Recently I realized I don't actually have a big history with Sony's 1st party offerings. I had (well, still have but not plugged) a PS1, 2, 3, PSP and Vita from Sony, but mostly used them for 3rd party titles, and eventually moved on to PC. I did play some Sony titles but by skipping the PS4 I also skipped on their "modern" single player titles. With all the talks about them in recent years I though it's time to fill the blanks, and what better game to start than the one which started these years of Steam releases (I excluded the ones which were published by other publishers on Steam, like DS1, or Quantic Dreams games etc.)
Horizon Zero Dawn came out in 2017, and 3 years later in 2020 made its way on PC together with its expansion Frozen Wilds packaged in a Complete Edition. A game that clearly shows lots of effort with its gorgeous enviroments, packed content, and an overall high quality. For me this is how "high budget" games should be: the game came before everything else, no tie-in CG movie, no multiple novels set in the same world releasing a year before the game, no "we must set up a super extended universe to milk forever" with tv series, feature length movies, animated adaptations all coming out the same year as the game. No, the game took all the budget, and that's why it looks, plays and sounds how it does. Great, colorful graphics, distinct character and machine design, well made dub (well, I played with the italian one so I can't comment on the more known EN one), runs perfectly on my pc, no bugsm crashes or glitches during my playthrough. Indeed, I like how high budget it feels, Horizon is a good example of an AAA budget game that feels AAA to play, but while playing I found multiple parts where I could do nothing more than ask myself "why?" at some of the choices the game had
The game is an "open world adventure", of the type that lately get referred to "checklist simulators" to reference their similarity to modern Ubisoft offerings (mostly AC). But honestly, I don't actually get the dislike of the "checklist". The moment save files became common many games could be reduced to checklist simulators: GTA3 was a checklist simulator for example, hell we could go earlier and consider Super Mario World's 96 exits or Super Mario 64's 120 Stars a checklist too. I guess the checklist comment mostly comes from the fact the checklist is "visible" all the time on the in-game map in these AC inspired games. But how does Horizon's checklist feels? Pretty good honestly: the map is big but not extremely big (running from one side to the other doesn't take too much time), there are many points of interests (collectables, activities, settlements) close enough to always have something to find or do, but at the same time there isn't an excessive amount of them. It would be easy to go overboard an have tens of bandit camps, machine factories, as well as hundreds of collectibles but Horizon shows restraints, and the game benefits a lot from this. The map design also allows the user to slowly explore and fill the checklist while reducing backtracking a lot with the way the map is designed (as long as you have the collectables visible on your map by buying their maps from merchants). Tackling the checklist was quick and practical, a plus in this age of bloated and empty open worlds
But how does the actually gameplay feels like? First, on the exploration side, Aloy is honestly quite clunky. She can run everywhere she wants, but somehow she can only climb special "yellow painted" cliffs or ropes. This "scripted" climbing also doesn't feel very good: she clearly has some sort of "magnetism" which always let her grab the next correct "step", and this makes this climbing very boring. Every time I was trying to reach the top of a cliff to get a Metal Flower or reach a Vantage point I had to run around the cliff until I found the "paint", and then climb it. And I kept asking myself: why? Why not just use AC's climb everywhere system? There is no place tall enough that would require some sort of stamina system to avoid Aloy going somewhere she shouldn't, but even in this case the devs could make some surfaces unclimbable (like shiny metallic surfaces used in old world buildings). There is also the issue since most of the unclimbable mountains and cliffs still have "solid hitboxes" so a lot of the times I just skipped the "intended" path by simply jumping from one rock to the other, reducing the tedioum of the slow climb. So again why not just let Aloy climb everywhere
The other main activity is combat. Combat is, well, depends on the player. You have many options depending on the weapon and its ammo, including some limited stealth ones, but there is an issue to talk about before tackling combat: the "rpg" elements. One of my biggest whys: why even having levels in this game? Excluding the leveless tutorial Aloy starts at level 3 with 3 unspent skill points and 200 something HP, and at level 60 she ends up with 57 additional skill points and 800 HP, and that's it. HP is the only "stat" that increases, leveling has no impact on offense, defense, or any movement option. Even skills have no real impact on stats (outside of the insanely useful stealth kill one every player should rush to, followed by the "slow-mo snipe" one, and lastly the other special kill ones) and most of them simply offer some extra passives (can carry more HP herbs, can carry more loot, can repair friendly machines, more chances to break parts, more chances to get better loot), which the player will eventually unlocksiply because there are more than enough skill points in the game to unlock all skills before doing everything. So leveling aloy doesn't actually make her perform better. And it's even more obvious when focus scanning enemies and seeing their "level" since that one also serves no purpose. Watchers are level 5, but being level 10, or 20 doesn't actually makes them "weaker", nor makes them run away against a max level Aloy. You cause the same damage to them from level 3 to 60. So why even have levels, just have skill points spread through the world map (something that, btw, actually happens in the game). The only thing that impact damage is the weapon used, and the only meaningful increase is when you move to a better rarity one or put a good damage coil/mod on it
