Horizon Forbidden West review – gear and clothing in Las Vegas

Outside of a few small issues, Forbidden West feels like the game Guerrilla wanted to make with Horizon Zero Dawn.

When I think back to Horizon Zero Dawn, there isn’t much I can recall about the tribes of its post-apocalypse world. Sure, I remember they were superstitious and scared of technology, but most people would be if giant, mechanized dinosaurs kept crushing their relatives. We’d at least think twice before using our toasters, eh?

Horizon Forbidden West is much more memorable, much richer. It sells the fantasy of stepping into an alternate vision of Earth where belief systems have been shaped by their surroundings – an Earth where terraforming machines have gone rogue. I’ll always remember the first time I rode into Plainsong, a village built into derelict satellite dishes with bamboo paths winding up the array, wicker weave melding with the dish basin. 

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The fields and rice paddies surrounding the village are tainted by the blight, a poisonous growth that reddens the soil and crops while kicking harmful spores into the air, choking Plainsong’s citizens, the Utaru. But the people of Plainsong soldier on, believing that their ‘Land Gods’ – docile machines that tend to the Earth – will make everything right again. Each Utaru carries a seed encased within a piece of jewelry attached to their chest, allowing them to give back to the land they revere when they die. Everyone who lives here is tied to the place because the trees and bushes are their lost friends and relatives. Rather than becoming perpetual consumers, they’re in harmony with the land. The Utaru would stick a spear in you before you could even whisper the words “non-fungible”.

Ecological kindness is at the heart of the game, too. The tree-hugging message doesn’t always synergize with a game where you murder thousands of animals so you can craft a quiver that carries more arrows, but it’s handled with tact in the story itself, which asks disparate people to come together against an existential threat. It helps that the quality of writing here is much improved over the first game, even tackling the mechanical war elephant in the room – colonialism – by having you actively fight against the tribes’ oppressors. You’re not here to take over. Sure, you might be encroaching on this new land and using its resources to craft better gear, but it’s all to further the goal of fighting off the real invaders.

Back in the east, Aloy has become a legendary figure after her heroics in the first game, but she soon realizes she can’t do everything alone. She’s forced to learn the importance of familial bonds in this new land, while the game also explores nature versus nurture and the impact our circumstances have on our character. It just takes a while to get there. 

Forbidden West doesn’t give the best first impression. The opening few hours are plodding and almost feel like a different game to the rest of it. One of the key new features is the ability to climb most surfaces, scaling sheer cliff-faces as long as there are handholds. In the opening section, climbing is prescriptive and levels are linear. Later, you get the Shieldwing, a canopy of energy that allows you to glide across the map, and the world opens up to you in a way that wasn’t previously possible. Later still, you unlock the ability to fly and the skies become your playground. Oh, and Aloy’s knee slide now lasts longer if you do it downhill, Apex Legends-style. Add in the ability to swim and Forbidden West’s world becomes way more expansive, allowing you to express yourself as you travel, rather than being funneled down wide, grassy corridors.

From caves filled with bioluminescent flora to snow-topped mountains, dank swamps, lush jungles, ruined cities, and arid deserts, it’s a gorgeous place to spend 70 hours in. When the sun dips beyond the horizon (eh?) and the skies darken, the fireflies come out and thousands of stars pepper a sky filled with fluffy clouds. Forbidden West might have the most beautiful skybox in games. During the day, rain might sweep in, sandstorms can kick up, and mini-tornadoes sometimes spin across the dustbowl (Honestly, if you think Geralt’s “wind’s howling” was a bit much in The Witcher 3, wait until you hear “sand in my shoes, rain on my face, the crunch of snow under my boot, sweat in my ass” and the dozens of other meteorological musings Aloy has). Once you’re out there and exploring properly, or throwing spears into a hulking, robotic bear, it’s easy to forget how much the opening drags. 

Another strange design choice is how it tutorializes Flashpoints – moments where you’re asked to choose Aloy’s response to a situation, potentially altering the story slightly – as if they will be a major mechanic. You can count on one hand how many times you get to have a say in the shaping of Aloy’s personality in Forbidden West – it almost feels like it was planned to be more of an RPG at one point and was subsequently scaled back, then the developers forgot to hide the evidence.

