanic so you can hit underside weak points on the machines. I have NEVER once gotten this to work that didn't result in me taking a massive chunk of damage. It's cool, but fucking worthless.

You are going to die in this game a lot. Just get that in your head early because its just going happen. The problem is if you made the mistake of wandering into a Cauldron you better have the gear to finish it. Most of the time this won't be a problem and you do want to investigate them. They are optional but a lot of the meat of the back story is in there. But you can't leave once you are in so if you cam in under prepared to fight a Thunderjaw then you are going to get rekt.

No matter how prepared for a Thunderjaw you think you are,
You aren't.

The game topography is stupid too. I love how lush these environments are and the game does give you a number of different areas to traverse but I do find it to be a bit nonsensical. How can can I be in rolling plains, lush forests, blizzard covered mountains, scorching deserts, and dilapidated societies all within the same short robo-horseback ride distance apart from each other. When you think about that it kinda can pull your suspension of disbelief a bit.

Also this is a personal gripe but getting all the hunters lodge gold medals was a total pain in the ass for two of them. Most of them are not to bad once you have the mechanics of the game down, but the stealth missions are next to impossible to do within the time limits you are a given. That said its worth it to try because you unlock some of the best weaponry in the game if you can do it.

Nil is a murderous creep. While I didn't feel he was "bad" guy, I couldn't trust him.

Probably the biggest knock against the game is something honestly I don't even really consider a knock. Outside of the setting and primary fodder in the game, Horizon doesn't really invent the wheel here. Much of what this game uses has been used in the game that came before it. If I really think about it I struggle to find something this game did that I could trace to another game. You could argue that by trying to do too many things, it doesn't excel at any one of them.

But I disagree and why I don't think this is a knock, is because Guerrilla did their due diligence and polished all of the mechanics to a mirror shine. Everything worked exactly as I felt it should and I slipped into total immersion almost immediately. And if there is any one determining factor for a good game, immersion is one of the keys. To be able to forget that you are playing a game and are just playing it, that is the trait all games should have.


To give probably my biggest nod for why I enjoyed this game, is that none of the questing was tedious to me. This is a game that has a shit ton of fetch and side quests and I practically did all of them. By the time I moseyed out of the initial Nora lands, I was something like 27 levels ahead of what the next story quest was supposed to be. Despite it being a great story I honestly was having enough fun wandering the lands, fighting robo-dino's and stalking bandits. I never tired of doing it.

I really knuckled down with this game and played it a great deal. I totally bought in on the hype machine on this one and for once it absolutely delivered on what it needed to be. I fucking loved Horizon: Zero Dawn. This is a game that absolutely deserves to be part of the Game of the Year discussion. Its biggest roadblock for that is it went up against Legend of Zelda: Breath of the Wild, which despite massively outselling its Nintendo competitor {market share factors here}, its limelight was short lived because "Zelda."

But make no mistake: PlayStation and Guerrilla hit a fucking grand slam with this one. Horizon: Zero Dawn was a fucking fantastic game and is one of my, if not most peoples front runner for game of the year. And it damn well should be. Bravo.


Seriously. Fuck herds of Tramplers.