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RTTP: Horizon Forbidden West

TheAnt

Member
This is mostly a rant about the things I find annoying with the game, but I've put like 70 hours into it, so it must be doing something right.

This game has busywork engrained in its DNA.

Starting with the combat itself. The game is built around the idea of micromanaging so many little things during a fight, it almost feels like a real-time with pause game. You see an enemy, stop, scan the machine to find the weak spots, resume, stop, open the weapon wheel, look for the weapon which has the element the machine is weak to, craft ammo if missing, resume, hit the weak spot, stop, scan other weak points, resume, stop, open the weapon wheel, find the correct weapon, resume, hit the machine a few times, stop, you need to craft more ammo, etc. etc.
You also need to use the concentration mode to hit some of these parts since the machines are insanely fast. This further slows down the pace of the combat, because you're in a slow-mo mode every 5 seconds. Then there's the valor surge, which has this long ass animation, slowing the fight even more.

I'm being dramatic for the effect, but it's the reason I've never experienced a true combat flow with this game. For a first party, cinematic heavy, streamlined as all hell, Sony game, it doesn't have a tight combat flow. It's too busy forcing you to micromanage all of these small things during each encounter. The fix: limit the player to 2-3 weapons they can carry on them which you can swap instantly, make the valor surge instantaneous (you're invincible while the animation is playing anyway) and ditch the concentration mode completely. The last part would make shooting specific machine parts a challenge, and an actual achievement when you do it. Something akin to cutting off tails of bosses in souls games.
To alleviate this problem for my third playthrough, I decided not to scan the machines or care which elements they're weak to. I choose a weapon that seems the coolest at the moment and start wailing. And since I'm playing on normal, this actually works. I use dubstep arrows for things that seem like they could break individually, and mostly use the spike thrower and shredder disc thing rest of the time. And the combat flows so much better like this.

Another problem with the combat is that I can shoot such a small number of times before I have to go to the radial menu to craft more ammo. Some of these weapons hold like 6-12 arrows. And if you're keen on using weapon skills, that's sometimes -3 for one shot, so you find yourself crafting seemingly all the time. I'd rather these weapons had 100 arrows in the pouch, but they had to be reloaded every 4-5 shots. You still can't shoot mindleslly, but at least you don't have to stop and go into the radial menu every 15 seconds. You can stay in the game, and move and run while Aloy reloads. A small thing that would hugely improve the combat flow.

Speaking of ammo and crafting, holy shit are the upgrades here stingy. I've spent 5-6 hours in the game over the last few days, most of it just fighting and looting. And at the end of each session I naively go to a workbench, getting excited to upgrade some of my weapons. I mean I've been fighting and looting for 2 hours, most of my weapons are newly bought, so I should probably be able to upgrade most to like lvl 2-3 at least, right? Lmao. The first tier is at most what I can upgrade. Second tier already has some insanely specific machine parts you need to acquire to upgrade. "Apex clawstrider tail". The game now expects me to create a job (quest) for this, find these machines, fight them, detach their tail, and then I can upgrade. It's ridiculously convoluted. Then the tier 3 requires 2 snapmaw hearts and 2 apex behemoth eyes or something. Come on man, I don't want to be forced to fight these specific versions of these machines, extracting these specific parts N times to get my weapon to the next tier. And imagine that for every weapon, each having its own machine parts. And there's a lot of weapons to be had in this game.