On the gear side, however, it’s more of an RPG than ever. There are plenty of weapon types, from tripwire launchers to javelin spears that drill and tear into machine components. One of my favorite new additions are the jai alai-style cestas that fire out boomerang discs that catch on armor and spin, grinding it out in a shower of sparks. Between each salvo, you have to position yourself to catch the disc on its return. Pull that off three times in a row and it turns into an explosive payload for its final flick. 

Obviously, the story is what pulls you through the action, but the core loop is close to perfect even outside of that. You hunt machines, loot components, and craft and upgrade gear so you can hunt bigger, more deadly machines. These machines give you better loot, allowing you to craft better gear and hunt even more dangerous prey. You can also buff yourself with food, scan machines for weaknesses, and prep the hunting grounds with traps ahead of a big fight. Good preparation allows you to win fights more quickly, which is even more vital when you’re trying to chop off a specific piece of a machine. If you moved the story further into the background, it would essentially be a single-player Monster Hunter with high production values. Just don’t tell the Monster Hunter fans I said that.

Every machine you fight feels heavy. Tail whips topple ruins and rip trees up by their roots. And despite the fact some of them have massive health pools, the machines never feel like arrow sponges. Every shot that connects feels significant, occasionally tearing an armor plate from their chassis and revealing the wiring beneath. Stick a Thunderjaw – a mechanical T-rex – with javelins and it’ll look like it’s just had an extensive acupuncture session by the time it falls. Fire volleys of arrows at a giant, venomous metal snake and you can see it writhe in agony with every impact. There are plenty of story-based games where the fights get in the way of the plot, but the mechanical enemies are so well done that it’s never the case here. It’s just a shame the same can’t be said for human battles. 

Fighting humans was one of the worst parts of the original game, and that’s still the case here. Guerrilla Games has done a good job of giving you more melee options with the spear, and there is a lot more nuance to combat, but it just doesn’t feel satisfying to fight humans. Aloy is a machine killer who brings down hulking behemoths with arrows and other primitive weapons, but ordinary people can take a full draw headshot and barely even wince. She could also really do with learning some defensive techniques outside of rolling away. A block button and a parry system would add so much.

An area in which Forbidden West has improved over the original, however – and rather dramatically – is the sidequests. There are a lot of them, and barely any of them resort to simple fetch quests. Sure, drill down to their core and you’re still jumping, climbing, and fighting, but they all tell a self-contained story or flesh out a new group of characters. Some even have bespoke animations and scenes that you can only experience if you take the time to tackle them, such as enjoying a ride in a hot air balloon above the ruins of Vegas. Then there’s Machine Strike, a chess-like minigame that acts as Forbidden West’s answer to The Witcher 3‘s Gwent.

The companion characters are brilliant, too – a big improvement over the first game, in which I remembered the guy with the blockhead but not his name or anything about him (he’s called Erend and he’s much better in this one). Before you get into the main map, you establish a home base, which you fill out with NPC pals over the course of the story. Visit them between main missions and you can really dig into their personalities and motivations. Kotallo, a stoic warrior tribesman played by Red Dead Redemption 2’s Noshir Dalal, is a personal favorite.

Horizon Forbidden West Review - Kotallo

While the performances from the cast – including Ashly Burch as the lead – are mostly high quality, there’s something about the implementation in some scenes that’s slightly off. Sometimes their eyes dart around unnaturally or their body language doesn’t match the scene. Aloy often lacks emotion too, which is clearly an issue with direction because there are scenes that prove it’s not down to Burch lacking range – she’s a brilliant actor. It’s a combination of directorial and technical hiccups undermining the performance.

Outside of a few small issues, Forbidden West feels like the game Guerrilla wanted to make with Horizon Zero Dawn. The world is better, the way you move through it is improved, and the variety and quality of the enemies you face are only rivaled by the versatility of the arsenal you use to bring them down. Characters are deeper and the writing is occasionally as sharp as the tip of a mechanical spear. From that first trip into Plainsong to the secrets you can unearth beneath the desert of Las Vegas, Forbidden West is stuffed with moments that will take root in the memory. 

Written by Kirk McKeand on behalf of GLHF.

