Opinion about Horizon: Zero Dawn and completing The Frozen Wilds
ATTENTION: It is worth immediately indicating that this text is an opinion, and not a review H: ZD and H: ZD – The Frozen Wilds, T.e. There will be no general information about the attachment of the plot of the game and its main mechanics (and the author is a beginner who had not written adequate texts before). We can say, to a greater extent, this text is focused on the past game, who wants to hear someone else’s point of view.
At a maximum, you read an interesting view of the game, at least, admire the beautiful landscapes and, perhaps, you will find wallpaper on your desktop.
Opinion in VK (some points of formatting in VK are more successful)
Enjoy reading!
It is time to describe your impressions of Horizon: Zero Dawn and the additions of The Frozen Wilds (and, of course, to share in steep views with a platinum trophy, this is the goal of any Achovka fan).
Horizon: Zero Dawn
The most important thing is to say, the world of Horizon: ZD is a unequivocal dignity of the game, and it is not only that the designers were able to achieve the feeling that each piece is felt unique, and not only about the technological superiority of the game over most open worlds.
The point that the background of the game turned out to be very saturated, unusual for the post -apocalypse genre (for the video game for sure). It is pleasant that the scriptwriters did not feed the player at an hour on a teaspoon information about the world, but revealed all the fundamental foundations of the world at once in the first game (but a number of intrigues on the sequel were also stocked).
But here is the history of the world of the current one (the life of people in the most revived world) … Here the game is quite weak, t.To. Local tribes can not boast of any interesting, no religions have no religions with a variety of pantheon of the gods, nor some intricate economic or political intricacies in the way of community. All this is not even close here. Local states also do not have some long history (there is only one bloody war that is exploited by the whole game). Personally, it all brought me boredom after passing role -playing games like a witcher, Pillars of Eternity, Tyranny and Dragon Age. It is clear that this is an action, not a role -playing game, but, in my opinion, the history of the tribes failed. Or, we can say that the game is needed only for contrast in comparison with advanced forerunner technologies (The Old One) so that the society of the past causes even more interest and attention to itself.
One of the key advantages of the game is the combat system in which the opponents of the heroine – Robosvers are given the primary place. And, most importantly, many parts of the body of creatures are functional components, and therefore their separation is a necessary part of the tactics in battles. For example, pulling out a gun, which can then be used independently or shooting paws of the creature crawling underground, so that it becomes less mobile and could no longer explode. So moreover, there are still quite a few types of robots themselves. This all creates a wide variety in the battles.
However, only 60% of the game is enough for this variety, if you clean the entire open world (it took me with an addition to 106.5 hours on Ultra Hard without taking into account deaths and reloading tests).
Unfortunately, the variety of types and options for equipment at one point begins to lack significantly, and only one tactics with their freezing or using bombs are produced against most enemies (the latter have a high damage to indecent, annihilating all living things in the way).
The most part of the game is simply useless, and the fire arrows help either against small winged (and there are few of them in the game), or against a very obvious undermining canister with combustible fluid (in large monsters or not similar weak points, or blows on them do not inflict significant damage to them), and the monster’s combustion causes completely tiny damage. The exotic in the person of the arrows of « infection » also did not use the vast majority of the timing, t.To. Infected opponents (namely, the most powerful and evil) are invulnerable to their influence.
In general, the problem is similar to https://noverificationcasinos.co.uk/bingo-sites-no-verification/ Divinity: Original Sin (2014), when there is an interesting frame with unusual and/or well -implemented ideas, but the diversity and additional types of enemies, gadgets or just unique situations are desperate to make the player interesting throughout the game. We can say that this is the problem of many the first parts of even the most successful franchises.
Regarding quests and additional stories, everything is quite scarce with them. There is no gray morality in the tasks at all at all (if a person is designated as scum, then he is in reality), nothing unpredictable in this regard never happens, the same applies to the events of the main plot, which, frankly, depressingly.
Only in one single task somewhere at the beginning of the game (which I already missed and performed for one of the Achovka) is there a situation where bandits can be justified, but t.To. Horizon: Zero Dawn is just an action with small role -playing elements, then the game does not give any choice, and Ela herself is too easily and at ease to help all the poor and destitute, never doubt what she does. This problem is connected just with the fact that even if the bandits stole something, they did it in such a mild way and so good people themselves that a normal gray situation, where a character could bite something from the inside, is simply not created even at the basic level (the game of even the victim, as a result, exhibits, it is clear that this tried to beat the character of this secondary character and customstribe, but Ela does not feel the slightest remorse, because the screenwriter himself believes that the player will be completely and completely sympathize with the thieves).
But, despite a number of problems, most of the tasks are built on the investigation, therefore, occasionally, something curious can happen. This is, after all, a proven scheme that works well.
