Horizon Zero Dawn - Preview Thread [Up: All Previews Live]

Primal doesn't have any of those things, but I hesitate to call what they have in Horizon "platforming" so much as platform magnetization (Consistent Jump arcs are a vital component of Platforming). We also don't have any info on puzzles and puzzle mechanics and we should be skeptical because they'll more than likely be closer to Uncharted's average puzzle than Zelda.

I have no doubt that Horizon's going to be a good game, but mechanically, I'm not convinced that the variety it has will be as strong as the combat.



Cue me ignoring the story. This stuff is exactly why dialogue wheels with defined protagonists make me nervous. It's so easy to screw up and ruin both part of the character and poorly convey a situation.

I haven't played it, so I'm going off of what the previewer said:

http://press-start.com.au/previews/2017/01/31/horizon-zero-dawn-preview-best-ps4/

These are essentially dungeons placed through the world of Horizon. They obviously serve a great purpose in the overall story and were easily the most intriguing and exciting part of the game. It's not clear how many are placed within the world, but they were incredibly challenging. A mix of puzzle solving, intense platforming and incredibly challenging battles with robots, these areas are unforgiving. They were also incredibly intriguing visually. Think of them as lairs that look like they have a robotic life of their own.

I'm not sure what they mean by "intense platforming," but we'll find out soon enough.
 
That's true. But it doesn't hurt to have a decent story and cast of characters.

Yeah I understand what you're saying. I'm just astonished by the world, and the gameplay seems incredible.

I'm always worried about being critical of a game I'm really looking forward to. I'm worried I open the door for less than 'sincere' critical comments and then feel responsible for bringing a thread down. Overall though, I think the gameplay, graphics, fighting animations and sheer variety of locations has won everyone over. Primal was one of my favourite Far Cry games and the Witcher 3 one of my favourite worlds and THIS looks like it combines the two with style.
 
What's extra weird to me is that this would be a side quest they'd want to show off at a preview event as if it's indicative of the variety of quests and/or shows some of the 'depth' of the game's writing. I hope it's an outlier.

Thing is you don't have to hope, you can literally watch the video I quoted. It's 40 min and has lots of dialogue scenes. There you can make the determination as to whether it's good or not
 
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That PCU.
 
Still not feeling those animations
The voice acting is better here though. But that just makes it all the more bizarre and out of place

Yea the animation is def witcher 2 mass effect level stiff but the writing and VA seem decent. Honestly it looks up to par with most WRPGs, what's most jarring for me is the disparity between the animations and the graphics
 
Lol complaints about VA in side quest cutscenes and facial expressions in an open-world action RPG? Gamers were a mistake.

Game looks gorgeous and fun to play. Still trying to decide if I'm going to buy day 2 because Zelda is going to take precedent come March 3rd...
 
I haven't played it, so I'm going off of what the previewer said:

http://press-start.com.au/previews/2017/01/31/horizon-zero-dawn-preview-best-ps4/



I'm not sure what they mean by "intense platforming," but we'll find out soon enough.
A little more detail
Four hours was long enough to get a handle on that battle system—and to see that it's a higher priority in the game than puzzles or "find the dungeon item to unlock this other region's content" pacing. I did get just enough time to take on one of Horizon's dungeons, known as "cauldrons," and it offered a solid enough indoor challenge. I found myself in a mechanical sorting facility, full of platforms that ran on loops near the ceiling. I could jump and hang onto those platforms to get from place to place in the facility, which let me either skip certain dangerous foes or get a better position to battle them. The more closed nature of this cauldron also changed the pace and intensity of combat, which made it a particularly feverish climax point in my session.
https://arstechnica.com/gaming/2017...awn-made-me-crazy-with-anticipation-for-more/
 
So it's a more particularly designed combat scenario that simply uses platforming as a navigational aspect? Good, it wouldn't be great to use magnet platforming on its own terms. It seems Guerrilla knows the strengths of its game quite well.
EH Not sure how you got that lol.

Has puzzles and such as well.
 
Yea the animation is def witcher 2 mass effect level stiff but the writing and VA seem decent. Honestly it looks up to par with most WRPGs, what's most jarring for me is the disparity between the animations and the graphics

Yep since the graphics so good it makes the bad animations stand out more.
For the main story i expect they would tune stuff better but it's side quest stuff still need more work.
 
EH Not sure how you got that lol.

Has puzzles and such as well.

It seems the objective of these areas is still to kill (most of) the enemies and the platforming around the facility is used to get the best edge on them. I get the impression that it's not really a "timing" challenge like in platformers to reach the platforms so much as a its a timing challenge in using the platforms to beat the enemies. A permutation on combat rather than an indulgence in the platforming mechanics themselves. And I'm completely ok with that.
 
damn this looks great.

don't really have that much time to go through all the previews, just been skimming, but is there any footage of towns with NPCs or anything of that sort?
 
I like the sound of those dungeons with platforming and puzzle-solving. More variety than I was expecting from the game.
 
Is it me, or there's a lot of markers all over the place epsecially on enemies. I'm guessing you can turn them off? HUD looks quite busy.

