HORIZON ZERO DAWN REVIEW

horizon_zero_dawn_2016_game-hd First of all I would like to say that Most preview events aren’t four hours long. For Horizon Zero Dawn, Guerrilla Games and Sony opened up the robot-dinosaur-infested world and set the gamers loose for nearly four hours.

This has triggered  much expections and the need to know more about this game and reviewers have also lived upto the expectation of the audience .

One line of the game:

In Horizon: Zero Dawn, you’ll wander a world of primitive superstition and stories of “the old ones,” a people steeped in tribal folklore. Turns out, those old ones are basically us, a race of technologically advanced humans who built towering skyscrapers within sleek cities. At some point those cities went dark and the world has returned to a more primitive place, which is where we meet our hero, Aloy.

Aloy has a singular mission: Win the Proving, a test of hunting and warrior skill, and she’ll be granted any wish she wants by the leaders of the Nora tribe. She plans to ask for the identity of her mother, of course.

THE 4hr EXPERIENCE OF A GAMER!!!

The introduction stars Rost, a burly man in furs and a Viking-style braided beard, as he hauls his charge, the baby Aloy, across a gorgeous valley and up a mountain for a sacred blessing. Rost explains the situation to Aloy as he walks, reminding her that they’re both outcasts in the Nora tribe. He is not Aloy’s father and her mother’s identity is a complete mystery, but Rost raises Aloy like his own, with warmth and respect in his eyes. It’s a special, touching relationship right from the beginning.

The mystery of Aloy’s mother is what truly drives the story forward, though. Motherhood is a central theme in Horizon, from Aloy’s goal of discovering who her mother is and why her birth was seen as a curse, to the hierarchy of the Nora tribe itself.

This is a matriarchal society, where women are honored for their ability to grow and nurture life. Women hold positions of power in their communities, and across the surrounding land, the villages carry names like “Mother’s Heart” and “Mother’s Cradle.” The tribe’s omnipotent god is called the All-Mother.

Before Aloy embarks on a quest to learn about her own mother, she’s presented as a child desperate to be accepted by the Nora community. Members of the tribe are forbidden from speaking to her or Rost, a fate that makes her childhood lonely and frustrating. After an unfortunate encounter with some tribe members as a child, Aloy finds herself alone in a cave-like bunker filled with rats, corpses and the remnants of a long-dead, technologically reliant society.

She’s not scared. Instead, she’s curious — she pokes around the cave until she finds a triangle-shaped piece of technology on the ear of a corpse, and she puts it on her own head. The world comes alive behind a translucent purple dome and Aloy is able to investigate the various broken terminals scattered around the cave system. There are desks, bunk beds and many more corpses, some of which Aloy can tap into to hear their final voice messages.

This society might have been a cult; it might have been a group of people attempting to escape armageddon. The cave is familiar — these people carry names we would recognize and they clearly come from a timeline very much like our own, but with significantly more advanced technology. Members of the Nora tribe speak of a people who perished because they didn’t pay due respect to the All-Mother, and the cave is a testament to these tales.

As Aloy runs around the cave and the sprawling world above, the power of the Decima engine is on full display. Even just the way young Aloy runs, with a child’s bouncing, uncontrolled gait, is completely endearing.

And then, Aloy grows up.

From a young age, Aloy has a singular mission: Win the Proving, a test of hunting and warrior skill, and she’ll be granted any wish she wants by the leaders of the Nora tribe. She plans to ask for the identity of her mother, of course. She trains with Rost, providing players an opportunity to learn the game’s controls in an environment that feels like a natural progression of the story.

Aloy’s main weapon is a bow and a variety of arrows, including electric tripwires and fire bombs, which she crafts with resources found in the wild. The triangle communicator device remains attached to her head, allowing her to receive information about new threats and creatures. That’s right — here’s where those mechanical animals come into play.

Horizon‘s world is overrun with beastly robots: Horse-like creatures crafted out of metal and wires graze the grasses; artificial velociraptors prowl the prairie waiting to pounce on intruders. Eventually, when Aloy leaves the valley to explore the outer lands, she encounters towering long-neck monsters roaming among the mountains. It’s unclear where these metal creatures come from, but the tribes live with them in a tense kind of harmony. Tribe members hunt the smaller robots for parts but otherwise try to stay as far away from them as possible.

Using the triangle communicator device, Aloy is able to see the paths that certain robots take, allowing her to sneak around them in ways that other tribe members can’t. Eventually, when Aloy leaves the confines of her valley, she learns how to tame the horse-like creatures and she’s able to ride one from mission to mission.

Riding a robot horse feels really cool, in case there was any doubt.

Horizon offers players a variety of gameplay options. Lay traps to capture and kill as many metal animals as you can, or use stealth tactics to take down only the prey you need to. Bow and arrow, slingshot bombs, electrified tripwires, a spear — the weapon choices and environments lend themselves to numerous different play styles.

Horizon Zero Dawn is launching exclusively for PlayStation 4 on February 28. See the benefits of playing on the PS4 Pro and watch a few minutes of 4K gameplay.

TAGS:Horizon: Zero Dawn PlayStation 4

 

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