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

I really appreciate how health and damage numbers are multiplied by 10 or 100. Having single and double numbers of damage being done seem so clean and nice.

Well burn damage seems to do very little (5 damage or so per tick), so there's a reason why the numbers from hits are bigger.
 
The art designer told Eurogamer that there wouldn't be aero-mounts, something the "leak" claimed would be in. That was the first strike.

He has to be lying. I mean, they want to surprise us, right? RIGHT?!!

My Stormbringer...

Rick8d3c5.gif
 
He has to be lying. I mean, they want to surprise us, right? RIGHT?!!

My Stormbringer...

Rick8d3c5.gif

Gotta wait for the sequel. Also flying mounts in games that revolve around ground based gameplay tend to break things rather quickly. Its very hard to design a game around being able to fly, especially an open world one, without focusing on that aspect. Otherwise it starts to feel tacked on or again, starts breaking other elements of the game and world.
 
Considering how shit ass shitty climbing and platforming gameplay is in most open world games I'll take autoplatforming. It looks fluid enough which is a big for me and combined with everything else they seem to be pulling off it impressive it looks as good as it does.
I always find the complaints about autoplatform/climb in open world games kind of odd. They're not platformers, and the goal is smooth fast traversal, not challenging running and jumping
 
Hey can anyone tell me ( those that have played it ) if Aloy constantly jogs when you move or does she start off walking? Smillar to GTA V. I know it's minor but It really adds to the game and muh immersion.
 
Considering how shit ass shitty climbing and platforming gameplay is in most open world games I'll take autoplatforming. It looks fluid enough which is a big for me and combined with everything else they seem to be pulling off it impressive it looks as good as it does.

That's fine, but as far as I'm concerned is it so difficult to actually implement a proper consistent jumping arc and plan level design around that?

Fluidity is neat, but I'd like that fluidity to come from my skill as a player and being able to chain moves together rather than the game just throwing its hands in the air and just pretending to have depth.

I'm super excited for the game. Combat looks like the best in a Open World game period and it's something that they clearly spent a lot of time planning out.

But I think it could be better, if they execute everything around that combat and Stealth better. But even in stealth. I think they could also improve the noise system in stealth because it's not tied to noise, it's actually tied to movement speed. If they could make that actually about noise but still convey it properly to the player, that would also be another extremely exciting improvement.

This a great starting ground, but there are clear avenues of improvement.

I always find the complaints about autoplatform/climb in open world games kind of odd. They're not platformers, and the goal is smooth fast traversal, not challenging running and jumping

Fluidity is something that should be in my control as much as possible. Otherwise, it's just dull gameplay and worthy of criticism all the same.
 
I love the design of that outfit! My favorite so far. Hope there's a lot more like it.

We need to talk more about the fashion of this game. We all secretly love dressing up our Geralt or Niko or Wei Shen into sweet outfits and I can't wait to see the designs that GG has. Provided the stats are good lol
 
Is there any reason other than graphics people would anticipate this game? I've yet to see Guerilla release a game better than above average.
Games with an average review score of ~91 are normally "above average" and Guerrilla made one.

And I'm sure you saw the 5 billion gameplay videos out there and previews where people said it plays absolutely fantastic. But yeah, maybe you haven't heard of them and it's just aaaall about the graphix.
 
Guerrilla can't catch a break. Killzone 2 was critically acclaimed, wasn't it? I only played the original and I thought it was solid if a bit difficult. Also, they made a looker even back on the PS2, so I have no doubt the masses will be wowed by the graphics at the very least when this releases.
 
Guerrilla can't catch a break. Killzone 2 was critically acclaimed, wasn't it? I only played the original and I thought it was solid if a bit difficult. Also, they made a looker even back on the PS2, so I have no doubt the masses will be wowed by the graphics at the very least when this releases.
So was 3, though not to the same extent as 2. The series never did anything for me personally, but I can't deny that they were both excellent games. The poor story+Shadow Fall (a likely rushed, tech-demo launch title) cause people to overstate how "bad" their output has been
 
I think I am obliged to buy this game as a Pro owner just because of how beautiful it is...but I would be lying if I said I'm not worried about the quality of the game based on the last Killzone.
 
I think I am obliged to buy this game as a Pro owner just because of how beautiful it is...but I would be lying if I said I'm not worried about the quality of the game based on the last Killzone.
As I said in my post right above you, Shadow Fall was a launch title. Those are almost always rushed and basically just glorified tech demos. NEVER judge a developers talents by a launch title
 
Gotta wait for the sequel. Also flying mounts in games that revolve around ground based gameplay tend to break things rather quickly. Its very hard to design a game around being able to fly, especially an open world one, without focusing on that aspect. Otherwise it starts to feel tacked on or again, starts breaking other elements of the game and world.

I wouldn't have said no to it. Being able to override a Stormbringer towards the end of the game (or even after the main story) would have been nice to travel, similar to the Regalia Type-F in FF15.
 
That looks awesome, but the vegetation not reacting at all to Aloy looks off.

