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Four Big Takeaways From Our Hands-On Time With Horizon Zero Dawn
Guerrilla Games delivered another impressive Horizon Zero Dawn gameplay demo at Sony's E3 press conference last night, but there's only so much you can tell about a game without getting your hands on it. After 30 minutes of playing the game for ourselves, we walked away mightily impressed. Here are our big takeaways.
The Fundamental Mechanics Are Solid
One of the things you can't tell from a hands-off demo is
how a game feels. After 30 minutes of shooting robot dinosaurs, sneaking through
reeds, and jumping off of cliffs, I'm happy to report that Horizon feels great.
The stealth mechanics are swift and reminiscent of Uncharted 4 (tall grass is
your friend), and aiming and shooting Aloy's bow is a breeze (thanks in part to
the ability to slow down time). Crafting ammo on the fly is easy enough, as is
scanning enemies for components and weaknesses. It took me awhile to learn the
button layout, but soon I was running, rolling, and sliding my way through the
environment with ease.
The Game Is Going To Be HUGE
I was only allowed to explore a small forest area during my
hands-on demo, but based on the map size, Horizon drops players in a massive
open-world. More importantly, the gameplay systems are equally deep. You can
collect a variety of weapons, each of which has its own attributes, mod slots,
and alternate ammunition types. The crafting system allows you to build a
variety of traps and ammo out of items found in the environment, as well as components
taken from enemies (read: robot dinosaurs). A currency system also allows you
to buy new items from a variety of vendors, including outfits which endow
passive abilities. There are also three skill trees you'll be making your
way down as you level up throughout the game.
You Have A Lot Of Freedom
I was given a handful of objectives to complete during my
demo, including dislodging a crate off of a crab-like shell walker, and overriding
a broadhead, allowing you to ride it like a steer. In addition to the ability
to choose between stealthy and action-oriented approaches, you also have a
bunch of gameplay-changing items at your disposal. For instance, when trying to
override the broadhead, you can use your Ropecaster to shoot the mechanical beast
and pin it to the ground, or you can use a tool called the tripcaster to put
down an electrified tripwire, which will temporarily paralyze the broadhead and
drop it to the ground . Aloy's inherent mobility also gives you options on the
battlefield, as you quickly run away from an enemy (or herd), climb up the side
of a cliff to get out of its sight, or dash to a hiding spot – just beware that
some of Horizon's beasts are just as fast as you are.
Robot Dinosaurs Rock
This one is probably obvious, but Horizon's enemy design is
awesome. Huge, roaming dinosaurs demand your respect and attention, and even
smaller chattering machines can be trouble in groups. However, Guerrilla isn't
just trying to make cool-looking creatures – each enemy type has a purpose, and
interact with one another to form their own robotic ecology. My fight against a
devastating corrupter (seen in yesterday's
stage demo) played out like a boss fight; only the corrupter is just
another machine, and the fight isn't scripted like you may be accustomed to.
Guerrilla's attention to detail makes it feel as though the machines have a
mind of their own, which makes hunting and fighting them a lot more fun than
mowing down faceless soldiers.
For more on Horizon Zero Dawn, check out the gameplay footage of yesterday's stage demo.