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

You can? Like I said, I'm not sure if it's an RPG or not. I try not to look into too much videos or read up too much on the game. From what I've seen so far, it has enough for me to be super interested in it.

there will be dialog choices all over the main and side quest. depending on your choice, some npc may show up later in the game to help you or something. but the choices are there just to make the adventure and journey feel more personal to you the player. the game will still only have 1 ending.
 
there will be dialog choices all over the main and side quest. depending on your choice, some npc may show up later in the game to help you or something. but the choices are there just to make the adventure and journey feel more personal to you the player. the game will still only have 1 ending.
But would you say it or it doesn't make the game an RPG?
 
Guys can you adjust the difficulty on this game? Looks like too damn easy no? Enemies are easy to kill specially human ones, i´m checking some videos and damn i hope we can bump it up.

I know you got some answers already(felt the same way with some previews, AI and player weren't that good) but I had a hunch yesterday with this video

https://youtu.be/sNpbsUjS-Yo

Didn't hear when he said it the first time because you can barely hear for shit but decided to watch it again. And as I imagined he is playing in hard difficulty and coupled with his skills dude knows how to play I feel this one is one of the most satisfying playthroughs so far
 
Honestly, both these statements apply depending on how particular you are about the term "RPGs"

a) It's an action adventure game with a lot of RPG elements such as stats, crafting, dialogue, towns, NPCs, etc.

b) It's action RPG that's taking a less dense/more casual on the RPG elements, compared to some other peers in the RPG space.

The devs say it's (b). Genres are so broad these days most people are accepting of blends of genres, so majority of people are okay with it being (b).

If some people don't think it is, well, that's like your opinion that you're entitled to.
 
But would you say it or it doesn't make the game an RPG?

I still consider it an RPG, if not for the story, for the character growth/progression. you can find high level machines in the map that you will have hard time beating it if your level and equipment is too low that you deal tiny damage to the machines. this can be overcome by just leveling up and finding better weapon and armor. so you feel the progression of your character getting stronger.
 
Man I would have love to have seen a Giant Anaconda, mixed with a Cobra so he/she can rise up and almost the same speed as a black mamba Machine. Call it Constrict Maw.
 
The only disappointing part of this game for me graphically is that the water is lacking. When Aloy jumps in there's hardly any interaction with it.
Yeah, she doesn't even get wet apparently. Also on the Easy Allies vid she was crouching on raging water and it was like it wasn't affecting her at all. Even just above the ankle, raging water is hard to wade through, let alone crouch through.
 
Jesus Christ they called it an RPG it's an RPG. two years, every thread, same sad debate

Yep.

https://www.playstation.com/en-us/games/horizon-zero-dawn-ps4/

Listed as "Action/Role-Playing Game (RPG)"

All that other nonsense can kick rocks.
I agree that it seems like an RPG, but like the definitions offered last night, this is a poor response to the question. If I call a mule a donkey, it doesn't make the mule a donkey. Likewise, declaring something to be a certain type of game doesn't actually make it that.

The main thing to take away from these discussions is that basically every game is using some form of RPG-lite conventions, so genre descriptors are even more useless than they used to be.
 
Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.
 
Your choices also had diverging effects in Far Cry 4. That's not an RPG either.

With everything we've seen now, if Horizon is not an RPG, then neither are Witcher 3 or skyrim tbh.


Levels with XP
skill tree with specializations
Dialogue wheel
Choices have impact on the world/ relations
There are faction (clan) that you can improve relations with or degrade
You open merchant choices through faction
You open quests through faction
Harvesting
Crafting
Armor sets
Gear that is socketable depending on preference
Gear that has stats with various resistances
Main quest
side Quests with varying types
Dungeons/ caves
Mounts you can capture
Lore that you discover
etc.
 
I agree that it seems like an RPG, but like the definitions offered last night, this is a poor response to the question. If I call a mule a donkey, it doesn't make the mule a donkey. Likewise, declaring something to be a certain type of game doesn't actually make it that.

The main thing to take away from these discussions is that basically every game is using some form of RPG-lite conventions, so genre descriptors are even more useless than they used to be.
You didn't create the mule in that example. Sony/GG created this game so I am more inclined to agree with what they propose. I have my own take on it too but it is just pointless to get heavily involved in the discussion when you have so much silly stuff mixed in with it.

Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.
People just have different opinions and you don't like what you saw. There isn't anything surprising about the positive impressions because there isn't anything objectively bad about what has been shown.
 
Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.

People enjoying HZD is not surprising at all. Great combat loop, amazing world and character design and graphically mesmerising.
 
Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.

Just let it go.
 
Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.

Combat? Nah, I don't see that. The various previews I've seen show a combat system that's fairly deep and inventive and almost plays out like a sandbox with the variety of bows at Aloys disposal.

In fact, that's probably the most impressive bit outside of graphics. I've seen multiple previews and everyone has their own style. Some are more stealth oriented, some are relying on the dodge roll more, some are more so into setting and laying traps, some prefer the straight shooting approach and of course, you have those that mix and match and do a bit of everything.

The combat looks fundamentally solid and extremely impressive for an RPG.
 
Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.
Honestly outside the graphics I'm not impressed either but it's their opinion. Nothing strange about them liking something you don't, it happens.
 
Combat? Nah, I don't see that. The various previews I've seen show a combat system that's fairly deep and inventive and almost plays out like a sandbox with the variety of bows at Aloys disposal.

In fact, that's probably the most impressive bit outside of graphics. I've seen multiple previews and everyone has their own style. Some are more stealth oriented, some are relying on the dodge roll more, some are more so into setting and laying traps, some prefer the straight shooting approach and of course, you have those that mix and match and do a bit of everything.

The combat looks fundamentally solid and extremely impressive for an RPG.

Well said.
 
I don't understand the combat complaint when it looks more interesting than most open world games out there.
You didn't create the mule in that example. Sony/GG created this game so I am more inclined to agree with what they propose. I have my own take on it too but it is just pointless to get heavily involved in the discussion when you have so much silly stuff mixed in with it.
Fine.

If I breed a mule and call it a donkey, that doesn't make it a donkey. Whatever the case, I don't necessarily think "they called it X" means we have to take that claim at face value.
 
Been watching some videos. Honestly I'm a bit surprised the previews are so positive, both the combat and dialogues are looking really bad. Not a fan of the ubisoft open world style towers too, because they made them completely absent of challenge to climb. Even the hard mode looks badly done, they just tuned up the damage to 11.

Graphically it looks ace, only some minor grips like water and some grass types not reacting to her, and the rope physics when attaching the enemies is also completely off, though that annoys me more on the gameplay department than visually.

Anyway, really surprised to see so many positive impressions, because the game really does not show off well in videos.

All that means is the game isn't for you. Nothing wrong with that.

There's plenty to be excited about that aligns with all the positive previews. There's a gorgeous world with lots of lore to uncover (check out a random cave in one of the videos), tactical combat against aggressive, brilliantly designed enemies that make rote encounters feel like mini bosses in other games, cauldrons with puzzle solving, platforming, and challenging battles, unrestricted access to areas with enemies far above your level, sprawling villages with unique tribes housing their own customs and style of dress, and a multitude of diverse environments to cleanse the palette during your long journey.

The combat is the core of the game, and it's looking to be one of the most competent systems in an open world game yet. The combat feedback alone is satisfying to a degree where the paper swords of a Witcher 3 would melt in its fiery glory.
 
I don't understand the combat complaint when it looks more interesting than most open world games out there.

Fine.

If I breed a mule and call it a donkey, that doesn't make it a donkey. Whatever the case, I don't necessarily think "they called it X" means we have to take that claim at face value.
Well, I didn't say to take anything at face value. I'm just saying their description for it adds more weight to that side.
 
I think combat looks fun. It's not perfect, of course.

Human enemy AI looks poor. Stuff like line-of-sight, etc, looks pretty generous. So far, what they've shown lacks a certain punchiness to the enemy reaction that I liked from Killzone games, where Helghast can be mean and really reactive.

The melee attacks are very animated and seemingly simple in design, and thus they look like they're a secondary component/supplement to the core of the bow/ranged combat instead of its own pillar.

I wonder how much verticality will come into play in enemy encounter. Would be cool if there are elements of encounter design where I could go up or go down to deal with enemies from different elevation.