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Beyond Horizon: the 22-year history of Guerrilla Games

A few days before the release of Horizon: Forbidden West for the PS4 and PS5, we look back at the history of its developer, Guerrilla Games.

Horizon: Forbidden West is set to be one of the biggest games not only of a bizarrely stacked February in games, but of 2022 as a whole. Sequel to critical and commercial smash Horizon: Zero Dawn, it shows all the same qualities of its 2017 ancestor – a unique setting, scarcely believable visuals, satisfying mecha-dino takedowns – and looks to build on them in a way that will have us all alternating between gasps of delight and triumphant muscle-flexible before an imaginary audience recently wowed by our feats.

The studio behind it, Holland-based Guerrilla Games, has a history that goes back well beyond Horizon. Well beyond Killzone, in fact – to a collective of developers in the mid-nineties experimenting with platforming games and featuring some of the talent behind… Jazz Jackrabbit. Humble beginnings indeed. 

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That collective of developers was formed by Orange Games, Digital Infinity, and Formula Game Development. Orange Games was established in 1993 by Arjan Brussee, co-designer of the aforementioned Jazz Jackrabbit and its sequel. Digital Infinity’s output has been lost in time, but there’s at least the record that it was formed in 1995 by Arnout van de Kamp. Formula Game Development’s portfolio is, similarly, a mystery. It was formed in 1998 by Martin de Ronde and sold to Lost Boys a year later. 

Although records are scant for this period of Dutch game development, there had already been a significant industry in the country there for over a decade by the point of Guerrilla’s very beginnings. Nijmegen Adventure, by Wim Couwenberg, released in 1980 and offered a text adventure for the Commodore PET and 64. Throughout the ‘80s, homebrewed titles found small audiences in Holland, including the wonderful Oh Sh*t! – an unabashed Pac-Man clone that simply adds digital speech to the game and makes the ghosts voice the eponymous exclamation when the player catches them. 

Horizon Zero Dawn

By the ‘90s, not only were Dutch developers working at high-profile appointments like Epic Megagames, but also on the Zelda license. 1993’s Zelda: The Magic Wand of Gamelon isn’t remembered as a particular highlight of the storied series, but its nightmarish animated cutscenes for the CD-i have at least provided plenty of meme-fodder in the intervening years. 

The three studios that would one day become Guerrilla merged on the first day of a new millennium – Jan. 1, 2000. Now under the Lost Boys Games banner, the studio worked on titles such as Big Brother: The Game (not remembered quite as fondly as Aloy’s exploits, it’s fair to say) and grew from 25 employees to 40. 

Also at this point in the studio’s development, current head of Sony Worldwide Studios Hermen Hulst joined the company, replacing de Ronde as managing director in 2001. 

Hermen Hulst - Guerrilla Games

Outside the walls of Lost Boys Games, Dutch game development was continuing to grow. Two Tribes released Toki Tori in 2001, a platform-puzzler you’ll still find some people talking about in reverent, nostalgic tones. It was during this period that Lost Boys Games focused on mobile gaming, releasing two titles for the Game Boy Advance and two for the Game Boy Color between 2001-2002. 

Then, in 2003, Guerrilla Games as we know it was formed. It came about through a complicated series of parent company rebrandings and takeovers orchestrated by Lost Boys owner Michiel Mol. With the ink still drying on the company’s signs, it began work on its two most ambitious projects yet, a pair of shooters that would change the trajectory of Guerrilla and see Sony come knocking: Killzone and Shellshock: Nam ‘67.

While Killzone was earmarked as a Sony-published title, Shellshock was made under Eidos’ stewardship. One took the FPS format to a new, whole cloth sci-fi setting, while the other gathered together all of pop culture’s favorite Vietnam War movie tropes and threw them into a shooter. In the end, neither game hit the mark with critics. Shellshock was criticized for its sensationalist depiction of the conflict and slipped out of public consciousness fairly soon after it arrived. Killzone, on the other hand, faced criticism more technical in nature. Graphics glitches, bugs and performance issues put a hurdle between players and an enjoyable, challenging and dark shooter. 

