Horizon Forbidden West (PS4/5) & Burning Shores DLC Out Now! Complete Edition - 10/6, PC - Feb 2024

Gizmo_Duck

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They really increased human AI also. From the blog:

The AI team has played a big role in improving the combat system, especially when it comes to increasing the challenge level. Lead AI Programmer Arjen Beij: "We wanted enemies to feel more authentic by improving the fluidity and continuity of motion, like making enemies (and companions) more capable of traversing rugged terrain. The AI in Horizon Zero Dawn already supported some dynamic terrain changes, but we wanted to take this further by adding jumping and climbing as a systemic part of their behavior. As you are playing the game, the AI will be searching for opportunities to take shortcuts, where it previously was a cumbersome detour.'

'Another example is that more machines are now capable of swimming and have the ability to dive and chase Aloy underwater. Amphibious enemies can also use jumps to get in and out of the water, so if you are unlucky they will combine this with an attack."
'First, we wanted to create clarity for players. Each human class or machine is designed around a clear gameplay function, which the animation team communicates to the player through actions, posture, and motion. We rely on readable silhouettes and behaviors that the player can recognize, so you can anticipate or react to an enemy move. We play around with the timing of those movements to not only create windows of opportunities for the player to strike, block, or run, but also to show some personality traits in the animations themselves.'
Creating clarity and intent in a combat situation was not just a goal for the animation team. "We try to show the state of enemies through acting, posture, and vocalizations," says Arjen. "The grace period before you are detected is acted out by having the enemy approach you. Enemies will investigate disturbances such as an arrow landing nearby or spotting a machine that you took out silently.'

'You can also escape from combat by breaking line of sight and sneaking away. When enemies discover that you are not where they expected you to be, they will start searching. Human enemies team up and search for you as a group, with the team leader giving orders and coordinating the work. Through animation and context-dependent speech, the player will have plenty of cues to figure out their next move!"
'Machines have unique audio cues that are designed to help the player distinguish between a melee or a specific ranged attack. Melee attacks are communicated by a distinct sound that builds up towards the impact moment, while ranged attacks are communicated through their weapon specific charge up sounds, or projectile sounds. Especially in encounters that involve multiple machines surrounding the player, these audio cues will help attract player attention towards the most imminent attacker or source of danger, allowing them to respond in time."
Richard begins: "The goal was to make human combat as deep and challenging as machine combat. This meant extending the combat system and adding more variety in the way you encounter human enemies in the world. We want to give the player the option to engage in their own playstyle, whether they prefer ranged or close combat encounters. Switching between strategies resulted in a lot of transition animations which feel smooth and reactive."

The combat team added a neat new feature to make switching between ranged and close combat feel even more rewarding, according to Charles. "The resonator blast rewards players for using spear combos: whenever Aloy attacks with melee, the resonator in her spear stacks up some energy. This energy can be blasted at the enemy and will stick to them for a short duration. Shooting it with an arrow before it dissipates will deal a huge amount of damage! This mechanic creates a powerful synergy between close combat and ranged combat, encouraging players to transition smoothly between both."
 

Gizmo_Duck

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:whoo:

That game might be the game of the year.

I would buy a limited edition physical copy, no digital copy.


I was trying to decide whether i wanted to, i dont care about having a disc but i wish they did a clawstrider (raptor) instead of the tremor tusk (mammoth) for the statue

This game is gonna be a leap like uncharted 1 to uncharted 2 was
 
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Gizmo_Duck

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Returning Machines From Horizon Zero Dawn So Far
  • Watcher
  • Ravager
  • Charger
  • Snapmaw
  • Stormbird
  • Tallneck
  • Thunderjaw
New Machines in Horizon Forbidden West
  • Bristleback
  • Burrower
  • Clawstrider
  • Shellsnapper
  • Sunwing
  • Tremortusk
  • Unnamed Plesiosaur-like Machine
These are all the confirmed machines for Horizon Forbidden West so far. Horizon Zero Dawn had over 25 machines when it released, and so far, Forbidden West has "only" 14 (13 if you don't count the one that doesn't have a name yet, but was shown in the trailer). So I'd say it's safe to assume that we'll get a couple more.
 

Gizmo_Duck

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