So then I try upgrading my armor, or my pouches, but it's the same thing. Look at the requirements for the potion pouch upgrades:

Potion Pouch Upgrade Requirements:
  • Level 1: 25 Metal Shards, 2 Squirrel Hides
  • Level 2: 50 Metal Shards, 1 Prairie Dog Bone, 1 Rabbit Hide
  • Level 3: 100 Metal Shards, 2 Carp Skin, 1 Bighorn Sheep Bone
It's 5 different animals! I know the goal here was to make you engage with the world, sending you to specific places, killing specific things to get the upgrade. But I'm already engaging. I'm exploring myself, free roaming, killing whatever I see, and I'm nowhere near with these requirements. Couldn't it have been so that you just need an animal's skin (any will do) and just a lot more shards per level? Lvl 1 - 500 shards, 2x animal meat, lvl 2 - 3k shards 2x animal meat, lvl 3 - 5k shards 3x animal meat. This way, as long as I'm exploring and killing stuff, I'll get enough materials for sure. Or even simpler, just have it as 1k shards, 3k shards and 5k shards. Is one shotting a pig really that engaging that you want me to spend more time doing it?

The game also has too many ammo types, like holy shit. Fire, acid, tear, shock, plasma, frost, water, explosive, berserk, normal damage, normal damage with a slightly different icon, probably some other I'm missing. It feels so out of place for a normie game like this one, like it's been accidentally swapped in from a CRPG Guerrilla games have been working on in parallel. There's even two damage icons per ammo type. I haven't played the game in 1.5 years, so I don't remember what's the difference between a fire dmg on a sling, and a fire dmg with a different number. There's so many ammo types, and so many weapons, that if you have the full radial menu, it's easy to missclick multiple times while trying to select the weapon/ammo type you want. Again, a lot of weird busywork in a game which really doesn't feel built for it.

And finally, the mounts. One thing is that the Sunwing is annoyingly slow, so much so I avoid using it most of the time. Another thing is that even using the mounts is not straightforward. You need to find a mountable machine, override it (no idea if you can do it with 0 skills in that tree, but let's say yes) and then repair it and keep it alive. If it dies, you need to override a new one. I don't have a mount currently, and I can't be bothered sneaking and overriding one just to be marginally faster for some time until it inevitably dies.

The game creates a lot of friction for seemingly, in my experience at least, no gain at all, even harming the experience in the process.

Luckily, some of these things can be circumvented by applying your own rules and constraints. Some things I like to do is: turn off the compass, clean up the hud a bit, use only two weapons, quick swap between them, and once I'm out of arrows continue fighting with spear only. Craft shit only outside the combat, avoid scanning things and try to figure out weak spots by looking at the machine and with some trial and error. Applying these rules makes the combat flow a lot smoother, and the machines still mostly hit like trucks, so even on normal it's 2-3 hits and you're done.

All in all, fun game!
 
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I agree with all the points. The only reason I kept playing was the visuals, world building and smoothness of the game (PC) This game plays really well on KBM given all the aiming you have to do. I had turned the difficultly to the highest and it was sometimes challenging.

Decent game but nothing memorable.
 
I'm with you on the Ammo types. Way to many requiring constant weapon switching.
Eventually I found a way to equip the most used ones at one time.
I forgot Valor was even a thing, I used it so rarely.

The director needs to be chastised for making the flying mount the very next thing after a downer story point.
Hey I got a flying mount, oh, but, that other thing happened, :( wish I could enjoy flying around, but I'm yelling at my screen at how stupid and downer the story went.

You played this 3 times? I rebought the first one Zero Dawn doubledipped the game on PC, so I'm a fan of the first game.

Looking back at the OT I was really into Forbidden West up to a certain point then the issues started to pileup into a mess.
I would say the first 3rd of the game is good then it just takes a nose dive into me hating on it by the end. I don't want to replay Forbidden West.
 
I'm with you on the Ammo types. Way to many requiring constant weapon switching.
Eventually I found a way to equip the most used ones at one time.
I forgot Valor was even a thing, I used it so rarely.

The director needs to be chastised for making the flying mount the very next thing after a downer story point.
Hey I got a flying mount, oh, but, that other thing happened, :( wish I could enjoy flying around, but I'm yelling at my screen at how stupid and downer the story went.

You played this 3 times? I rebought the first one Zero Dawn doubledipped the game on PC, so I'm a fan of the first game.

