Horizon: Zero Dawn
  • A friend let me borrow this and I am playing it.

    Done a Cauldron, reached Meridian. 

    It's ok, for the most part. It looks so incredibly polished that a bunch of the disconnect with controls and canned barks coming out at useless times really bothers me. Constantly getting alerted to thinks by vocal prompts without so much as a nudge as to where I am supposed to be looking.

    Combat seems a bit of a mess, but I put it up to Hard as it started off feeling pointlessly easy, and now it is maybe a tad too difficult? The robuts seem to have an insane tether range to you at times, and their dash/charge attacks are very frequently a pain in the ass to dodge, especially those big Bellowback guys - the one in the Cauldron kept KOing me in one hit from his dash, which was pretty unpredictable. I am also still a bit confused as to the bow combat - scans indicate weak spots but figuring out how to reach them seems pretty finnicky thus far, which probably means I am just shit at it but some better feedback would be nice.  

    Crafting can also go and punt itself into the sun, I hate it, needless busywork.

    As dense and overloaded with detail as it its environments are, it's almost comically busy at times and I much prefer the serene and plaintive wanderings of Zelda.
  • Have played a fair chunk of this on Hard and I am done with that because the combat is boring. Constantly getting gunned down by mobs of prescient enemies, or barrelled over by unpredictable machines. On normal now and combat is still a real slog, it's just endless attrition. Evertbing you can do just seems to amount to "stun it for a bit".
  • Fair enough - I loved the combat in HZD. Not so much against the human enemies, but deffo against the machines. It felt kinetic and had a real sense of improvisation and physicality that ran through it. Far, far superior to the combat in most open-world games, IMO.
  • Yeah, bit surprised. The game I played is one where you sneak up on robo-enemies, set traps, tie them down, shoot specific areas to disable individual attacks (and then sometimes pick up a dislodged weapon and use it against them), or find a vulnerable spot and make it explode, or set fire to them, or reprogramme one of a group, either to fight the others or so you can ride it into battle, or do slo-mo slide-by shootings, or even just twat them with a spear. There's probably more - variety was certainly not an issue.

    The human enemies are far less interesting, of course, and dumb as hell.
  • regmcfly
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    No, I think the combat is not great. I really got into a grind towards the end. I've already told tempy this, but I think there's an amazing up and down curve on this and a lot of it boils down to "we don't have any bigger enemies than this" at about 15 hours in, followed swiftly by "hey you like audio logs"
  • The combat appeared to have layers but exploring the possibilities felt like faff.  The deeper levels of trapping, luring, setting fire to and so on weren't enticing enough to warrant learning, so I rarely mixed things up at all.  Which meant I suffered from the attrition thing too, but becoming a Jack of all trades still felt less appealing than the straightforward approach.  I mostly used sniper bow shots or got up close enough to spam with the staff.
  • The audio logs are all background detail - easy to ignore unless you really care about how things were and what happened. Wasn't for me, but didn't get in the way either.
  • regmcfly
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    I get that but it felt like some of the laziest way of doing exposition. 10 years since Bioshock and there's no better way.
  • It's certainly weird that there's so many of them, considering how little they add. The main plot points and the state of the locations themselves would have been enough.

    In fact, there is too much stuff to collect overall. I played to platinum, which was about 50 hours, and I'd say the last 10 of that was a bit of a trudge, mostly hoovering up artefacts etc. No need to do it, of course, but since I'd come that far...
  • Tempy, stealth is the way to go. It's ridiculously op. Hide in the long grass and then stab a robo dinosaur up the jacksie with yer spear. Never fails.

    Loved how each type of robo-dinosaur had it's own character traits.  They are beautifully designed. Just thinking about them now makes me want to get back to this with the snowy level dlc. Looks aren't everything, but boy did it make me wanna stick around and see things through until the end. 

    I'd like them to ramp up the survival elements with the sequel.
    It wasn't until I hit my thirties that I realised you could unlock rewards by exploring the map
  • Stealth works to a point, but sometimes you just want to go somewhere, and your path is littered with like 10 pockets of enemies that you just don't want to bother with. I don't feel like the traps offer much real variety, given they all tend to amount to giving you a chance for a critical, but that's probably exhaustion setting in from just wanting to go to the next objective and ending up getting KO'd by a Ravager or Behemoth whilst trying to ride away.