But it didn’t stop it. There’d been a huge amount of what we might now call hype for Killzone before release, and that tide of excitement overcame the bugbears. Over a million copies were sold, and that was enough to get Sony to draw up a first-party contract for Guerrilla, ensuring that from 2004 onwards all the titles it developed would appear only on PlayStation consoles. The deal meant that when Horizon: Zero Dawn released on PC in the summer of 2020, it was the first Guerrilla title to make it to that platform since Shellshock: Nam ‘67 in 2004. 

From this point until Horizon in 2017, Guerrilla would be focussed solely on Killzone titles. It faced a now-infamous backlash upon Killzone 2’s release when fans decided the finished game didn’t look like the version they were shown in an E3 gameplay demo. It might therefore hold the dubious honor of being gaming’s first downgrade controversy. Despite some furrowed brows and shaken fists, Killzone 2 went over well with critics and eventually sold over a million copies. 

Killzone became the franchise for showing off what PlayStation’s next hardware was all about. PSP spinoff Killzone: Liberation took the shooter into isometric dungeon crawler territory for the sake of portable convenience, Killzone: Mercenary found uses for the touch panels of the PlayStation Vita in a shooter format, and Killzone: Shadow Fall showed us what the PS4 was capable of on a technical level: huge levels filled with high fidelity assets, loading on the fly. 

Let it never be said that Guerrilla didn’t find new ground for Killzone during these various console outings, or that it didn’t feel enjoyable to shoot some Helghast. Hand on heart, though, even diehard fans might pause momentarily before arguing the premise and the universe had six games’ worth of exploration in them. 

Horizon Forbidden West

Horizon, on the other hand, has a different atmosphere entirely. It’s a world bearing the scars of a mysterious lost civilization, a far future that looks like a distant past, and it’s just about hospitable that you can exhale and take in the scenery now and then. This was never the case in Killzone. Nor were the latter’s characters especially memorable, despite some convoluted double-crossings and a series-long penchant for surprise protagonist killings that would have made the Call of Duty writers’ room proud. Aloy’s journey through Horizon showed a different side to Guerrilla – soft-touch storytellers and exceptional world-builders, as well as masters of squeezing the most out of PlayStation hardware and making a headshot feel just right.

Horizon: Forbidden West will be only the studio’s eighth game as Guerrilla Games, and only its third outside the Killzone franchise. Its next announced project, a VR title co-developed with Firesprite called Horizon: Call of the Mountain, is in many ways the perfect example of what the studio’s about: a deepening of a universe it created itself, making fortuitous use of a Sony hardware platform. Meanwhile, anyone waiting for that Shellshock sequel might have to be patient.

Written by Phil Iwaniuk on behalf of GLHF.

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Horizon Forbidden West’s armor will be ‘stylish and potent’ says Guerrilla Games

Gear up and get out into the wilds.

Armor sets in Horizon Forbidden West  will have more customizable options than the first game.

In a new Playstation Blog  post, Guerrilla Games describes how  Horizon Forbidden West  expands on everything introduced in  Horizon Zero Dawn. One notable change is how armor will be more “potent and stylish,” according to senior designer Steven Lumpkin.

“Outfits do not only provide resistance to the many damage types Aloy will face in the Forbidden West but also stack bonuses on top of Aloy’s skills on the Skill Tree,” Lumpkin said via  the  Playstation Blog. “With the right outfit boosting the right skills, the sky’s the limit. Plus, you can swap weapons and outfits on the fly, so you can change your approach at any time.”

Lumpkin goes on to explain that the many tribes in Horizon Forbidden West  have vastly different cultures, so protagonist Aloy’s outfits will reflect the settlements around her. Additionally, there are workbenches found throughout the world that players may use to customize and create gear. It’s a standard feature for an RPG, yet it seems as though Horizon Forbidden West  might channel  Monster Hunter  a bit in terms of how you gather materials.

“While early upgrades may just need a bit of braided wire or sturdy hard plate,” Lumpkin said via  the Playstation Blog. “If you want extra mod slots, the strongest perks, or the biggest resistances… you’ll want to make sure you shoot off the Tremortusk’s parts before you take it down.”

Among Aloy’s toolkit will also be a  wrist-mounted grappling hook  to get around.

Written by Kyle Campbell on behalf of GLHF.

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