Looking back at the OT I was really into Forbidden West up to a certain point then the issues started to pileup into a mess.
I would say the first 3rd of the game is good then it just takes a nose dive into me hating on it by the end. I don't want to replay Forbidden West.
I haven't finished it 3 times, but I am playing some of it for the 3rd time:
- summer 2022 -> played for a bit, stopped after dunno, maybe 10-15 hours, got bored
- summer 2024 -> played from the beginning, finished it, total game time 65 hours
- now -> booted it again since I'm craving more open world goodness, but I'm just continuing my last save, can't be bothered with the story
 
Everytime i hear people bitching about crafting or number of elements or "micromanaging" or some shit like that i always wonder how they survived 30 years of countless previous games that had similar things.

I swear people seems to forget how to play videogames when it comes to the horizon games.

You can ignore elements or micromanaging, chose a weapon typology that you like and build around it, you can force your will on enemies even on max difficulty with any weapon class, when you find the better version on a shop buy it, and that's it.
In my last 2 runs i only used warrior bow and boltcaster, went raw and had no problems, sometimes i switched to the coils that can instantly turn an enemy freeze or acid so you can ignore their resistance just for fun, but you still have to built around that, you know, like a proper action rpg, because horizon is a fucking action rpg wi|th different builds and shit.
In 3 runs i never used 5 or 6 of the 8 elements and did just fine, so i know for a fact that people bitching about learning to use 8 elements to beat the game are bullshitting to high heaven.
Every mob has multiple elemental and raw damage ways to be deal with.


I completed the game 3 times, 1 on very hard and 2 on ultra hard and never had any of these problems, or at least not on the extension of op or many other people.

Hunting animals or robots for parts to upgrade stuff has never been more annoying that searching for stones to upgrade weapons in the souls or countless of other games, and the grinding system in horizon is beyond streamlined and use friendly, you always know where to go to upgrade shit and you don't even need to upgrade everything to max to do big damage, in 3 runs i don't think i needed any weapon or armour at more than level 2 or 3.

Some other things are true like the mounts being fucking terrible, melee combat being functional but feeling terrible, generally terrible combat vs humans, lame npcs chitchats etc.etc. etc., i could write a poem about all the flaws in the horizons (like most games that are not true 10\10)

Do people bitch about micromangaging multiple weapon classes in all the games with multiple weapon classes? Or is it just for horizon? :lollipop_squinting:

P.s. not specifically talking to you OP, but i hear the same stuff from so many people so you are far from the only one.
 
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I did almost everything in the main game, bought the DLC right away, haven't touched it.
Not even sure how long it would take me to relearn the gameplay but I should get to that DLC, I hear it's a highlight of the generation.
 
I did almost everything in the main game, bought the DLC right away, haven't touched it.
Not even sure how long it would take me to relearn the gameplay but I should get to that DLC, I hear it's a highlight of the generation.
Meh, it's a worse dlc than frozen wild and it really doesn't improve much graphically, mostly more vegetation, a really nice lava rendering, better clouds and the size of the final boss (but the fight itself is a bit shit).

The villain and the companion are pretty meh.
 
Meh, it's a worse dlc than frozen wild and it really doesn't improve much graphically, mostly more vegetation, a really nice lava rendering, better clouds and the size of the final boss (but the fight itself is a bit shit).

The villain and the companion are pretty meh.

I just hear the big boss shows what could be done this gen.
 
I just hear the big boss shows what could be done this gen.
Sure but it comes with some limitations.

It could have been incredible if the boss could move for the whole map causing destruction but you are secouded in a specific area.

And the boss fight itself is super simple and doesn't really use the size of the enemy that much.
 
Everytime i hear people bitching about crafting or number of elements or "micromanaging" or some shit like that i always wonder how they survived 30 years of countless previous games that had similar things.

I swear people seems to forget how to play videogames when it comes to the horizon games.

