Horizon: Forbidden West

Gameplay & Combat

  • I do not like the trend of AAA characters being slow to turn around, it causes a lot of awkwardness that can be pretty rough with the way climbing and traversal work in this game

  • The Vistas are pretty bad content if you ask me. I do not like the “match the image” type of minigame, and even with good hints, finding the exact right spot is so finicky

    • It feels like it’s rewarding a skill that I don’t care about, and has no impact on the game, and is never trained or used elsewhere

    • I do like the feeling of revealing the old world though, narratively

    • This isn’t even mentioning how stupid it is that you can’t actually use your focus if you’re in the area of an in-progress Vista. Here’s hoping there’s no enemies or artifact you want to examine, because you’re locked behind doing the Vista now

  • It is really disappointing to see this game continue Zero Dawn’s tread of making the enemy’s attacks SIGNIFICANTLY better than Aloy’s dodge, that won’t lead to any frustration at all, certainly not in a game where they are trying to make you melee more

  • Human enemies used to be my favourite to fight, but it feels like they are more armoured than the machines now, so the difference between fighting the 2 is actually kind of small now

  • They have tried to update the gameplay with new skill trees and and weapon abilities and valor surges, but 10 hours in, it really feels like I’ve played this game already

  • It’s fun that they added a glider and all, but I never really felt like Horizon needed one. I’m not complaining that it’s here, but it feels a little superfluous with how accessible camp fires are, and how they are usually placed

  • I feel like they need to take control of the camera away from the player sometimes

    • Specifically, there are a TON of instances where Aloy will say something like “hey what’s that?” or “how do I get up there?”, and I swear I have never once been looking in the right direction to actually know what she is talking about

    • I feel like it would reduce the feeling of getting lost (and help minimap-less navigation) so much just to force the player to look at the weenie

  • I never liked the climbing in Zero Dawn, and this game feels like it has made it even worse. Half the time it feels like Aloy is not going where I am directing her, she randomly detaches from the wall, her jump is pathetic, and just in general the climbing always feels messy and laboured

    • I think part of the issue is that they seem to be relying on rock climbing WAY MORE than adding yellow beams and planks everywhere, so the grab points are on average may less even and harder to see

    • The best thing they did is to add a grapple that lets you skip some climbing - I wish they had leaned on it way more

  • It feels like they have tried to place machines near the water more often, and it just doesn’t work

    • Fighting in and around water is a pain because of how short Aloy’s legs are

    • Also, when she’s swimming, Aloy just moves like there’s no urgency in the world, even if you’re mashing dodge

      • It feels really weird when there are like 5 huge machines trying to beat you up as you frantically look for the shore

  • The tracking on Aloy’s melee is all kinds of weird, you warp insane distances, and it’s practically random what enemy you actually snap to, even if you’re mid-combo with one enemy you can just randomly jump to a different enemy

  • The new machines don’t feel as well designed as the old ones, a lot of the new machines don’t feel like they have a real specific method or damage type that’s effective, they just are an animal with the same detachable parts as all the other machines 

    • It also feels like they have very erratic, hard to read animations that don’t really lead to hitboxes that you can reliably predict or react to, stuff just kind of happens sometimes

  • The game is so bad at delineating it’s playable area, particularly the edges of the game map

    • They have huge mountains around the edge of the map, but they are entirely climbable

    • They also have kill planes right around the area you can climb to

    • So why on Earth do you do both? Just make the mountains unclimbable!

      • Why would you ENABLE the player to reach the edge of the world, when mountains should be a barrier?

      • Why would you tempt the player to climb up the mountains when there’s nothing there but kill planes?

    • They even have the technology to just have a hard stop, with a ‘Can’t enter this location’ message, so why not just use that

  • It’s kind of annoying that you can’t deactivate a Valor Surge. At level 3 they last FOREVER, and it’s really weird and kind of bad feeling to have it ticking down after combat has ended

    • The screen effect is very distracting and makes the transition out of combat feel very strange

    • It feels bad to just be sitting there and watching your meter dwindle


Systems & Progression

  • I appreciate that, while a lot of the crafting and economy elements are very similar, they get going way way faster in this game

    • It’s good because it means you sidestep a lot of the early game annoyance that Zero Dawn had, without loosing the scavenging feel completely

    • It’s also appropriate, because Aloy is a legendary hero now, even if she lost her gear or whatever, it’s appropriate that she would be way better at the survival and scrounging part of things, and wouldn’t have to suffer as much as she did previously

  • A criticism of Zero Dawn was that it's pretty easy to just unlock every skill in the skill tree. I feel like this is still possible, but there are now so many skills that it feels like it should hopefully be less of an issue in this game

  • It feels like this game has pretty firmly moved itself into the ‘too much content’ camp


UI/UX

  • When you complete an objective, the game automatically tracks a new one for you, and it’s honestly pretty annoying. 

    • I want to decide what my objectives are, leave me alone!