In terms of characters, the situation is puzzling. They simply are not there, except for one single story character, which is just opposed to the main character. This character is quite cynical and does not climb into the pocket for words, he is interesting to listen to him, thereby diluting a poorly working drama in the game. All other characters are quite unambiguous, have no special negative aspects (except for some little things, but they are nightmarely of little importance within the created storyline and secondary stories).
Regarding the main character Ela (Aloy) the situation is twofold.
On the one hand, she is excellently voiced (thanks to the actress Ashley Burch), it always sounds alive and often responds sarcasm and cobbles. Therefore, during ordinary dialogs, listening to it is interesting and the feeling of boredom does not arise.
But on the other hand, she is a white sheet, t.e. She does not have life baggage, which the player would be interested in revealing (the heroine’s life can be observed in the game from infancy, she has no secrets for the player), so she turned herself into the Savior of the whole world (not for the tasks or personal motives, t.e. Easyly, namely, in its actual behavior and purpose, built scenario). Because of what she simply does not have human negative aspects, but at the same time she also has no attachment to the characters living here now (except for one, but you can’t talk about him, because he still has little timing).
The scriptwriters themselves created a situation where the character and is difficult to empathize due to the fact that it is an unattainable ideal, and it is difficult to empathize, because the character has no habits of ordinary people or relatives. Due to such miscalculations of the scriptwriters at the time of the drama Ela is very boring and either worries just for everyone in a row and is almost ready to let down a tear, or, in fact, worries about those who are no longer alive.
T.e. The heroine does not feel the danger for those who are dear to her, because there are simply no such people in the game (she even does not have a hand animal or a small robosver, which could be attached to, by analogy with BD-1 from Star Wars Jedi: Fallen Order).
There is no situation where she would have to make a sacrifice for a common good, thereby it would be possible to create a drama competently and reveal the character of the character in those situations that completely and completely depend on him. There is no situation where helping other people leaves it without protecting her loved ones.
Even she never threatens the life of ordinary people, t.To. The secret enemy is not chasing some secret goal, but precisely the power over everyone or the destruction of all the rebellious, because of this, the game is not able to create situations when the heroine’s desire to unearth all secrets (t.e. personal selfish interest) lead to unexpected and terrible consequences. This is not, and it’s very sad..
Summing up, the game does not create a situation where the heroine is revealed through her emotions, experiences for loved ones. Most of us are not afraid for ourselves, but for those who are sincerely dear to us, so often people do not negative acts out of this fear. In Horizon: Zero Dawn, the heroine constantly climbs into the bead, but does not risk anyone except herself.
And the problems of animation (facial expressions and gestures) in additional tasks (and in ordinary dialogs of the main tasks) are huge, they do not allow you to see the transmitted emotions of the characters and kill the pleasure of and so rather banal stories in quests. It was very upset.
And the content of the open world itself is extremely faded and inexpressive: worthy visual awards or stories through collectible objects are not told. And also the game has nightmarish problems with the collection of leaks and objects for craft, in view of the local economic system, buying something is just incredibly expensive. But you have to collect for a long time and a lot, and this is very tiring.
Basically, this is a problem only for treatment plants, the benefit of adding this problem was corrected by the fact that in the game there are more plants, which gives an increase in the amount of treatment not by 9 and 18%, but 18 and 36%, which significantly reduces the time for grind.
The Frozen Wilds
There are much more interesting narrative and staged scenes in additional tasks, there were tasks, the essence of which in the story of history or disclosure of well -played characters, and not in battles with enemies. Even in local notes they were able to reveal the story of the characters (at the end there will even be a small surprise). In general, the tasks became better and the animations were significantly updated, which is very pleasing, finally an excellent acting game corresponds to facial expressions and gestures in the game.
The main storyline also reveals more about the history of the world, the characters in the main plot line of addition, let them remain simple, but they are better remembered and their personal tragedy works much better than in the main game (largely due to the fact that the characters are constantly before the player’s eyes, which does not allow them to forget about them).
Also, which was very pleasant and important, the activity of the open world was also a little improved. T.e. Their overall content remained the same, the developers did not radically new, but they were able to much strongly improve the quality of the performance of the already created. The awards for collectible objects have become significant, they provide visible visual awards, and also includes some special scenes that relate to either the collection of each individual item, or the final scene after the collection of all objects (this was not in the main game, which was simply nightmare). A small task was created for the new tower and provided a small action scene, the same applies to the local bandit camp. In general, improvements are visible everywhere, as a result, the open world of additions, in view of its compactness, was much more pleasant for direct study than that of the main game, but wonderful landscapes did not disappear.
From the bad: only two new vehicles were added, that is, the development of the ideas of the combat system and battles with robots decided to already leave on the second part. And the new copies of the weapon are quite useless, they do not give anything useful in battle, except for a gun for freezing, but it only has an attack from an improved version, and shots of alternative fire are too expensive in resources. These are the main disadvantages of additions