This will probably happen a lot with Horizon and for no fault of the developers but they only have so much time to work on the game and will have left a lot of things out for lack of time. As good as the game looks, little things you might never notice will stick out because of how awesome everything else looks. Damn that uncanny valley! The water interaction isn't that great looking or interactive either.
 
That looks awesome, but the vegetation not reacting at all to Aloy looks off.

Yea that and the water not reacting to Aloy :(. I am so obsessed with water in games and hate it when the character has no effect on it.
These are the only two things they need to add to their engine asap. Everything else is perfect (except maybe some uncanny face animations)
 
This will probably happen a lot with Horizon and for no fault of the developers but they only have so much time to work on the game and will have left a lot of things out for lack of time. As good as the game looks, little things you might never notice will stick out because of how awesome everything else looks. Damn that uncanny valley! The water interaction isn't that great looking or interactive either.

That's exactly what it is and I noted the water interaction a few pages back in this thread myself. It just looks so damn good, when things like that pop up, it takes you out of it a bit.
 
Yea that and the water not reacting to Aloy :(. I am so obsessed with water in games and hate it when the character has no effect on it.
These are the only two things they need to add to their engine asap. Everything else is perfect (except maybe some uncanny face animations)

Agreed.

That video where she was swimming in a cave or something felt unfinished cause the water didnt reacted at all to her.
 
We need to talk more about the fashion of this game. We all secretly love dressing up our Geralt or Niko or Wei Shen into sweet outfits and I can't wait to see the designs that GG has. Provided the stats are good lol

The designs are nice, but some of the pre-order outfits look a bit over-designed/dense, and I'm hoping that isn't reflective of end-game/high level armor.

The best designs convey extravagance while also being able to look restrained. I like how minimal some of the 4-hour preview design have looked and I hope it doesn't go too overboard.

That being said, as someone who hates head decorations in RPGs, I'm never going to wear any armor with big headpieces, and that's probably my main annoyance with the approach GG is going for in terms of different costumes. At least let me toggle off the headpieces.
 
That's exactly what it is and I noted the water interaction a few pages back in this thread myself. It just looks so damn good, when things like that pop up, it takes you out of it a bit.

Agreed.

That video where she was swimming in a cave or something felt unfinished cause the water didnt reacted at all to her.

I agree with these points aesthetically but if reactive foliage & better water meant a dropped frame, o know which one I'll take.

I think the one thing this does show is what can be done when everything is built around 30fps, rather than starting on a ninja dev PC at 60 & scaling back.
 
IGN AU:Win a Double Pass to Our Horizon Zero Dawn Event!
Machine hunters, it's time to get excited! IGN has teamed up with our friends at PlayStation Australia to bring you the ultimate Horizon Zero Dawn pre-launch community event in Sydney on February 15.

Ahead of the global release on March 1st 2017, you'll have the chance to experience the world of Horizon Zero Dawn for yourselves, with hands-on gameplay and interactive entertainment on the night. PLUS, hear from Guerrilla Games, who is sending a special guest all the way from Amsterdam to meet you and answer your questions about one of 2017's biggest PS4 exclusive titles.

Where: A central Sydney location

When: Wednesday February 15

Time: 6:30pm – 9:30pm

We've got 100 double passes for this awesome event, so enter for your chance to win below!
http://www.ign.com/articles/2017/02/03/win-a-double-pass-to-our-horizon-zero-dawn-event
 
Too bad the 4chan leaks appear to be false, Zero Dawn mode sounded fun. Still, I don't think it's impossible that the
no flying mounts and single ending
were saved/changed with a sequel in mind once they saw how well it would likely review. We'll find out soon enough.
 
I agree with these points aesthetically but if reactive foliage & better water meant a dropped frame, o know which one I'll take.

I think the one thing this does show is what can be done when everything is built around 30fps, rather than starting on a ninja dev PC at 60 & scaling back.

For sure, if it would drop the game below 30 I'd rather have the smooth frame rate.
 
you know what i would love, that you could find real horses in this game, like out of nowhere and that you could ride them, it would be amazing
 
Horizon Zero Dawn - Outfit Customization & Weapons
https://www.youtube.com/watch?v=-reodATwiI4

So many different types of outfits wow, just in that region.

huh, the stat for weapon and outfit are interesting. it's less rpg stat than I thought.

weapon strength seems determine by the ammo and their properties.

outfit feels more like giving you additional effect like ice resist or stealth bonus etc.

both weapon and outfit don't have like a base attack/defense stat like in typical rpg.

I wonder if Aloy herself have a base stat that increase as she level up other than maybe her health point.
 
You can also see spear stats
https://www.youtube.com/watch?v=-reodATwiI4

huh, the stat for weapon and outfit are interesting. it's less rpg stat than I thought.

weapon strength seems determine by the ammo and their properties.

outfit feels more like giving you additional effect like ice resist or stealth bonus etc.

both weapon and outfit don't have like a base attack/defense stat like in typical rpg.