So, in the end, what about the combat? As said above the real difficulty is only based on the weapons and armors you have. The player can change difficulty anytime they want, from Story to Ultra-Hard, but when you get a Shadow Carja Bow with good mods combat is over. No matter the enemy you can just pelt them with tens of arrows before they even get a chance to approach, and ammo is never an issue because wood is everywhere and machine parts and metal fragmets are dropped by most enemy types (so you'll never really run out of arrows). Same for armor. Let's look at stealth: stealth is terrible, you can only hide in tall grass, outside of the grass enemies see you from across the map (especially the flying machines), but if you can get an enemy near the tall grass with a whistle then killing them is no issue, well unless they're anything above the smallest machines since the bigger ones can never be one shotted by a single attack. So why even have stealth? Oh, yeah, because as soon as you equip the strongest stealth armor with your best stealth mods suddenly you can literally run in the middle of a machine herd with no issue. You can just swap armor when you want and cover all possible dangers to your health without issues
Speaking about armors and weapons, why even have them all (well, almost them all) sold by merchant for fragments and machine parts? It's obvious there are 8 main weapons types (+ a few others obtained after certain quests), and each of those 8 types has 3 rarities, with each becoming better as the rarity increases. Not only the main stats improve but they also gain an extra ammo type, adding more options. Traps of various elements, bombs of various elements, specialized bows. All nice and dandy, but all of them hidden behind an incredibly boring material hunt. Same for armors. Honestly, instead of having limited weapon/armor slots (which you can increase with another, even more terrible small animal hunt) why not just have weapons be something you unlock as you progress the story, and then increasingly evolve/improve by completing sidequests, or finding metal flowers or ancient containers, or doing open world things in general
I love the machines. I love their design, I love their sounds, I love their movements. Each feels unique with their own way of attacking and weakness. And a special note on their italian names, all very clever and on point. Truly great (even if maxed weapons still melt them in seconds). So why there is so much focus on human enemies in the main quest (and even in other activities like bandit camps)? The human enemies are so boring, so samey, the most basic "cultist" or "bandit" you can come up with, all weak as shit but somehow always in groups of ten or more, making battles against them way too long. Seriously
The world itself and the game story is interesting. The tutorial with child Aloy is actually a good hint at the game will be: child Aloy is terrible at climbing, you explore "predecessor" ruins and find audio/text logs from their times, you solve a small puzzle and learn how to use the focus, then move to the machines and helping other npcs solve their issues. Well, except the part where Rost goes "some machines run away after seeing you, you don't have to always kill them". Sorry Rost, but this is bullshit. I don't care you give me a story reason before the main game opens up as to why machines suddenly became aggressive, from a gameplay perspective this sentence should have never been said because machines will always hunt down Aloy at any chance. Talking about the entire story would take too long, so let's focus on certain parts: the game has a serious issue with the balance of logs during the main quest, like in the Faro headquarters there were various rooms filled with so many audio log I had to sit there and do nothing if I wanted to listen to them, otherwise Aloy or Sylens would just talk above them. And this happens way too frequently. Those logs should have been spaced better, maybe spaced among more places. There is also an insane use of the focus "detective vision" to solve quests (both main and side). Dude I got so bored with having to follow the holographic tracks to get where you switch to another holographic track you then follow to the actual progression marker
Overall the various interwined stories were good. The Meridian one, the hunt for the assassins, discovering the truth about the Eclipse/Hades, the many sidequests dealing with how these humans live with or tries to exploit machines, exploring ancient ruins, eventually saving the world from the resurrected military machines that caused the apocalypse, the truth behind it. But is it really original? A new generations of humans lives in a post-apoc world as hunter-gatherers, the past they can't understand becomes something mystic, religious, with the protagonist having a direct connection to the old ones forced to get into the politics of this new world and meeting/helping kings and other tribes. Like, just add animal ears and tails to these new humans and you have Utawarerumono. I like Horizon's world, but original it isn't