  • They have chosen a pretty bad shade of gray to use for things in this game, it’s not all that different from the white they use, and if they aren’t right next to each other, I honestly have a hard time telling them apart

    • This is mostly relevant for undiscovered map icons, and for dialogue options that have been selected already

  • For some unknown reason, melee pits and hunting grounds do not get checked off in the quest log when they are completed?

    • This is doubly stupid when combined with the fact that the game automatically tracks something when you finish your current objective

      • ie. if it tracks a Melee Pit I’ve already finished, you’re literally just making my life harder, there is no reason for me to go there, it’s not a real objective, why would you do this to me

  • It feels like objectives are not communicated as clearly as they could be on the map, and in the world

    • Objectives are indicated by a little icon ‘hat’ on top of the associated icon, which isn’t the clearest thing ever

      • It’s a bit hard to tell if the icon is on the map, attached to another icon, and just in general creates a lot of visual noise

      • Other games have

    • We use the same gold colour for waypoints as we do for our currently tracked objective (it also has the same screen clamping behaviour)

      • This can make them a bit hard to tell apart from a glance, particularly if you have BOTH, and are trying to find one or the other on the HUD

      • It looks especially off if you have the yellow flag on the yellow objective marker

        • I feel like the waypoint needs to be a bracket encircling the icon, like in other games

          • This way, it’s really obvious what your waypoint is on / it isn’t so easily conflated with your current objective

          • Encircling the icon makes it kind of stand out more, whereas hats just add to the visual noise

          • ie. When scanning, you ‘read’ the circle before it’s contents, whereas you see the base icon before you see it’s hat

    • There’s no differentiation between main quest objectives, and side objectives

  • Different question marks on the map will be filtered at different zoom levels, and I’m not even really sure what to make of this, it seems kind of confusing and inconvenient, though probably not a huge deal

  • The paths that the map draws to your objective feels kind of useless, at least for pathfinding, you basically never end up actually following it

    • However, I do find it’s actually pretty useful for showing you where your objectives actually are, even if how the paths are drawn doesn’t seem to make any sense at all

  • Good luck finding anything in town, considering your waypoint is automatically removed on half the things inside of sanctuaries

  • I do not know why you can’t fast travel for free while inside of a sanctuary, it’s kind of annoying to have to actually go to the camp fire to travel

  • The compass does not work with verticality very well at all, and considering there is no minimap, it makes me wish icons appeared over things in the world from a little bit further away (this would make towns particularly SO MUCH EASIER to navigate)

    • A great example of this is inactive quests. They aren’t shown on the compass at all, and so you can easily be 20 feet away from a quest objective and have no idea at all

  • For the most part, I am a big fan of the “Guided Waypoint Pathfinding” option, I think it works really well in a game with no minimap, but it also does this by lying to you

    • If you just want to follow the marker it works great, but it isn’t showing you where the thing is in the world, it’s taking you on an auto-generated path, so any time you want to circumvent that path (read: Almost Always), it kind of works against you

      • eg: I am on top of a building, my objective is NE, but the road down the building is SW, the marker will show me SW, and I have to figure out on my own that I actually want to jump off the NE side of the building

  • There is no ‘track nearby quest’ feature, and it feels like it would absolutely help with some of the issues this game has with objective tracking

  • Considering how much rock climbing you do in the game, I really think they should have set ‘always show climbing points’ on by default - it’s weird that climbable beams and such would be so prominent and yellow, yet rocks (which you do MOST of your climbing on) you have to ping to see? Makes no sense, just be consistent and always show the yellow

  • I don’t get why the workbench uses a horizontal list of items when everywhere else it’s displayed as a grid

    • The list makes it a lot harder to see all the weapons you’re working with, and breaks all your positional associations that would help tell them apart


Narrative & Misc

  • I find the game world pulls me back in really quickly

    • It’s nice being able to just assume you played the last game, so things can get going a little bit quicker

  • It’s a kind of interesting dynamic, how everyone loves Aloy, and yet she has to leave and disappoint them all constantly

    • Though to be honest, it makes me kind of dislike Aloy. I don’t really like this 

      • In Zero Dawn, Aloy is a stranger solving everyone’s problems unexpectedly, but now, everyone has the expectation that we are going to solve all their problems, and we will, but Aloy is like “ok but really I don’t have time for this or you, leave me alone”, which doesn’t feel very hero-ly

      • It’s like the little people are a nuisance she just can’t say no to, even though it feels like she wants to

  • The cinematic animations in this game are pretty weird if you ask me. The characters have a lot of weirdly unnatural poses and faces

    • In particular, Aloy has an extremely expressive face, and it always feels like she’s doing some weirdly big expression that isn’t always appropriate or logical to the situation

  • I have no ability to care about any of the goings on of the little people, once we enter the west, they don’t feel relevant to the story that has been told so far

    • These aren’t my people, I literally am only here to pass through their land, every single issue they have feels like filler

      • In Zero Dawn it felt like every sidequest was helping humanity survive it’s darkest hour, and my kindness would be repaid to me

      • In Forbidden West it feels like busywork - and there is so much of it - and we abandoned the people we actually care about to come do it

  • I would honestly be fine if Aloy didn’t mention a dyer could make use of every single flower I pick up