Horizon Zero Dawn | PS4/PC | Out Now

MeachTheMonster

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Horizon Zero Dawn Eyes-On
Sony had a lot of big announcements during the PlayStation E3 conference, but the game that stood out the most to me was Horizon Zero Dawn. Sure, the Final Fantasy VII remake was something I don’t think anyone saw coming, and Dreams looks fascinating, but it was Horizon that really stuck with me. A closer look in a preview session with a couple of the developers only ratcheted up my excitement for the game further.

The preview covered more or less the same content as what was shown during the press conference - sneaking through the grass and taking out a few small machines before bringing down the big one. But having someone there, playing it live, and talking about what he was doing, served to answer a lot of questions I had about the game, before I’d even had a chance to ask them.

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To start with, the world is, like so many other games, an open world that’s yours to explore. But it’s the beauty of the world that sets it apart. From the way the flowers move as Aloy (the main character) sneaks through them to the vast, distant, cloud-covered mountains on the horizons, everything has a very natural splendour that just made me want to rip the controller out of senior producer Lambert Wolterbeek Muller’s hands and go exploring.

“This is just a very tiny part of the world,” the art director Jan-Bart van Beek explained, as Muller panned the camera across the machine-populated grassland shown in the press conference. “All of this is freely explorable. You can go anywhere, you can go up the mountains, you can follow the rivers, you can explore all the fields. And it’s not just the natural world. There are tribes as well, even cities.”

But before she can go find any such cities, Aloy has a more pressing task - collecting resources from the machines. In this is the game’s core hook, a Monster Hunter-like cycle of taking out foes and using dropped parts to upgrade your gear.

1244-image3.jpg.jpg


There’s a real sense of immediacy here in Horizon. You don’t actually need to kill machines to get resources from them; if you’re good enough, you can shoot what you want off them. Muller demonstrated this by placing a well-aimed arrow in one of the green tanks on the back of the small raptor-like machines, sending it fleeing for safety but leaving a handy item in its wake. More impressively, weaponry shot off machines can be utilised immediately, like a large minigun-type thing that Muller took off the big Thunder Jaw.

Beyond such scraps, Aloy is armed with a bow and a few utility items (with more to be unlocked later on). I was shown three different types of ammunition for the bow: electric arrows don’t do a huge amount of damage, but can paralyze enemies; armour-piercing arrows likewise don’t do massive damage, but are good at shredding armour to expose weak points; and the rarer explosive arrows that do big damage.

The game is designed with synergy between arrow types in mind; success will depend on using things together. The scarcity of explosive arrows means that you need to make the most of each one. You don’t want to waste them by missing or shooting at armour, which is where the other arrows (and the Ropecaster gadget) come in. Expose a weak point, stun and/or tie the enemy down to limit its movement, then place an explosive arrow for maximum impact.

1244-image5.jpg.jpg


“That’s just one of the many ways of taking this down,” van Beek said, after Muller had slain the Thunder Jaw. “It’s really about using the right tools for the job, about using your weapons smartly in combinations with the environment.”

“And of course, learning all this as you progress through the game,” Muller added. “Because you won’t know all this at the start, you have to learn and discover this. That is actually one of the key things about Horizon; it’s not only a beautiful world, but one filled with mysteries. Mysteries for the player to discover.”

Perhaps most of all, I was struck by different this game was to Killzone, the series the developer, Guerilla Games, is best known for and a franchise that, to be blunt, has never really interested me.

1244-image4.jpg.jpg


“We’ve always loved making science fiction, especially the dark science fiction of Killzone,” van Beek told me. “But we’ve been making Killzone for almost fifteen years. We have this amazing technology and a very talented art team, so [we thought] ‘let’s just maybe do something completely out of left field, something that people aren’t expecting. Something beautiful.”

Beautiful: that’s exactly what Horizon Zero Dawn is shaping up to be.
 