And I say this with every game since most games don't do this, but I could always afford more sand-boxiness to the toolset, combat & encounter design. Stuff at MGSV's level of "omg I can't believe combining element X with situation Y can lead to this craziness", or god forbid another comparison, some of the stuff showed in the Zelda trailer with all the magnetic physics ability that is for puzzle solving, but appears can also be used in combat.

But otherwise? I think the available tool sets of rope, trap wire, arrow types, weapon types, enemy weaknesses looks great and fun.
 
This is why it's so hard showing off games such as these, for example if the Cauldrons live up to their potential that would bring a lot of people on board, but also you don't want them spoiled. From what I have seen of the game, the combat loop is really impressive for an RPG, looks like there is a variety of ways to take an enemy down.
 
I think combat looks fun. It's not perfect, of course.

Human enemy AI looks poor. Stuff like line-of-sight, etc, looks pretty generous. So far, what they've shown lacks a certain punchiness to the enemy reaction that I liked from Killzone games, where Helghast can be mean and really reactive.

The melee attacks are very animated and seemingly simple in design, and thus they look like they're a secondary component/supplement to the core of the bow/ranged combat instead of its own pillar.

I wonder how much verticality will come into play in enemy encounter. Would be cool if there are elements of encounter design where I could go up or go down to deal with enemies from different elevation.

And I say this with every game since most games don't do this, but I could always afford more sand-boxiness to the toolset, combat & encounter design. Stuff at MGSV's level of "omg I can't believe combining element X with situation Y can lead to this craziness", or god forbid another comparison, some of the stuff showed in the Zelda trailer with all the magnetic physics ability that is for puzzle solving, but appears can also be used in combat.

But otherwise? I think the available tool sets of rope, trap wire, arrow types, weapon types, enemy weaknesses looks great and fun.

Yea, the human AI detection radius is one of my complaints so far as it is quite small and seems to make stealth fairly trivial in a few of the previews. I wonder if higher difficulties will increase that range. I certainly hope it does.

Regarding enemy reaction, it's lacking in a big way compared to Killzone for the human enemies but I do think it's sounding like its quite good for the robotic creatures. That's the impression I get from the Easy Allies preview anyways.
 
I think combat looks fun. It's not perfect, of course.

Human enemy AI looks poor. Stuff like line-of-sight, etc, looks pretty generous. So far, what they've shown lacks a certain punchiness to the enemy reaction that I liked from Killzone games, where Helghast can be mean and really reactive.

The melee attacks are very animated and seemingly simple in design, and thus they look like they're a secondary component/supplement to the core of the bow/ranged combat instead of its own pillar.

I wonder how much verticality will come into play in enemy encounter. Would be cool if there are elements of encounter design where I could go up or go down to deal with enemies from different elevation.

And I say this with every game since most games don't do this, but I could always afford more sand-boxiness to the toolset, combat & encounter design. Stuff at MGSV's level of "omg I can't believe combining element X with situation Y can lead to this craziness", or god forbid another comparison, some of the stuff showed in the Zelda trailer with all the magnetic physics ability that is for puzzle solving, but appears can also be used in combat.

But otherwise? I think the available tool sets of rope, trap wire, arrow types, weapon types, enemy weaknesses looks great and fun.

To feed into this a bit, there's a skill that allows you to shoot while walking across tightropes, and a skill that allows you to attack an enemy from above for a critical hit.
 
I know Tallnecks are for climbing puzzles and not for murdering, but I do hope there's a story-scripted fight scene like in the concept art where a large number of characters are attaching ropes to a Tallneck to pull it down.

Yea, the human AI detection radius is one of my complaints so far as it is quite small and seems to make stealth fairly trivial in a few of the previews. I wonder if higher difficulties will increase that range. I certainly hope it does.

Regarding enemy reaction, it's lacking in a big way compared to Killzone for the human enemies but I do think it's sounding like its quite good for the robotic creatures. That's the impression I get from the Easy Allies preview anyways.

Yeah, I agree for the machines it looks good. My main complaints are all with the human enemies where it feels like they're given tier-2 treatment in enemy design.

In general though, aside from the sand-boxiness comment; I have no real issue with how they're demonstrated the breadth of combat available when fighting robots.
 
