Horizon Zero Dawn gameplay vids *spoilers*

I like the fact that Thunderjaw is so difficult to take down, its almost like a mini boss. Hope it stays this way irrespective of your level.
 
Where is Digital Foundry with their PS4 Pro VS PS4 comparison ?

where is Gamersyde with their high quality videos of this? Youtube is horrible
 
I'm interested in discussing something about combat. At the reveal it seemed really cool, but the more videos I watched, something began to bother me about so many of the encounters being ranged vs melee.

Melee vs melee usually means you stay in the thick of things, dodging and parrying and exchanging blows. You usually have defensive options that don't force you to run away. Ranged vs ranged means you're either behind covers (most games), or, as recently shown by DOOM, running around like crazy from enemy to enemy to punch them in the face. Ranged vs melee seems a bit off to me. I'll give an example - this section:

https://youtu.be/fGhghvqJ0HU?t=624

Alloy is facing this big beast, and the entire fight plays out the same. She shoots an arrow, then rolls out of the way. That's about it. It repeats itself 4-5 times. I think it's just an inherent problem of ranged vs melee. You want to keep your distance, the enemy wants to close it, and once he manages to, you need to run away and then get in a few more shots. Staying up close means death, and you can't safely keep your distance, so it results in this weird chase that doesn't seem too compelling to me. A lot of the game seems fun, but I worry that most of the fights will follow this formula, which I imagine can become real old real fast.

What do you guys think? How can you make ranged vs melee a fun encounter? Did you see scenes in the previews where ranged vs melee combat was a bit more diverse in actions? Am I missing something about Alloy's options in a given fight? Or do most of them play out like this and it's just a matter of taste?
 

kyser73

Member
I'm interested in discussing something about combat. At the reveal it seemed really cool, but the more videos I watched, something began to bother me about so many of the encounters being ranged vs melee.

Melee vs melee usually means you stay in the thick of things, dodging and parrying and exchanging blows. You usually have defensive options that don't force you to run away. Ranged vs ranged means you're either behind covers (most games), or, as recently shown by DOOM, running around like crazy from enemy to enemy to punch them in the face. Ranged vs melee seems a bit off to me. I'll give an example - this section:

https://youtu.be/fGhghvqJ0HU?t=624

Alloy is facing this big beast, and the entire fight plays out the same. She shoots an arrow, then rolls out of the way. That's about it. It repeats itself 4-5 times. I think it's just an inherent problem of ranged vs melee. You want to keep your distance, the enemy wants to close it, and once he manages to, you need to run away and then get in a few more shots. Staying up close means death, and you can't safely keep your distance, so it results in this weird chase that doesn't seem too compelling to me. A lot of the game seems fun, but I worry that most of the fights will follow this formula, which I imagine can become real old real fast.

What do you guys think? How can you make ranged vs melee a fun encounter? Did you see scenes in the previews where ranged vs melee combat was a bit more diverse in actions? Am I missing something about Alloy's options in a given fight? Or do most of them play out like this and it's just a matter of taste?

I think it's entirely down to the approach taken by the player. GhostRobo's previews feature some exceptional high end play with him combining ranged, sliding and melee with lots of movement but little use of tolling. One sequence played at a fortress gate against the insectoid corrupter robot stands out especially.

Plus, those Thunderjaws...
 
I like the fact that Thunderjaw is so difficult to take down, its almost like a mini boss. Hope it stays this way irrespective of your level.

I'm not sure this game even have strength stat, seems like everything depend on your gear stat, so find stronger bow for more attack damage rather than grind xp to level up.

I could be wrong though.
 
The cauldrons are probably going to offer up some of the most difficult combat encounters. Granted, you can go out of your way to reach areas with enemies far above your level (including the aforementioned cauldrons).
 
I keep seeing this comparison but don't really understand it. I mean, in what way?
Personally I don't see it. Other than basic platforming, maybe?

I think it's entirely down to the approach taken by the player. GhostRobo's previews feature some exceptional high end play with him combining ranged, sliding and melee with lots of movement but little use of tolling. One sequence played at a fortress gate against the insectoid corrupter robot stands out especially.

Plus, those Thunderjaws...
Thanks, I'll go check his videos.
 

vivekTO

Member
What do you guys think? How can you make ranged vs melee a fun encounter? Did you see scenes in the previews where ranged vs melee combat was a bit more diverse in actions? Am I missing something about Alloy's options in a given fight? Or do most of them play out like this and it's just a matter of taste?

I think it will depends mainly on the type of machine you are engaging with, For ex.

Here is one gif with the Thunderjaw. you can see that as alloy got further from him , the machine uses a new way to fight her. and i think this will be true with respective to each machine.
Hp0Ryzt.gif
 
I think it will depends mainly on the type of machine you are engaging with, For ex.

Here is one gif with the Thunderjaw. you can see that as alloy got further from him , the machine uses a new way to fight her. and i think this will be true with respective to each machine.
Hp0Ryzt.gif
Oh shit, that's really cool. Never saw that before. Seems like he's actually punishing you for trying to get away.
 

vivekTO

Member
Oh shit, that's really cool. Never saw that before. Seems like he's actually punishing you for trying to get away.

See this i don't get sometime, its on the first page , at third post i think, how could you miss on it.