Let's instead talk about my biggest issue with the game, covering main and side quests, as well as the open world activities: the game is incredibly scripted. I can't say linear because the game is open world, but even with its openess the actual ways to solve quests, or explore anything is always linear, scripted, with no other option but to follow the devs instructions. This is true for everything, maybe outside of bandit camps (but most always end up in a free for all between Aloy, and sometime Nil, versus the bandits) and the hunting challenges since they actually require the player to use their tools well enough. Everything else, every quest, every cauldron, every bunker, main quest areas like the military command base, or GAIA Prime. All have some scripted climbing sequence, all have one corridor to move in followed by another corridor, or an enemy arena, or another climbing sequence, one quest marker after the other, and the only puzzle is the same one you did in the tutorial with the moving locks. The biggest disappontment was with the Cauldrons: amazing spectacle, moving parts everywhere, incredible color and design, and yet, all 4 of them were so incredibly linear. Zero gameplay depth, zero actual exploration. Complete this basic, but very good looking platforming challenge and you get a new override. There is so much they could have done with them, especially for something behind the Override, one of the game's main mechanic, but alas
Speaking about the Override, for something so central in the game story and for Aloy, there is so little effort in explaiing what it does or how it works. Thinking about that one sidequest where a merchant tricks Aloy while trying to steal her "special" lance, my mind ocntinued to say: why? What makes that lance special. It's a piece of wood with a metal point. Somehow aloy figures out what's the piece that lets the first Corruptor control other machines and sticks it into a piece of wood, and bam, it works. I hate having to write such an annoying nerdy thing but... how? Honestly I think this is a problem Aloy herself as a character has. I don't understand what the writers where trying to do with her. Her life changes when she gets her focus as a child. Thanks to her focus the way she "sees" the world is completely different from all of the other Nora (or other tribes). She understand machines and how the old world works better than most humans, and considering her origin it makes sense for her to also be very smart. Yet for the entire game she is just a... huntress. She kills machines loots their innards, but then never tries tinkering with them and simply sells them to merchants for new weapons. She moves away from the Nora grounds to avenge Rost and the other young Noras, but then she easily gets distracted by her obsession of finding her mother Elizabeth Sobeck, the player has options to have her be aggressive, or smart, or compassionate during certain parts, but the nshe feels so dependant on another human, especially Sylens. I couldn't believe the night before the final battle where the fate of the entire world is at hand she actually utters the words "Hey Sylens, are you there?". Oh, you know, the incredibly suspicious guy who admitted to be the reason Hades was capable of doing everything he wanted and so is indirectly behind everything bad happening in your life, the same guy who admitted he would do anything in his search for new technology and in understanding the predecessors, the guy that admitted in spying Aloy since she got out of the Nora grounds? This is the guy you want to talk with before going to sleep? Is aloy actually indipendet as a characters, or is she someone who ultimately wants to be recognized by her "dad/mom"? It feels even the writers aren't sure about her
It feels like mechanically and writing wise there are multiple Aloys, but all of this would have been "united" if instead of being a huntress (and this doesn't mean making her weak or something similar) she was a "tinkerer". Think about it, she finds a focus, she starts to understand machines, then she spends the next years training with Rost and assembling things with machine parts, understanding how they work and becoming more and more curious about the old world and how it ended. Then with this idea you can rewrite her lance into beingsomething she specifically assemblemd using still working machine parts (so that makes it special), and this is why the override piece manages to perfectly fit in her lance, and this would explain her connection to Sylens, probably the only other guy obsessed with the old world as much as her, and why not, maybe she is the one inventing and upgrading her weapons and armors instad of having random mods and buying them from merchants. Also, let's look at her weapons: bomb throwers to throw bombs to break cracked walls/boulders, freeze bombs to freeze water surfaces, electric rope traps to connect circuitry, fire arrows to burn old vegetations, "sound" arrows to make wall parts fall down. Many of the weapons could very easily have been repurposed into something to both interact with the world and use in battle, but most of all if modified in this way the amount of puzzle types or things to do during "dungeons" instead of simply following the platforming/climbing script would increase exponentially
Oh, I used that word, dungeons. I guess it's inevitable, I tried to avoid making this comparison because, well, I know about the past history between these 2 games, but at this point it's inevitable. All those issues, all those things I wrote, all of them could be solved by making Horizon Zero Dawn a...