Not liking the dialogue scenes, very dragon age inquisition/fallout. I guess I shouldn't compare the game to rise of/uncharted.
 
Amazing graphics and action as usual, there's also dialog wheel which I love.

However, the facial animation is not that great and it's quiet apparent this time.

Lol complaints about VA in side quest cutscenes and facial expressions in an open-world action RPG? Gamers were a mistake.

Game looks gorgeous and fun to play. Still trying to decide if I'm going to buy day 2 because Zelda is going to take precedent come March 3rd...

Look at ME andromeda 'gun snatching' scene. People LOVE to shit on it so much.

And that's just one scene while we have more and longer ones here.
 
Is it me, or there's a lot of markers all over the place epsecially on enemies. I'm guessing you can turn them off? HUD looks quite busy.

Not liking the dialogue scenes, very dragon age inquisition/fallout. I guess I shouldn't compare the game to rise of/uncharted.
Yes, you can adjust the HUD.
 
Is it me, or there's a lot of markers all over the place epsecially on enemies. I'm guessing you can turn them off? HUD looks quite busy.

You can adjust parts of the HUD. I'd love to take off the HP Bar (it's functional but it's hideous, dare I say its the worst part of the aesthetic) and EXP bar especially.

As for the Icons, I'm really not a fan of the Tallnecks giving area icons. It'd be enough to get map data because that piques curiosity about regions but the way its handled here makes the same mistake of Ubi towers have in making what would be an otherwise connected and flowing journey broken up into side activities to beat. Thankfully the individual areas are well constructed which would make this fine, but that sort of structure is disappointing. Its also good that there are other events that happen outside the towers.
 
You can adjust parts of the HUD. I'd love to take off the HP Bar (it's functional but it's hideous, dare I say its the worst part of the aesthetic) and EXP bar especially.

As for the Icons, I'm really not a fan of the Tallnecks giving area icons. It'd be enough to get map data because that piques curiosity about regions but the way its handled here makes the same mistake of Ubi towers have in making what would be an otherwise connected and flowing journey broken up into side activities to beat. Thankfully the individual areas are well constructed which would make this fine, but that sort of structure is disappointing. Its also good that there are other events that happen outside the towers.

You can also ignore the Tallnecks and discover the same points of interest through normal exploration.
 
Here's a promising quote from Polygon's preview. For those who didn't catch it.



Seems like something many RPG fans should be excited about.

I think I need pie chart to realize what Far Cry has in common with Witcher 3. And what exactly is connection between Watch Dogs and rpg.
 
You can also ignore the towers and discover the same points of interest through normal exploration.

Which is great and I'll definitely be doing that. But I think it's a shame that they couldn't just strip out that idea outright because it really doesn't offer anything to the game. For most people they'll just be overriding the Tallnecks.
 
You can adjust parts of the HUD. I'd love to take off the HP Bar (it's functional but it's hideous, dare I say its the worst part of the aesthetic) and EXP bar especially.

As for the Icons, I'm really not a fan of the Tallnecks giving area icons. It'd be enough to get map data because that piques curiosity about regions but the way its handled here makes the same mistake of Ubi towers have in making what would be an otherwise connected and flowing journey broken up into side activities to beat. Thankfully the individual areas are well constructed which would make this fine, but that sort of structure is disappointing. Its also good that there are other events that happen outside the towers.

I was imagining if Uncharted/Tomb raider had enemy icons that never went away... would take away the challenge of fighting a group. But looks like you can adjust HUD, so not too bad.

I like the Naughty Dog style where the HUD fades away.
 
I'll start by saying I'm very excited to play this game, but I do have some concerns. One concern is about the enemy AI-- both humans and machines seemed... dumb, for lack of a better word. I'm hoping it isn't just super easy to cheese the AI through most of the game, I'd like a decent challenge. Also not a fan of a lot of the voice acting / dialogue scenes that I've seen so far (from the E3 demo / these videos). But this is a more minor issue when compared to the first.

Still really optimistic about this game, though. May wait until after I play Zelda since their releases are so close to each other though.
 
Which is great and I'll definitely be doing that. But I think it's a shame that they couldn't just strip out that idea outright because it really doesn't offer anything to the game. For most people they'll just be overriding the Tallnecks.
It offers ppl with less time a more efficient way to uncover the map
 
I'll start by saying I'm very excited to play this game, but I do have some concerns. One concern is about the enemy AI-- both humans and machines seemed... dumb, for lack of a better word. I'm hoping it isn't just super easy to cheese the AI through most of the game, I'd like a decent challenge. Also not a fan of a lot of the voice acting / dialogue scenes that I've seen so far (from the E3 demo / these videos). But this is a more minor issue when compared to the first.

Still really optimistic about this game, though. May wait until after I play Zelda since their releases are so close to each other though.

It definitely doesn't seem like you'll be able to "cheese" the Robot AI. It's like they cranked up aggression up to 11. I quite like how aggreesivee they are but it definitely seems like some moments might come across as unfair.

It offers ppl with less time a more efficient way to uncover the map

So just do that. Why add the icons? Let me discover those things. Just give me a map which works as a nice and natural first goal.
 
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