    Perhaps i'll feel a bit refreshed now i've dropped it down to easy, I managed the two Corruptors on hard, which was mainly just luck not getting obliterated by their boulder toss spam. For whatever reason in that fight, no amount of dislodging arrows had an effect on their weapons either.

    Less really is more though, the excess of this game is a chore. Fighting my first two Ravagers was exhilarating. Bumping into my fifth when i'm just trying to get from A to B? It's just busywork.

    Also there are like three Robot Dinosaurs, everything else is just variations on big cats and horses/goats - what's the actual difference between Striders, Broadheads and Chargers?
  • I do think that when it's good it's great though, it's just my experience so far has been one of unevenness. It's hard to stay warm to a game when off screen KOs have you losing progress multiple times.

    Anyway, it's probably the misery talking. This is my third game of 2018 and they've all been underwhelming in some respect. Perhaps i'm just not receptive to the nuances that make them good.
  • If you're just trying to get from A to B or whatever then why not - crazy idea here - just sneak/run past the enemies. Even if spotted, they don't follow you that far. Or use your own mount or teleport to a campfire... you don't have to kill every machine you meet.

    Combat was the frentic highlight and mostly a frustration free thing in my experience.
  • Tempy wrote:
    Also there are like three Robot Dinosaurs, everything else is just variations on big cats and horses/goats - what's the actual difference between Striders, Broadheads and Chargers?

    Think some are a bit faster when u ride em. They have different elemental weaknesses too. (loved setting a herd of robo-goats ablaze and watching em panic n scatter!)

    You need to continue to plough deeper into the game...some fantastical metal beasties lie there.
    It wasn't until I hit my thirties that I realised you could unlock rewards by exploring the map
  • indigoDos wrote:
    If you're just trying to get from A to B or whatever then why not - crazy idea here - just sneak/run past the enemies. Even if spotted, they don't follow you that far. Or use your own mount or teleport to a campfire... you don't have to kill every machine you meet.

    Combat was the frentic highlight and mostly a frustration free thing in my experience.



    You don't need to be patronising about it.

    Avoiding fights is what i'm trying to do, and doesn't appear to be working well for me. The density of enemies at times means I am getting harried when minding my own. I'll be riding a Strider along a path then a bunch of enemies turn hostile, alerting a Watcher or a Longleg, then before I know it i'm getting rocks thrown at me or pounced on by a Ravager.

    I also can't teleport to places I haven't been.
  • Tempy wrote:
    I also can't teleport to places I haven't been.

    You could if you had leet skillz.
  • I could end up halfway into a mountain though
  • I wasn't being patronizing, just keeping it light, I thought. I never had any trouble fighting or avoiding (there's so much long grass in this) enemies so I guess I can't really relate.

    Also, meant teleport for when A to B involved going back over places you've been. Obviously!
  • No harm. Maybe hard increases the agro range or time of enemies or something. I wasn't having a huge amount of trouble until trying to get to Pitchfcliff. I could be underlevelled which is a rank concept in a game like this, but I'm at 20. Initially I raised the difficulty because there was no challenge. I'll give it another shot tonight anyway.
  • Shame you're not enjoying it Tempy, I found the entire ecosystem and the way the enemies weren't always there specifically for you to be refreshing, and you could decide your own level of interaction. Traps and stealth are a decent way to go, or at least how I played it. The only time I went gung ho was at the bandit camps where stealth is far too slow.
    I didn't do the cauldrons until much later own and I'm currently mopping up now and again.
    Haven't touched the DLC so far and can't wait to get in to it.
    Sometimes here. Sometimes Lurk. Occasionally writes a bad opinion then deletes it before posting..
  • For me, the encounters that occurred while trying to get from A to B provided a good chunk of the fun. I often forgot about what I was supposed to be doing and got caught up in processes of sneaking past or taking down groups of beasts. It felt like an environment to be progressed through slowly, at least until you can fast travel back to where you've been - about the journey as much as the destination.

    But it all comes down to how much you get into the combat. I loved it, and had a great time finding new ways to bait and take down the bigger foes especially, and would even go out of my way to clear out nests. Pissing about with the different weapons was a pleasure.
  • Actually, things like the proving grounds and the challenges attached to each weapon really made a difference IMO, just because they get you to experiment more.
  • I do need to go and do the proving grounds, but I think I've had enough of a work out during that double Corruptor fight which involved sneaking around killing thugs and laying traps for the Corruptors, based on where they might end up during their bouncing.