You can ignore elements or micromanaging, chose a weapon typology that you like and build around it, you can force your will on enemies even on max difficulty with any weapon class, when you find the better version on a shop buy it, and that's it.
In my last 2 runs i only used warrior bow and boltcaster, went raw and had no problems, sometimes i switched to the coils that can instantly turn an enemy freeze or acid so you can ignore their resistance just for fun, but you still have to built around that, you know, like a proper action rpg, because horizon is a fucking action rpg wi|th different builds and shit.
In 3 runs i never used 5 or 6 of the 8 elements and did just fine, so i know for a fact that people bitching about learning to use 8 elements to beat the game are bullshitting to high heaven.
Every mob has multiple elemental and raw damage ways to be deal with.


I completed the game 3 times, 1 on very hard and 2 on ultra hard and never had any of these problems, or at least not on the extension of op or many other people.

Hunting animals or robots for parts to upgrade stuff has never been more annoying that searching for stones to upgrade weapons in the souls or countless of other games, and the grinding system in horizon is beyond streamlined and use friendly, you always know where to go to upgrade shit and you don't even need to upgrade everything to max to do big damage, in 3 runs i don't think i needed any weapon or armour at more than level 2 or 3.

Some other things are true like the mounts being fucking terrible, melee combat being functional but feeling terrible, generally terrible combat vs humans, lame npcs chitchats etc.etc. etc., i could write a poem about all the flaws in the horizons (like most games that are not true 10\10)

Do people bitch about micromangaging multiple weapon classes in all the games with multiple weapon classes? Or is it just for horizon? :lollipop_squinting:

P.s. not specifically talking to you OP, but i hear the same stuff from so many people so you are far from the only one.
I hate stuff like that in every game. Give me a minimum number of tools with a specific purpose vs. ten that can do the same job.

It's good to know you can brute force your way even on harder difficulties. But it begs the question what's the point of all of these weaknesses if you can ignore 80% of them and do just fine. And this still feels like succeeding in the game despite its design, not because of it. Every bow/weapon you buy has at least 2 ammo types. Even if you want to ignore everything but raw damage, having 3 weapons can mean 9 different ammo types to scan through while in the menu. It's noise with no real purpose.

Hunting animals or robots for parts to upgrade stuff has never been more annoying that searching for stones to upgrade weapons in the souls or countless of other games
It's a lot more demanding though when you break it down. In souls games you passively collect titanite. You kill enemies as usually and after a few hours of play you'll have some titanite shards, some chunks, some twinkling titanite shards, etc. It's a few types of materials which upgrade like 75%+ weapons.
In forbidden west though, after playing for a few hours, you'll maybe have a watcher's eye, strider's leg and thunderjaw's heart, but to upgrade any of your weapons you actually needed slitherfang's teeth x2, apex stormbirds wings and behemoth's heart. The chances of you fighting those specific animals, and detaching (not destroying) those specific parts is really small, unless you set out to do it. That's my biggest issue with this. You have to intentionally pursue upgrading them, which is why most of my weapons are still lvl 0-2 even after a 50+ hour playthrough. And the same logic applies to upgrading armor and pouches.
 
Really liked the horizon games, the post apocalyptic vibe, its it Spider-Man, Tears of the kingdom or Assassins Creed but I like the horizon games.
 
I agree with most everything you said. I was a fan of the original game but felt disappointed in the sequel -- for many of the reasons you mentioned, particularly the unnecessary changes to combat and over-complicating everything. The first game was "just right" for me, but the second was a victim to "more is better." No, sometimes less is more!

I would also fault the changes they made to Aloy's character -- a generic but likeable outcast in the first, then a girlboss don't-need-nobody princess in the second. And the story wasn't nearly as good as the first.

All in all, fun game!

After paragraphs of criticism, I had to laugh at that.
 
Can deal with the combat... coudnt deal with girl power know it all Aloy of the second game ..