The amount of goal shifting in this thread about what constitutes a RPG smh. The devs call it an action-rpg, can we just leave it at that? Where's that gif of Mario chasing the post when you need it?
 
I don't understand the combat complaint when it looks more interesting than most open world games out there.

Fine.

If I breed a mule and call it a donkey, that doesn't make it a donkey. Whatever the case, I don't necessarily think "they called it X" means we have to take that claim at face value.

Using an animal classification as an allegory is a poor choice. There are genetically defined traits that separate donkeys from miles, and aren't a matter of opinion.

What constitutes an RPG is. IIRC you linked back to a discussion/editorial that essentially said most JRPGs aren't really RPGs, and it strikes me that like all cultural items, their definitions are wooly at best, and are more about subjective opinion than verifiable & testable facts.

I'm not necessarily disagreeing with the issue about it being an RPG - personally I really don't care what genre people want to describe it as.
 
I don't understand the combat complaint when it looks more interesting than most open world games out there.

Fine.
If I breed a mule and call it a donkey, that doesn't make it a donkey. Whatever the case, I don't necessarily think "they called it X" means we have to take that claim at face value.

LOL What kind of analogy is this? This thread is getting weird.
 
Maybe is just the same Pro gameplay but here are 5min of it

PS4 Pro
https://youtu.be/DgAFQ1leafY

mgs5bcdefk6u2t.gif
 
I know Tallnecks are for climbing puzzles and not for murdering, but I do hope there's a story-scripted fight scene like in the concept art where a large number of characters are attaching ropes to a Tallneck to pull it down.



Yeah, I agree for the machines it looks good. My main complaints are all with the human enemies where it feels like they're given tier-2 treatment in enemy design.

In general though, aside from the sand-boxiness comment; I have no real issue with how they're demonstrated the breadth of combat available when fighting robots.

Speaking of Tallnecks, I wonder if there are any other bows/weapons that play into the sandbox arena style of combat aside from what we've seen. Stuff like setting up traps and the ropecaster is very cool. And I think that's really what will set the game apart if they end up having a bunch of cool interactions hidden away, especially with hijacked Dino's in the mix.
 
Speaking of Tallnecks, I wonder if there are any other bows/weapons that play into the sandbox arena style of combat aside from what we've seen. Stuff like setting up traps and the ropecaster is very cool. And I think that's really what will set the game apart if they end up having a bunch of cool interactions hidden away, especially with hijacked Dino's in the mix.

You can hack the watchers to defend you.

You can also aim your bow in mid air.
 
You can hack the watchers to defend you.

Yea, I've seen that but I think a few of the previews also mentioned (and maybe this was known before) that all of the robotic enemies are hackable.

And that's what really gets me excited. If watchers defend, and some enemies turn to mounts, I'm hoping we get some really cool other interactions with later Dinos. And the way those interactions will play into the overall combat sandbox? Man, that's exciting to think of.

Even something as simple as enemies that you can hack to detonate on a delayed timer would be fantastic given the opportunity presented by the ropecaster and other traps already revealed.
 
The Verge:Horizon Zero Dawn is an open-world game where story is as important as scale
But after four hours spent demoing the opening segments of the game, I can say that it’s a surprisingly story-driven game that feels more like a more fleshed-out Rise of the Tomb Raider than a reskinned Assassins Creed. Furthermore, while the Tomb Raider reboots offered what can be described at best as half-hearted attempts at an open world with a few disconnected areas and side quests, Horizon Zero Dawn goes much farther in giving a living world to explore, harvest resources, and survive in, but yet still one where where the story feels like an important and natural part of the experience.
Even with its open-world nature, Horizon offers surprisingly deep combat, with battles that offer a pleasant challenge. The mechanical creatures are vastly more powerful than you, at least at the outset, and tend to group up as herds and work together. Running in guns (er, arrows) blazing is usually a fast way to get stomped to death by a cybernetic horse or to cause the group of robotic deer you were hoping to hunt to stampede away in a panic. A stealthy, strategic approach to fighting is typically the way to go. Fortunately, Horizon Zero Dawn has equipped Aloy with a plethora of traps, weapons, and abilities to help level the playing field.
http://www.theverge.com/2017/1/31/14453446/horizon-zero-dawn-preview-open-world-playstation-4-pro
 
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