“Forbidden West” has set foot on the ground. Within the first hour, you’ll be introduced to one of the many new tools in the Alloy Armory, the Pullcaster. This is a grappling hook that is free to use a new dimension for free climbing and is the first sign of a “forbidden west”. We are aiming for a completely different scale from the previous work. From a physical point of view, it expands vertically in both directions by adding underwater exploration and gliding mechanisms. And narratively, “Forbidden West” explores a satisfying and heartfelt concept of both big and small. Dialogue with peers feels rich and lively. Great lighting and world building combined with PlayStation 5 tactile feedback promotes a new level of immersion.
The game followed Alloy again, and the Exile became the Redeemer of the Ruined World. With the help of Project Zero Dawn, a global network of terraforming systems and biomatter incubators built when humanity stared at imminent extinction long after the killer robot plague consumed all life on Earth. A primitive society has sprung up. The AI, named Gaia, was designed to operate the system autonomously and use nine subroutines to activate the Earth. Each subroutine has specific functions to re-comfort the planet and restore life (such as purifying waterways, improving air permeability, and reintroducing animals created from genetic stockpiles). Inspired by birds, deer, dinosaurs and other animals, terraforming machines were originally aimed at maintaining delicate ecosystems, but have been out of human control and violent in recent decades. became.
Following the “Horizon Zero Dawn” event, Alloy knew that few people were growing up primarily alone, shunned by the tribes, and at stake, but understood the significance of her. I am clearly uncomfortable with the widespread inspiration and worship of the fugitives. In one of her first cutscenes, she noticed her statue praising herself as the city of Meridian’s “savior.”
Gaia maintained the biosphere for centuries until she self-destructed in a mysterious cyberattack. Now Alloy has to find a way to recover Gaia and bring her subordinates back into action. Then she comes across the role of a colorful community ambassador and peacekeeper she found along the way. If the robbers were involved in saving the world, until the rug tag groups of the sunny allies gathered, set the home base, and carefully planned the next big move of the crew, the plot would give the atmosphere of the Oceans movie. It takes on.
The environment you explore reveals that Guerrilla Games is pleased to offer players a variety of options to solve one problem. On the battlefield, you can find dead machines with flammable parts, shelves for fighting and dropping arrows, or ziplines for pinch escape. To sneak into an enemy base, you can sneak in on foot or find a nearby waterway and take advantage of the game’s new underwater exploration that ascends deep into enemy territory. The environment becomes part of your weapon in a way that feels natural and seamless.
Pullcasters are one of several innovative tweaks to the clunky climbing mechanics of the first game. You can now use the alloy “focus” instead of the yellow or white paint splatters that indicate climbable shelves. This is a head-mounted AR device that provides what the locals call her second sight, automatically detecting and highlighting the railings of both natural and human structures-make. This is a free climbing cross between Assassin’s Creed Animus Technology and The Legend of Zelda: Breath of the Wild. The most fun part of playing was when I got lost in a vast environment. Dive into the water, swim in the sunken ruins, and easily climb mountains on a whim, facilitating an addictive discovery cycle.
“Forbidden West” also features a page in the Uncharted series of environmental puzzles that Alloy found during his journey. Their solution requires manipulating various tools such as weight panels, movable boxes, and Aloy gliders to keep things interesting.
After playing for over 40 hours, I’m still fascinated by the core gameplay loop of building toolkits and adjusting the approach to use newer, more powerful machines. More than that, I am fascinated by the world. So many details work together to make you feel alive. At one point, while traveling in the desert, a small twister landed nearby while fighting a swarm of machines. I thought it was just a part of the landscape — until I got lost too close and started to lose my health. As you progress, the NPC will refer to the alloy adventures you pass through and add honorifics to her name that will change based on the quests you have completed.
Tactile feedback on the PlayStation 5 controller adds another layer to this immersive experience. The alloy bow has a satisfying weight as you pull each arrow back for a shot, feeling the tension of the strings vibrate through the controller. Sneaking through waist-high grass is a different sensation than walking in open terrain. When you stab the spear forward, the resistance of the trigger increases depending on how hard the surface of the stab is.
The “Forbidden West” graphical problem sometimes shatters this immersive feeling. I’ve encountered issues with textures and objects not fully loading or popping in, and important items that don’t work as designed until the quest is restarted. The problem started to occur in about half of my playthrough and became more frequent as I progressed. It seems that the game was decided in the middle of a certain cutscene, and in fact the scene was being done underwater, and everyone’s hair began to flow accordingly.
However, in most cases the visuals work fine, in which case the results are amazing. “Forbidden West” is luxurious with a breathtaking set piece. Climbing mountains and cleaning Old World relics naturally weave cinematic shots. The ruins of a real-world city are some of the most visually pleasing gaming environments in recent memory.
Aside from the occasional graphic issue, my main criticism of “Forbidden West” is that it feels bloated, like many open world games. When it comes to climbing the tall neck, one type of side quest player will remember from the first game. Guerrilla Games shakes enough formulas to prevent things from getting old and repeated. The same is not true for dozens of other side quests in “Forbidden West”. The quality of writing and voice acting plummets compared to mainline quests and characters. There are a lot of optional activities scattered around the world map, some of which are really fun (like mecha racing).Meanwhile, others At best (Doesn’t stop challenging me to play like NPCs in desktop mini-games).
Combat in Zero Dawn wasn’t simple, but Forbidden West is stacking up new weapon techniques and combos until the mechanics reach terrifying levels of density. Multi-step combos are easily interrupted by enemy attacks or slight differences in altitude. When I activated Valor Surges, I consistently encountered glitches. This is a powerful new stat boost associated with the Alloy skill tree. With this boost, the camera turned out of control until the bow’s field of view was turned down again. After a thorough experiment, I returned to the tactics that went through “Zero Dawn.” Attack enemies with explosives. Still, I enjoyed some new weapons. I have found a variation of the javelin, a powerful but long-range weapon that can invade enemies and explode an explosion. It quickly became my line of trust.
After the credit was rolled back, we checked the progress. Apparently, I’m only 43 percent complete of the game. I feel like I just scratched the surface even after 40 hours. You won’t run out of all the quests, errands, and weird board games that Forbidden West offers, but nevertheless, in its vastness to see how Alloy’s adventures continue to make it better. I feel that I have to explore more of the prosperous world. ..