Zelda clone
That's right. And I don't mean change the entire game, just turn the Cauldrons into proper "Zelda Dungeons" with a new item hidden in them and puzzles to use this new item (or upgrade), a boss at the end, and the override as a reward. Make them part of the main story (maybe the ending to each region main quest). Make obtaining the override something more impactful like have a 50% chance machines you have the override for spawn friendly in completed regions (especially since it's not you can do much with overridden mahcines since they just stand there, if they don't get immediately killed by the other enemies), and obviously reduce the need to hunt them for materials. And it's not like the cauldrons should be the only dungeons. Faro HQ, the Eclipse base, GAIA Prime, the All-Mother. The absurd thing is the setting itselfs works perfectly with the game being a Zelda-like. Zelda doesn't work in a "realistic" setting because its dungeons are unrealistic, they're "level design first", but a 1000 years old structure has every justification in being "unrealistic" with decading corridors, broken walls, and overgrown vegetations, and considering their origins Cauldrons also have a perfect reason to have weird geometry. Add more enviromental puzzles, and bam, Sony would have their own Zelda, a more mature Zelda they had full control over. But I guess making everything scripted is more "commercial", and an easier sell. Or maybe they didn't want the game to drew comparisons with Zelda considering the upcoming BotW. But I refuse to think no one during development didn't make the connection, and you know why?
Because Frozen Wilds addressed all (well, maybe not all, but most) or my complaints I wrote above!
Obtaining new weapons and their upgrades by completing quests? Check
Giving a bigger reason to gather the open world collectables? Check, you can buy more powerful weapons and armors with Bluegleam, and the animal statues/pigments also give better rewards
Better spreading of audio and text logs? Check
Explorable ruins have a more "dungeon" design and even feature extra types of puzzles? Check, look at the Dam or the Shaman's Path. Although they're still "simple", but it's a start
Aloy is more focused on understanding the mystery of the "Spirit" and the "Daemon", and shows more interest in how the old world worked? Check
Less human enemies, more machine enemies? Check
And guess what, the ending of the Frozen Wilds main quest is Cauldron Epsilon, and you get the Epsilon Override for clearing it. And Epsilon is spectacular compared to everything else in the game. I mean it still has a strict progression but compared to how scripted every other "dungeon" was Epsilon is like on a different planet. This means the devs 1) are perfectly capable of making the game more Zelda like and 2) realized the game works as a Zelda like. But, alas, I guess Sony wanted something that can sell even better, something more cinematic. Hell this game couldn't even bother having a real final boss, with the final opponent being just a slightly bigger Deathbringer (same for Frozen Wilds final boss being a variation of another FW enemy). A true shame
And it's a shame because the game could have been something much greater, instead, it's just "good". I absolutely got my money's worth, I enjoyed the game, but if I would rate it I would give it a 8/10, or a 8.5/10 for the machines. A perfectly fine rating. But remove all the budget, the "bombastic" graphics, the dub and the translation, and then the issues I had with it wouldn't be more obvious? Without Sony's money would the game still be an 8/10?