Kamikaze Revy

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@Kamikaze Revy theres a preview article for the game on http://nzgamer.com/previews/1244/horizon-zero-dawn-eyes-on.html
can you copy n paste it here?

cant view it at work :dry:

No problem my man

@-DMP-

Horizon Zero Dawn Eyes-On
On: PlayStation 4
1244-standout.jpg


Sony had a lot of big announcements during the PlayStation E3 conference, but the game that stood out the most to me was Horizon Zero Dawn. Sure, the Final Fantasy VII remake was something I don’t think anyone saw coming, and Dreams looks fascinating, but it was Horizon that really stuck with me. A closer look in a preview session with a couple of the developers only ratcheted up my excitement for the game further.
The preview covered more or less the same content as what was shown during the press conference - sneaking through the grass and taking out a few small machines before bringing down the big one. But having someone there, playing it live, and talking about what he was doing, served to answer a lot of questions I had about the game, before I’d even had a chance to ask them.

To start with, the world is, like so many other games, an open world that’s yours to explore. But it’s the beauty of the world that sets it apart. From the way the flowers move as Aloy (the main character) sneaks through them to the vast, distant, cloud-covered mountains on the horizons, everything has a very natural splendour that just made me want to rip the controller out of senior producer Lambert Wolterbeek Muller’s hands and go exploring.
“This is just a very tiny part of the world,” the art director Jan-Bart van Beek explained, as Muller panned the camera across the machine-populated grassland shown in the press conference. “All of this is freely explorable. You can go anywhere, you can go up the mountains, you can follow the rivers, you can explore all the fields. And it’s not just the natural world. There are tribes as well, even cities.”
But before she can go find any such cities, Aloy has a more pressing task - collecting resources from the machines. In this is the game’s core hook, a Monster Hunter-like cycle of taking out foes and using dropped parts to upgrade your gear.
1244-image3.jpg.jpg

There’s a real sense of immediacy here in Horizon. You don’t actually need to kill machines to get resources from them; if you’re good enough, you can shoot what you want off them. Muller demonstrated this by placing a well-aimed arrow in one of the green tanks on the back of the small raptor-like machines, sending it fleeing for safety but leaving a handy item in its wake. More impressively, weaponry shot off machines can be utilised immediately, like a large minigun-type thing that Muller took off the big Thunder Jaw.
Beyond such scraps, Aloy is armed with a bow and a few utility items (with more to be unlocked later on). I was shown three different types of ammunition for the bow: electric arrows don’t do a huge amount of damage, but can paralyze enemies; armour-piercing arrows likewise don’t do massive damage, but are good at shredding armour to expose weak points; and the rarer explosive arrows that do big damage.
The game is designed with synergy between arrow types in mind; success will depend on using things together. The scarcity of explosive arrows means that you need to make the most of each one. You don’t want to waste them by missing or shooting at armour, which is where the other arrows (and the Ropecaster gadget) come in. Expose a weak point, stun and/or tie the enemy down to limit its movement, then place an explosive arrow for maximum impact.
1244-image5.jpg.jpg

“That’s just one of the many ways of taking this down,” van Beek said, after Muller had slain the Thunder Jaw. “It’s really about using the right tools for the job, about using your weapons smartly in combinations with the environment.”
“And of course, learning all this as you progress through the game,” Muller added. “Because you won’t know all this at the start, you have to learn and discover this. That is actually one of the key things about Horizon; it’s not only a beautiful world, but one filled with mysteries. Mysteries for the player to discover.”
Perhaps most of all, I was struck by different this game was to Killzone, the series the developer, Guerilla Games, is best known for and a franchise that, to be blunt, has never really interested me.
1244-image4.jpg.jpg

“We’ve always loved making science fiction, especially the dark science fiction of Killzone,” van Beek told me. “But we’ve been making Killzone for almost fifteen years. We have this amazing technology and a very talented art team, so [we thought] ‘let’s just maybe do something completely out of left field, something that people aren’t expecting. Something beautiful.”
Beautiful: that’s exactly what Horizon Zero Dawn is shaping up to be.
 

street heat

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well now that fallout 4 has been announced i need to decide whether ill be getting an x1 or ps4. this game might lean me toward a ps4 :ehh:
 

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From the gameplay footage, the call outs were overdone.