Also it would be helpful if we have couple of "gameplay" gifs in the OP as well.
 

drotahorror

Member
Can someone explain what's going on with like, the hue of everything? It goes from an almost night-time, greenish hue, to a more natural dusk/dawn hue, to a purple hue in about 10 seconds?

It's cool, I like it, I'm just curious as to what's going on?

https://youtu.be/Jl13gY58bow?t=2m57s

I'm thinking the nighttime green hue is 'detective vision' the natural hue is the transition from detective vision to the real hue which is purple (which gets more red over time).
 
I'm interested in discussing something about combat. At the reveal it seemed really cool, but the more videos I watched, something began to bother me about so many of the encounters being ranged vs melee.

Melee vs melee usually means you stay in the thick of things, dodging and parrying and exchanging blows. You usually have defensive options that don't force you to run away. Ranged vs ranged means you're either behind covers (most games), or, as recently shown by DOOM, running around like crazy from enemy to enemy to punch them in the face. Ranged vs melee seems a bit off to me. I'll give an example - this section:

https://youtu.be/fGhghvqJ0HU?t=624

Alloy is facing this big beast, and the entire fight plays out the same. She shoots an arrow, then rolls out of the way. That's about it. It repeats itself 4-5 times. I think it's just an inherent problem of ranged vs melee. You want to keep your distance, the enemy wants to close it, and once he manages to, you need to run away and then get in a few more shots. Staying up close means death, and you can't safely keep your distance, so it results in this weird chase that doesn't seem too compelling to me. A lot of the game seems fun, but I worry that most of the fights will follow this formula, which I imagine can become real old real fast.

What do you guys think? How can you make ranged vs melee a fun encounter? Did you see scenes in the previews where ranged vs melee combat was a bit more diverse in actions? Am I missing something about Alloy's options in a given fight? Or do most of them play out like this and it's just a matter of taste?

many machines also have long range attack and you have tool like ropecaster to hold machines back for a few moment, the game also seems to encourage preparation before combat like setting up traps etc. if you have friendly machines that you have hacked, they can also serve as distraction to pull enemies attention away from you.
 
many machines also have long range attack and you have tool like ropecaster to hold machines back for a few moment, the game also seems to encourage preparation before combat like setting up traps etc. if you have friendly machines that you have hacked, they can also serve as distraction to pull enemies attention away from you.
Nice, that sounds fun. Hope it ends up being common and significant in the game.
 

Falchion

Member
Everything I've seen is fantastic but I'm at the point where I don't want to watch any more gameplay videos because it would just be slowly spoiling all the little details I want to experience on my own.
 
I think it's entirely down to the approach taken by the player. GhostRobo's previews feature some exceptional high end play with him combining ranged, sliding and melee with lots of movement but little use of tolling. One sequence played at a fortress gate against the insectoid corrupter robot stands out especially.

Plus, those Thunderjaws...
Got links for those?
 
Can someone explain what's going on with like, the hue of everything? It goes from an almost night-time, greenish hue, to a more natural dusk/dawn hue, to a purple hue in about 10 seconds?

It's cool, I like it, I'm just curious as to what's going on?

https://youtu.be/Jl13gY58bow?t=2m57s

I'm thinking the nighttime green hue is 'detective vision' the natural hue is the transition from detective vision to the real hue which is purple (which gets more red over time).
It's not full on nighttime, but dawn at that point. Sunrise taking place during an accelerated day-night cycle (compared to normal time). Hence the color changes.
 
Oh shit, that's really cool. Never saw that before. Seems like he's actually punishing you for trying to get away.

Unlike Souls, all the enemies here have long range attacks. I've even seen the small ones fire beams. Some of them have AoE explosions, flamethrowers, rocket launchers etc
 

Loudninja

Member
Unlike Souls, all the enemies here have long range attacks. I've even seen the small ones fire beams. Some of them have AoE explosions, flamethrowers, rocket launchers etc
Yeah makes sense too since its mostly long range combat.

What I like is that each machine seems to server its own purpose or duty in the world, they all seem to working towards something.
 

DemWalls

Member
Oh shit, that's really cool. Never saw that before. Seems like he's actually punishing you for trying to get away.

Well, that's the least they could do to make combat encounters interesting, I'd say. If getting away and shooting the enemy while it keeps chasing you was feasible, it would be just boring.
 

Violater

Member
Someone made a great post in the previews thread linking to cutscenes of various current gen WRPGs, and my impression that Horizon is pretty comparable to those examples. Mediocre in general, but more or less in line with its genre. .
Link to this compilation?
Man, that's weird because I always felt the Witcher 3 animations were wooden as fuck. That whole game was such a massive let down for me.

This looks nothing like it, and that has me so intrigued.
I have the exact opposite impression of the cut scene animations HZD facial animations look like just look like random mouth movements, TW3 facial expressions conveyed emotion to me. But to be fair that is comparing a completed game played hours on end to preview videos.

At least the acting is top notch.

Very true
 

DemWalls

Member
Man, that's weird because I always felt the Witcher 3 animations were wooden as fuck. That whole game was such a massive let down for me.

This looks nothing like it, and that has me so intrigued.

You cleary never played The Witcher 2. The facial animations in that game aren't even wooden, they are... I can't even come up with an apt word.

Horizon is no Uncharted, but fortunately is no TW 2 either.
 
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