Austin nuked Horizon hard. Basically he said in Horizon everything felt simple, even in the big open world. Like he was looking for yellow handholds to climb up, or some "emergent" scenarios seemed almost scripted. Whereas with Zelda, there's a constant thought of "Wait can I do this?" or "Well what's over there?" and every time he's rewarded for exploring with either a puzzle, an item, or something else cool. It makes sense, Horizon and Zelda are taking different things from Far Cry. Horizon is taking the overall structure and template from Far Cry, while Zelda is taking the systems focus. And Austin is all about systems. Zelda is basically Far Cry 2 on speed with Nintendo polish and world design