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Horizon Zero Dawn - The Machines Videos

I'm now very interested to see why the "old ones" disappeared because as far as I'm concerned if they were capable of manipulating gravity, it has to be something utterly ludicrous and fantastic. And that alone is probably worth seeing how the story develops aside for Aloy's character imo.
 

Drackhorn

Member
Isnt this the guy who confirmed the review embargo and stuff like that?
Don't know but maybe he meant weeping for joy. ;)

Honestly after all the positive previews I can't see this fail. Maybe there will be some difficulties regarding how to see the game fitting a genre and some reviews may reflect that.
 

HolySheep

Neo Member
lol, it would be funny if it coincidentally involved the president.

He said a reviewer confirmed it. He doesn't have inside info.

It was just a joke.

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Can't wait to see Shellwalkers handing their cargo over to Behemoths. It'll be like watching a nature documentary and seeing these animals in the wild haha

Well Shellwalkers are likely a Transport class too. So it'll be stuff like, Shellwalker carries small loads, for example, scrap metal and a bit of ore, whilst the Behemoth carries huge quantities of raw materials.

It'll be amazing if they make it so you can find the cauldrons by following the transport class machines around until they reach their destination.
 
Can't wait to see Shellwalkers handing their cargo over to Behemoths. It'll be like watching a nature documentary and seeing these animals in the wild haha

Probably wont happen but the Shellwalker gets rly pissed when he loses his cargo, and prioritizes getting its cargo back over attacking.
 

TsuWave

Member
ellie and now aloy. i know the game's not even out yet but playstation seems to be building a really strong team of heroines
 

RoboPlato

I'd be in the dick
ellie and now aloy. i know the game's not even out yet but playstation seems to be building a really strong team of heroines
Don't forget Kat and Fetch and that Chloe and Nadine are the main characters in Lost Legacy. Definitely a big move toward more female leads from the publisher and all of them have been pretty cool.
 
Don't forget Kat and Fetch and that Chloe and Nadine are the main characters in Lost Legacy. Definitely a big move toward more female leads from the publisher and all of them have been pretty cool.
We need an image of all them standing together. Or a cut of them in different pictures put together.
 
Don't forget Kat and Fetch and that Chloe and Nadine are the main characters in Lost Legacy. Definitely a big move toward more female leads from the publisher and all of them have been pretty cool.
Wonder if Sucker Punch's next game has a female protagonist. It's great to see a major publisher releasing just as many games with female protag's as male ones
 

scream

Member
I believe the main reason for no flying mouts is to avoid the huge amount of pop-ins.
Even when you jump off of a Tallneck there is a special animation (the camera looks at the sky until your on the ground) to avoid pop-ins.
 
I wish there was a lot of variation in attack times by the robots. The "tell" is just a little to easy, it's like a telegraph punch, you can see the wind up and you're far away enough to get out of the way. I wish it was random e.g. Rapid fire sometimes fires off several rounds instead of 1 big shot, you can see it energize and then fire.

I would like to see a simultaneous jump attack with firing of the weapon.
 
I wish there was a lot of variation in attack times by the robots. The "tell" is just a little to easy, it's like a telegraph punch, you can see the wind up and you're far away enough to get out of the way. I wish it was random e.g. Rapid fire sometimes fires off several rounds instead of 1 big shot, you can see it energize and then fire.

I would like to see a simultaneous jump attack with firing of the weapon.
Think of it like a character action game, or a game like Enter The Gungeon, or even Doom. A consistent tell is essential for skillful play, and puts a focus on learning your enemies to survive more effectively rather than just dodging randomly delivered attacks
 

Skux

Member
The attack names hint at how crazy these fights are gonna get.

"Mouth Laser"
"Thunder Bomb Run"
"Hurricane Blast"
"Grinding Shrapnel Blast"
"Charging Quake Smash"
 

HStallion

Now what's the next step in your master plan?
I wish there was a lot of variation in attack times by the robots. The "tell" is just a little to easy, it's like a telegraph punch, you can see the wind up and you're far away enough to get out of the way. I wish it was random e.g. Rapid fire sometimes fires off several rounds instead of 1 big shot, you can see it energize and then fire.

I would like to see a simultaneous jump attack with firing of the weapon.

No thank you, what you want sounds like a good amount of the action games out there, especially Western made ones. One of the reasons I'm as excited for the combat in this game is because the designers really went out of their way to include a lot of little elements and ideas that most don't even bother with in Western action games, let along open world ARPG's. Things like the red lens flare flashing before major charge attacks is a great little tell. Combine that with the actual body language matching up with the fact a robot is going to charge/lunge, the audio cues and everything else the game does an incredibly splendid job in giving you just enough info in a distinct enough manner to let you know what's going to happen and when.

Having enemies just doing "random" stuff with no tells is really bad game design in my opinion and leads to frustrating guessing instead of learning the visual cues, the mechanics of evading properly, and so on. Even more the game features a lot of real time damage to enemy models so you can even tell how much "damage" you've done without numbers popping up or health bars (which you have the option of if you like).
 

Skux

Member
Randomness is fine in an RPG or strategy game, but has no place in an action game. Consistent tells and attack patterns are important for player feedback and mastery of the learning curve. Randomly varied attacks would be unfair and feel frustrating.
 

Loudninja

Member
Think of it like a character action game, or a game like Enter The Gungeon, or even Doom. A consistent tell is essential for skillful play, and puts a focus on learning your enemies to survive more effectively rather than just dodging randomly delivered attacks
Agreed.
 
Think of it like a character action game, or a game like Enter The Gungeon, or even Doom. A consistent tell is essential for skillful play, and puts a focus on learning your enemies to survive more effectively rather than just dodging randomly delivered attacks

I just look at a "tell" as an easy out, especially if they are not varied in deployment. Looking at most of those tells, they are straight line fire as if they were on a rope.
 
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