I wonder if Aloy herself have a base stat that increase as she level up other than maybe her health point.
More tactical then having general stats I think
 
I hope it's good. Early previews for Shadow Fall were positive but the final game was clearly rushed and it suffered in a lot of places. Hopefully the time has allowed GG to make something special, as I was a fan of their games pre-SF.
 
huh, the stat for weapon and outfit are interesting. it's less rpg stat than I thought.

weapon strength seems determine by the ammo and their properties.

outfit feels more like giving you additional effect like ice resist or stealth bonus etc.

both weapon and outfit don't have like a base attack/defense stat like in typical rpg.

I wonder if Aloy herself have a base stat that increase as she level up other than maybe her health point.

The weapons do have a base attack from what I see in the video, and what looks like a stat for breaking armor or something. The ammo thing your seeing is the ammo type, for example that one bow does 26 damage for regular type ammo and for fire ammo it does something else. At least that's how I'm reading them.
 
huh, the stat for weapon and outfit are interesting. it's less rpg stat than I thought.

weapon strength seems determine by the ammo and their properties.

outfit feels more like giving you additional effect like ice resist or stealth bonus etc.

both weapon and outfit don't have like a base attack/defense stat like in typical rpg.

I wonder if Aloy herself have a base stat that increase as she level up other than maybe her health point.

I feel having no base defense stat is probably a smart choice given the combat system. Would almost seem like a wasted stat in a system designed primarily around range/avoidance.
 
I wonder how you got stronger in the game. if Aloy doesn't have base stat like typical rpg other than health point, the entire growth system may rely entirely on equipment.

like if you feel your attack deal little damage to Thunderjaw, you need to find better weapon or maybe stronger modification bonus rather than grinding up xp to level up your Aloy
 
Strongly disagree. Emily has a lot more personality than the new Lara.

Indeed she does, and there's a lot of content crafted specifically around Emily. The game also offers you the option to decide you don't want to play as her, as foolish as that decision would be. Neither Tomb Raider nor Horizon: Zero Dawn offer you that out.
 
Strongly disagree. Emily has a lot more personality than the new Lara.

Honestly, I played the first couple of levels with both Corvo and Emily and all I heard was the same dialogue with different voice actors. Minor changes here and there but nothing that jumped out to me as a meaningful character differentiator.

I actually did my entire first playthrough with Emily and by the end of the game, I felt as if her character had barely progressed. She was extremely one-dimensional and basically made descriptive observations of the world and people around her.

I think she could have been a far stronger (and an actual character) if Dishonored 2 just made you play as her. Instead, it feels more like selecting a skin, retreading the same story line you did with Dishonored 1 (but worse because holy crap, that opening was awful) and tieing it up with a pretty little bow that pushes aside almost all issues brought up during the game with that low chaos ending.

I don't even like the new Lara but she's a character who exists in a narrative with a singular start point and end. Emily has two potential story-lines (one basically isn't anything and the other extremely poor), the game is limited by having to accommodate two potential player character choices and then further restrained by having to write a story around multiple choices & endings.

So it ends up being a terrible narrative brought down even more so by external game design choices (which might be good from a gameplay perspective but not necessarily a story/character one). My view: she was a good alternative skin for Corvo. I feel like I know nothing about her and the entire basis for my attachment to her comes from the events of Dishonored 1.
 
I always find the complaints about autoplatform/climb in open world games kind of odd. They're not platformers, and the goal is smooth fast traversal, not challenging running and jumping
Entirely depends on the game, but that type of thinking can lead to "Eh Witcher 3 is open world, not a Platinum combat game. Just make Geralt kinda swish his sword around, that's fine."
 
I always find the complaints about autoplatform/climb in open world games kind of odd. They're not platformers, and the goal is smooth fast traversal, not challenging running and jumping

Being open world doesn't mean the game can't have great climbing and platforming.

How an open world is traversed is up to the developers. I don't have an issue with autoclimb/platform, but having full control doesn't somehow inherently go against what it means to be an open world game.
 
Entirely depends on the game, but that type of thinking can lead to "Eh Witcher 3 is open world, not a Platinum combat game. Just make Geralt kinda swish his sword around, that's fine."
Well, like you said, it depends on the game. And not just the game, but the purpose and goal of the game. Like in Assassins Creed, you kind of want to feel like an effortless unstoppable assassin who can skillfully scale any structure, take on any enemy, etc. So the climbing and movement works really well there. Keeps you moving fast, and lets you move with the grace and speed that an assassin should have

Horizon? I want to be able to move through the world with the speed and fluidity of someone who has grown up in this world and knows how to maneuver through it. The movement is a tool to scale the environment, flee machines, pursue enemies, not the core of the game as with the risk and skill of a platformer
 
Entirely depends on the game, but that type of thinking can lead to "Eh Witcher 3 is open world, not a Platinum combat game. Just make Geralt kinda swish his sword around, that's fine."

Not really an apples to apples comparison since 90% of Witcher 3's gameplay is combat
 
Top Bottom