Sometimes the option is there – and very welcome – but often it isn’t. Nearly every quest has some climbing involved, and if it’s going to remain this boring there may as well be an option to zip straight up and skip the slow, monotonous climbing altogether. It’s never been fun to hold a directional button, occasionally waiting for Aloy to stretch out a hand to make an absurdly difficult jump with no risk of failure whatsoever. I can’t be the only one getting tired of the obligatory climbing and ‘platforming’ sections, taken straight from Uncharted where the game does everything for you. Like the glider, I’d have welcomed a bit more efficiency for this. The pullcaster is another addition that works nicely, often used during puzzle segments as well as simply speeding up your ascent of a mountain or huge derelict ruin. Aloy will basically order you to do this beforehand, so you don’t miss out on these moments. It doesn’t get you very far – and I wish it had a little more range – but from certain high points on the map you are treated to a wondrous visual feast as you glide through the landscape. The shield wing is used to glide, bringing back fond memories of Zelda: Breath of the Wild. Aloy gets her hands on some new gear, namely a shield wing and a pullcaster that provide some benefits to her exploration. Thankfully many of these are just around the corner, with changes that range from very welcome to largely irrelevant. So seamless was the transition that I soon started to crave some gameplay tweaks that would distinguish the sequel. I was soon joyfully shooting off machine parts as if I’d never been away, scanning for weak points with my focus before ruthlessly exploiting them. This only proves to be a fraction of the enormous map and despite several years passing since my Zero Dawn playthrough, it didn’t take long to be firmly refamiliarized with the gameplay mechanics. Soon, the world opens up and it initially feels great to be back in Aloy’s hunter shoes. Forbidden West is definitely a game that requires a playthrough of its predecessor to make sense. Once the tutorial is done, there’s also token catch-up segment that’ll help players recap Zero Dawn’s story and characters, whilst being insufficient for brand-new players. The downside is Easterners like Aloy are not welcomed by the Tenakth clan who occupy the land whilst in the midst of a bloody rebellion. Once we’re all caught up and back into the rhythm, it’s time to journey into the Forbidden West, a vast land that holds the key to GAIA’s revival. Luckily enough, Aloy has got a spare focus, and explaining its functionality to Varl gives Aloy a nice excuse to remind players of the gameplay basics. Whilst on the hunt for any leads that may point Aloy in the right direction, she’s suddenly confronted by her old friend Varl, who insists on accompanying her. A blight is killing the land and the only way to save it is to restore power to GAIA, the supercomputer with the power to reinvigorate the world’s ecosystem. Picking up shortly after Zero Dawn’s conclusion, Aloy has fled Meridian in the knowledge that Earth’s peril is far from over. The colossal nature of this task may ultimately have proven too much for Aloy’s latest quest, but there are still plenty of highs along the way.Ī solid opening section grants the couple of hours necessary to settle back into the world and outline the stakes. Improve on the first excellent instalment, broaden the scope of open-world adventures and deliver the first truly next-gen experience, all with Elden Ring breathing down its neck. Horizon Forbidden West came with an unenviable series of expectations. This is a spoiler-free Horizon Forbidden West review for PS5, with some minor early-game details covered.
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