First game was very good
 
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lol i made the same complaints when the game came out. They completely ruined the flow of the combat they had spent years perfecting in the first game. This is why i dont think sequels need to take 5 years to make. People get antsy and feel they need to tweak things that dont need tweaking. Add things that dont need adding. And end up ruining the careful balance they had meticulously crafted in the first game. All the new elements just turn it into a game that feels grindy and not very action oriented.

The upgrade requirements were hilarious. IIRC, i had to once kill the elephant like ten times just to max out one of the legendary weapons.

And yes, requiring you to scan mid combat is ridiculous. It should be instantaneous. Not sure why they changed this from the first game.

What they couldve done was adding some kind of parrying for projectiles and enemies that attack from range. the kangaroo bitches were really annoying to fight. The monkeys too. Way too many enemies have way too many ranged attacks and you have no way to block them. You either dodge and roll like a little bitch all the time or just get hit. it's not a fun combat system anymore. A simple parry or shield that you could pull up wouldve done wonders. FF7 rebirth has the same problems but their parry and block materias let you absorb damage that remove some of the frustration from those constant range attacks.

Ultimately though and no one will admit this but the bow and arrow combat has run its course. They need to go to machine guns for the next game, and design the enemies around that. It makes no sense that enemies have these fancy laser weapons that we can shoot off but cant make guns from them even though we have gaia and other systems up and running. Make an actual shooter, it's been ten years, time to retool and reboot the franchise.
 
I hate stuff like that in every game. Give me a minimum number of tools with a specific purpose vs. ten that can do the same job.

It's good to know you can brute force your way even on harder difficulties. But it begs the question what's the point of all of these weaknesses if you can ignore 80% of them and do just fine. And this still feels like succeeding in the game despite its design, not because of it. Every bow/weapon you buy has at least 2 ammo types. Even if you want to ignore everything but raw damage, having 3 weapons can mean 9 different ammo types to scan through while in the menu. It's noise with no real purpose.


It's a lot more demanding though when you break it down. In souls games you passively collect titanite. You kill enemies as usually and after a few hours of play you'll have some titanite shards, some chunks, some twinkling titanite shards, etc. It's a few types of materials which upgrade like 75%+ weapons.
In forbidden west though, after playing for a few hours, you'll maybe have a watcher's eye, strider's leg and thunderjaw's heart, but to upgrade any of your weapons you actually needed slitherfang's teeth x2, apex stormbirds wings and behemoth's heart. The chances of you fighting those specific animals, and detaching (not destroying) those specific parts is really small, unless you set out to do it. That's my biggest issue with this. You have to intentionally pursue upgrading them, which is why most of my weapons are still lvl 0-2 even after a 50+ hour playthrough. And the same logic applies to upgrading armor and pouches.
The point of weaknesses is giving you a choice\variety, like the other 2843748284 with elemental weaknesses that you can ignore in other games.

But they don't force you to use everything to kill enemies.


In witcher you can use oils or stuff to get an edge on enemies but you can ignore that and go nuts with sword dancing, in monster hunter you have enemies with elemental weakness but you can go raw, etc. Etc. Etc.

Giving a choice and having variety of systems is not something i can fault them for.
If it was too basic people would bitch about the game being basic, you can't make everyone happy.


Is grinding parts to upgrade loot more complicated than picking stones from enemies, sure but it is connected to the whole core of the game that is hunting these robots for parts, i find enjoyment in having to think how to beat these machines without destroying the parts i need, or going out of my way to detach the parts i need instead of hitting bigger weakpoints etc, but that only work if you like the core combat.

And it is not random rng when you get the part, it is always a 100% guarantee if you play properly, compared to souls where finding crafting material is a matter of luck most of the times, so you get an harder method of gathering but a guarantee success if you play properly.

They thought that going the monster hunter route where you need specific parts to upgrade loot was a good idea, the reception was mixed but it is not a wrong idea per se, at best they should lower the parts needed a bit, i can agree with that.