The actually gameplay looked dope, and you expect the visuals to be great with a Guerrilla developed game... but if I'm just judging off of Killzone, the campaign/story could be garbage.
 

EnyceLowRida15

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i dont like donosaurs. but its guerilla games so im gonna give it a chance. i wouldve loved another resistance though
 

-DMP-

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Robot dinos, archery and mystery in 'Horizon: Zero Dawn'
10428627101526718704774243462546447695197886n_24x24.jpg
by Jessica Conditt | @JessConditt | 1 hr ago June 17th 2015 12:48 pm
0

Horizon: Zero Dawn was a bright spot of Sony's E3 press conference, largely because it was so unexpected. It broke through the monotony of sequel and remake reveals, and it was surprising to see a new IP from Guerrilla Games, a studio that's been dedicated to the Killzone franchisesince 2004. Horizon is a post-apocalyptic action, survival and crafting game starring Aloy, a huntress and expert archer who lives in a world where nature has overrun everything man ever built -- except for the robot dinosaurs. The violent, hulking, terrifying robot dinosaurs. During the game's reveal at Sony's conference, Aloy crouched through the brush, shot arrows through the metallic hearts of sleek silver beasts and absolutely dominated a gigantic, robotic monster. Turns out, that was only the half of it.
Aloy is special. She's a master craftswoman and an agile hunter. She understands things about this strange, post-apocalyptic world that no one in her tribe does, and she understands physics in a way that no one else can. This means there's an emphasis on crafting in her world, Guerrilla Games explains during Horizon's first-ever live, public gameplay demo.
When Aloy kills a robotic beast -- whether by setting traps and tripwires, shooting it with arrows or taking it down hand-to-hand, silently -- she can loot its remains for parts. She doesn't love slaughtering these animals, even though they're composed of metal and electricity that she needs to survive. During the live demo, Aloy creeps up on a beast called a "Watcher" and takes it down stealthily; as it dies she says, "Sorry little one." She cares for these robots as if they were alive, and they very well might be. Aloy resides in a tribal society that knows nothing of the skyscrapers, vehicles and technological feats of humankind's past, and these beasts are, by all appearances, sentient. In Aloy's mind, she just slaughtered something akin to a gazelle or a deer.
horizon630.jpg

There are specific types of robot animals: Watchers guard the herd and send out a screech if they see a threat, while Grazers travel in groups and carry glowing green canisters on their backs (these cans are hugely important to Aloy's society and, in the demo, she is on a mission to collect them). Each of these creatures is roughly the size of a velociraptor, and they're mostly harmless. Most of the Grazers, for example, will simply run away from a threat, though a few will stay behind to defend the herd. Aloy takes two down by diving away when they charge and shooting them from afar.
And then there's the Thundermaw. Guerrilla Games breaks down some numbers for this gigantic, angry animal: It's 80 feet long by 30 feet tall (roughly the size of an adult blue whale); it has 93 destructive elements along its body, all of which Aloy can shoot to reveal weak points; and it has 12 attacks, including a tail swipe and long-range projectiles.
horizon.jpg

The Thundermaw is huge, but Aloy is faster and she's able to shoot arrows directly into some of its weak points. She also has electrical ammo that stuns the beast, plus trip wires that can hold it in place for a while. Aloy can also pick up weapons that fall off of the Thundermaw as she fights it. It's a big, fierce battle. When Aloy wins, it's truly triumphant.
There's much more mystery in Horizon. Guerrilla has crafted an expansive, fully explorable world -- Aloy can travel to every point she sees, including to the tops of distant mountains, the studio says. By the time Horizon launches in 2016 for PlayStation 4, we'll probably have more answers about Aloy's role in her society, the world in which she resides and the robot dinosaurs that she's fighting -- but we probably still won't know the half of it.

http://www.engadget.com/2015/06/17/horizon-zero-dawn-first-demo/
 
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