    I agree that the world not being there for you is a strong point, it's the same in Zelda and Subnautica - to a point for the latter. The difference with Horizon is I guess I stumbled on a bad patch? It was a triangular area south of Pitchcliff and it just seemed like every way I wanted to go was a big Robot Fuck You, topped off by the hilarity of running away from some Chargers and Snapjaws and ending up going round the corner into a fricking Behemoth and escort, who I fought for 25 mins until he refused to stop running back and forth between two points, and ended up squashing me with a blindfire rock he chucked.

    I am at least vaguely looking forward to going back to it, but I do believe there's some magical sweet spot for this kind of systemic world/combat that's between the sparseness of Zelda and the bristling, endless busywork of Horizon. It's probably just very hard to balance right.
  • If it's feeling like busywork then perhaps it's just not going to do it for you.

    I would say that I wasn't a fan of the corruptors though. They weren't much fun to fight, especially early on. Later you may be powered up enough to take them on at closer range.
  • Could well be, but I don't have much else to do right now. It is the one unifying thing between Nier, Subnautica, Zelda and Horizon though, just endless stuff to do. It's my least favourite development in modern gaming for sure. Weirdly I felt MGS handled it best with its disconnected hub. The mental act of leaving the world after missions really resonated with me. The SideOps were rank, but the fact they were so redundant was helpful to me.

    It's genuinely kind of shite that the only conversation I can have about a recent game is one of disappointment though. I am roughly a year behind the curve and it's all making me think that 2017 wasn't as great a year as I had seen.
  • Gah it's making it difficult to move, had to just give up and die in a cauldron that had bugged so every time I entered a new part all the enemies had spawned right at the door. Still, last bandit camp was a lot easier.
  • Kow
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    I couldn't stand it either. A few hours in and that's me out. I found it just dull and repetitive with horrible stealth and crappy combat. Add in a story I couldn't care less about and it's a fairly uninviting game. I keep saying I'll go back and give it another chance but I can't bring myself to do it.
  • FranticPea
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    I never went back. Glorified Far Cry game if you ask me. Looked nice though.
  • What's not to like about ANGRY GIANT ROBO EAGLES?!  You guys have no heart.
    It wasn't until I hit my thirties that I realised you could unlock rewards by exploring the map
  • So I stuck with it after I dropped it down to normal. 40 hours and 79%

    I didn't do every sidequest because after a while it became obvious they were quite rote and their rewards were bad.

    I never fully warmed to it, but I did enjoy it quite a lot, as an extremely solid 7 out of 10 experience.

    I spent a lot of time playing it fondly remember a conversation I had with Lazy Gunn about the amazing display of technical artistry in GTAV. Horizon is so obviously the most technically accomplished game I think has ever existed, it's so staggeringly lush and detailed that it almost defies belief.

    I am more into the aesthetic and feel of Breath of the Wild, but I can appreciate this kind of gung-ho heavy flexing when it's backed by a desire for something oren than guns and guesses. There was a moment, in a desert, where the light caught the sand and it sparkles in front of me as I moved. A pointless flourish, but one I imagine would have excited Gunn.

    The story is... not bad. It's actually quite good. It keeps revealing new layers and ideas that I wasn't sure it would bother with, but its delivery is so utterly ham fisted via - it's already been said in this thread a few times but - fucking audio logs! Of all things! And no easy way to listen to them other than have them all ramble on over the top of other dialogue unless you stay still or in the menu (that fucking menu music by the way...) which is less than ideal. Still, it's a neat world they've built and I would definitely play another game in the series to find out exactly what was going on with the stuff right at the end.

    Combat never really coalesces into something greater than the sum of its parts, but there's a decent amount of tactile enjoyment to be having knocking parts of machines. It could have done with less going on, as there's a lot of redundant options in there which don't amount to much. By the end of the game a lot of the fun stuff is just vastly inferior to a handful of arrow types, which sort of solves the problem in a disappointing way. I

    t strikes me that the best comparison in scope, scale and execution of mechanics is probably The Witcher 3. HZD had more going on gameplay wise, but the ambition meant the rough edges were there like with W3. Climbing got me the most deaths out of everything else combined, and the wonky system clashes made a few hunter challenges a little tougher than they should have been.

    I was also disappointed with the end of the game, like Reg said, they really did only make them so big before stopping. Sign me up for course number 2, but hold the Glinthawks thanks.

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