Last zelda has a similar system to upgrade you armour but they don't force you, it is all optional for the most nerd completionists that want to see the biggest damage number possible.
Not sure how we can criticize something optional tbh, you can definitely beat the game with base purple\orange loot without upgrades.
 
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lol i made the same complaints when the game came out. They completely ruined the flow of the combat they had spent years perfecting in the first game. This is why i dont think sequels need to take 5 years to make. People get antsy and feel they need to tweak things that dont need tweaking. Add things that dont need adding. And end up ruining the careful balance they had meticulously crafted in the first game. All the new elements just turn it into a game that feels grindy and not very action oriented.

The upgrade requirements were hilarious. IIRC, i had to once kill the elephant like ten times just to max out one of the legendary weapons.

And yes, requiring you to scan mid combat is ridiculous. It should be instantaneous. Not sure why they changed this from the first game.

What they couldve done was adding some kind of parrying for projectiles and enemies that attack from range. the kangaroo bitches were really annoying to fight. The monkeys too. Way too many enemies have way too many ranged attacks and you have no way to block them. You either dodge and roll like a little bitch all the time or just get hit. it's not a fun combat system anymore. A simple parry or shield that you could pull up wouldve done wonders. FF7 rebirth has the same problems but their parry and block materias let you absorb damage that remove some of the frustration from those constant range attacks.

Ultimately though and no one will admit this but the bow and arrow combat has run its course. They need to go to machine guns for the next game, and design the enemies around that. It makes no sense that enemies have these fancy laser weapons that we can shoot off but cant make guns from them even though we have gaia and other systems up and running. Make an actual shooter, it's been ten years, time to retool and reboot the franchise.
For small-medium tier enemies melee was super useful even if it doesn't feel too good to use.

Usually 1-2 charged attacks are enough to knock em down and go ham on damage.

But sure they could have included a parry or a shield for more defensive options.

Have you tried the dlc? They have a weapon that is more in line with what you want for the future, pretty fun to use aswell.
 
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For small-medium tier enemies melee was super useful even if it doesn't feel too good to use.

Usually 1-2 charged attacks are enough to knock em down and go ham on damage.

But sure they could have included a parry or a shield for more defensive options.

Have you tried the dlc? They have a weapon that is more in line with what you want for the future, pretty fun to use aswell.
yep, i didnt like that weapon tbh, but its a good first start.

melee should've been buffed if they wanted us to take part in it so often. But if im doing 17 damage on a non-charged attack, im almost never going to bother. They also made melee its own skill tree which meant you didnt get any of the buffs unless you were using the particular ability.

I just ended up going with the ability that gave you 300% more damage per shot. Ended even late game fights quickly but the first half of the game was a bit of a grind.
 
yep, i didnt like that weapon tbh, but its a good first start.

melee should've been buffed if they wanted us to take part in it so often. But if im doing 17 damage on a non-charged attack, im almost never going to bother. They also made melee its own skill tree which meant you didnt get any of the buffs unless you were using the particular ability.

I just ended up going with the ability that gave you 300% more damage per shot. Ended even late game fights quickly but the first half of the game was a bit of a grind.
Don't look at the damage of single hits, melee was all about knockout and building the resonator blast, those where the 2 main usage and it was op against anything small\medium sized, you never have to use light hits with melee, like never.

The fact that it was not super fun to use or didn't felt right but i still massively used it in 3 runs should speak volume about how effective it was.
 
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Everytime i hear people bitching about crafting or number of elements or "micromanaging" or some shit like that i always wonder how they survived 30 years of countless previous games that had similar things.
Starcraft had that rocks paper scissors thing going on, Then Warcraft introduced a 4th player. It really ruined the simple flow.
It starts to become comical Big Bang material.
Rocks, paper, scissors, lizzard, Spock.

It's a great joke, but not a great mechanic.
 
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