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Horizon Forbidden West: Master Aloy’s new abilities
Guerrilla discusses everything to do with traversing and surviving as Aloy in the second entry of its developer blog series.

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Horizon Forbidden West: Master Aloy’s new abilities
Guerrilla discusses everything to do with traversing and surviving as Aloy in the second entry of its developer blog series.blog.playstation.com
![]()
Horizon Forbidden West: Master Aloy’s new abilities
Guerrilla discusses everything to do with traversing and surviving as Aloy in the second entry of its developer blog series.blog.playstation.com
It's already super unrealistic that she can bash on the ground creatures that weight like 100x times her weight with the spear, a shoulder bash would be too much imoWith her being bulkier they should have given her a spear tackle.
I think the grapp!ing hook make every area a battle arena, that feature alone made her 10x times more mobile and game-y.Game absolutely is a day one buy, but is anyone else getting a DOOM to DOOM: Eternal vibe from what we've seen of the action. Like HZD (restarted playing this and enjoying taking my time and treating encounters exactly as they are: a seasoned hunter planning and executing takedowns of animals) had these organic environments that turned into battle arenas for you to figure out. In this gif and the gameplay video we say, this area looks straight up like a battle arena (it's the same sensation I felt when I immediately played DOOM: Eternal after playing DOOM).
. . .maybe it's just me.
I like the new freedom it adds to the combat. More verticality to the fights will be even more fun.I think the grapp!ing hook make every area a battle arena, that feature alone made her 10x times more mobile and game-y.
I am so fucking hard right now.
Mahogany.
Like i said, i hope enemies can keep up because that grappling hook used as an escape tool every time you want sound like easy mode (in a similar way to inf3 where if you are dying just neon dash out of combat for a moment...)I like the new freedom it adds to the combat. More verticality to the fights will be even more fun.
Well looks like the grapple hook only works with those anchor points placed in specific areas by the level designers. Plus they'll have flying enemies.Like i said, i hope enemies can keep up because that grappling hook used as an escape tool every time you want sound like easy mode (in a similar way to inf3 where if you are dying just neon dash out of combat for a moment...)
Hopefully they are gonna avoid the absolute bullshit of locking ultra hard behind the dlc this time, i want to do the first and more significant run at a decent level of challenge this time.
Is she cosplaying as Chun-Li?
Hopefully some human enemies can use the grapple hook aswell, since flying enemies were like 5% of total enemies in the first game.Well looks like the grapple hook only works with those anchor points placed in specific areas by the level designers. Plus they'll have flying enemies.
I'm sure they have balanced it.
Eh I doubt that will happen, but who knows.Hopefully some human enemies can use the grapple hook aswell, since flying enemies were like 5% of total enemies in the first game.
Same here. I was expecting Ragnarok to look something very next gen for some reason.Honestly...a year ago i was more hyped for Ragnarok than this one but...this looks seriously much more impressive for a cross-gen game.
Guerrilla Games are doing a phenomenal job with release. That video in the OP is hype as hell.
The infinite dodge roll spam without cooldown or stamina bar already was easy mode.Like i said, i hope enemies can keep up because that grappling hook used as an escape tool every time you want sound like easy mode (in a similar way to inf3 where if you are dying just neon dash out of combat for a moment...)
Yeah hopefully they can pull this off since i'm not interested in a OP power fantasy type of gameplay where you stomp dinomofos with ease.Eh I doubt that will happen, but who knows.
I'd guess the main enemy counter to giving Aloy's increased vertical movement will probably just be more ranged attacks. Stronger ranged opponents will encourage close melee combat. It'll be an interesting balance.
High res broLooks incredible, too bad its a 240p gif
The melee was definitely the weakest link of HZD's combat. In the state of play for Forbidden West, they made a point of showing the new melee combos. Should be a major improvement.Looks much better melee then the first one. I've been enjoying it but the melee is pretty bad. Hopefully this comes to PC soon ish
Yeah try that on ultra hard where enemies are super aggressive and almost one shot you, also no autoaim.The infinite dodge roll spam without cooldown or stamina bar already was easy mode.
The vast majoritiy plays games on normal or easy. I don't know how it was on ultra hard, but on normal you could easily beat the game with just normal bowshot + dodge roll. Dodge roll was close to a cheat to me.Yeah try that on ultra hard where enemies are super aggressive and almost one shot you, also no autoaim.
The first game is basically like this:
Easy to hard= easy
Very hard= normal
Ultra hard= hard (but not super hard)
Sure by the end of the game with all things super upgraded you kinda stomps enemies anyway but that's modern open world games for you.