• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Horizon: Forbidden West | Gameplay Reveal Trailer

Mr Hyde

Member
There's loads of things they didn't show I reckon. For example, they spoke about a workbench for upgrading tools. The first game, at least as far as i remember, didn't have a workbench and the player would just upgrade their tools "on the fly". What does the workbench allow you to do besides upgrading your tools, can you stack unique upgrades on the tool in question to give it unique abilities (like the shockwave attack in the demo), what other unique possibilities does the workbench provide? There are underwater ruins, can you explore them, what unique exploration opportunities do they provide, what dangers lie in wait beneath those ruins and what loot do they provide?(if you can explore them). What unique component pieces do these new machines provide for you to salvage when you take them down in particular, the tremortusk, which is pretty much a tank? How about the skill tree system, it looks like they wanted to show more in terms of the combat, but something was holding them back(unique abilities they didn't show). How about the dialogue trees, how has GG improved them vs ZD? Loads of questions that we'll have to wait to get answers for and the excitement seems to get bigger for me. I can't wait to see more.

Interesting points. A skill tree, a work bench and underwater exploration (Ruins and loots and such) would be very welcome additions if you ask me. I hope for more vertically levels now with the grappling hook. Very excited to see more.
 

Hunnybun

Member
Because it's a nebulous and thus meaningless gripe. You can't quantify the amount of time needed to handle the different versions, so can't quantify how much more could have been accomplished otherwise.

Why even deny that it's an complaint based on nothing tangible? If like to believe that I've been very consistent in my feelings about this. I never badmouthed MS' cross platform strategy for this very reason. So I'm not forced to defend a flawed stance.

Just because it's vague doesn't mean it's invalid.

You wouldn't say that it's meaningless to cite covid as a reason for delays, or more bugs etc, just because it's hard to quantify the precise impact.

I'm not really interested in arguing this with you though. I'm not fanatically opposed to cross gen games or anything. I just think it's silly to deny the likelihood that it would have an impact. I mean, try to cite a single cross gen game of any era that ended up being among the most graphically impressive games on its more powerful format. Or consider, for that matter, why cross gen games exist AT ALL. If there were no impact on the one hand, but double the audience on the other hand, prior gen development would never wind down!
 

Business

Member
Need to listen to it again with headphones. Got a timestamp? Not trying to challenge, but as a part-time musician with some released work and over 10 years working with audio, I'm curious about these things.



and the same guy again at 8:41
 
Last edited:

Hunnybun

Member
Are PC games held back by low settings rigs with 10 year old GPUs? No. It's no different. The graphics are the best I have ever seen.

Of course they are!

Games that look like this or Ratchet have probably been possible on PC for over 5 years, but barring the possible exception of Cyberpunk, nothing on the format comes close.
 

cormack12

Gold Member
I reinstalled the original last night on my PS5 - going to give it another go. I remember for the first couple of hours thinking ‘this is amazing’ but soured on it hard pretty quickly and just dropped it.

Going to start again and see if I missed something. I just hated the combat IIRC and once I had to start fucking around with the stupid robot dinosaurs instead of just avoiding them I couldn’t any more.

The start is not a very good introduction and the overload mechanic is not explained very well. I do agree that more passive robotsaurs are needed instead of every freaking one being hostile. Cows arent hostile for example, all they want to do is graze so it makes no sense having every robot making every biome just feel like you need to sprint past or get bogged down in a trashmob fight.
 

GuinGuin

Banned
Of course they are!

Games that look like this or Ratchet have probably been possible on PC for over 5 years, but barring the possible exception of Cyberpunk, nothing on the format comes close.
That has to do with the budget, ambition and talent of the devs not the hardware.
 

mortal

Gold Member
IMG-20210528-WA0026.jpg



Can't wait for the DLC
donutdrake1-1280x720.jpg
 

DForce

NaughtyDog Defense Force
No, again, read the parts of my post where I say it doesn't have to match up to games like Batman or Souls, it's just so far removed from the quality of those games that there has to be somewhere in between that they could reach towards. I feel like a broken record at this point but nobody seems to be listening to that part, if you all really believe the melee combat in Horizon could not possibly get any better whatsoever, that's fine. I don't. Your RE2 example doesn't work because RE2 has good shooting mechanics; bit just because it has gunplay doesn't mean it should feel like Call of Duty, it does what it does well regardless.

And no, Souls combat isn't "deep", but it's satisfying as fuck. If it wasn't, we probably wouldn't have played those games for so many hours on end. There is absolutely nothing satisfying about the melee in Horizon, but once more, I'm not saying it has to match up to Dark Souls - use your RE2 example above again, was the shooting satisfying for a RE2 remake? Yes, even if the shooting was not as satisfying as COD. It's not black and white, there is a very large grey area, I'm not asking for Horizon to become a brawler, I would just have liked to see them turn melee into something better than the pile of nothing it was in the original, and it doesn't look like that's changed from what I can see.

Your problem is that you're not understanding what people are telling you.

I never said you thought it has to match up with Souls or Batman. Your argument is that it has a light and heavy attack and that's it. But what about Dark Souls? You're saying it's not deep, but is satisfying. This means you consider mechanics "great" because the combat is satisfying, not because its deeper.

This is why I brought up RE2 Remake and you clearly missed my point about that.

The shooting mechanics in RE2 Remake has far less depth than TLOU 2, Uncharted 4 and the Tomb Raider reboot. You can't shoot while crouching, it has no cover shooting mechanics and your melee combat is limited to a combat knife. By your logic, the mechanics are awful because you're very limited to what you can actual do.

Do you see why people are criticizing your post? You're now saying that the combat may be limited (even more limited than other games), but its ok because its satisfying, which doesn't qualify it as awful. You can't. You can't see why people call TLOU 2 melee combat brilliant, but then go around and tell us how you're satisfied with the shooting in RE2 Remake.
 
Based on what we've seen in this video: a much bigger improvement to melee would have been a start, it still looks like something where you press a button and it locks you into a set of cool looking animations, but doesn't really add anything to the playing experience. The human segment looked largely the same, braindead AI that doesn't react to having a bow drawn in front of it. Perhaps a demonstration of a new interesting stealth mechanic or gadget rather than just wait in grass, stab guy. Aside from that I saw bows and slings - was there a totally new ranged weapon I missed somewhere?

I'll reply quickly to your other points here because the replies are getting out of hand and I'm running out of ways to say "I think it looks fine but didn't wow me" - again, it doesn't have to feel like Batman, I'm just providing an example of a game that had what I personally consider great melee combat. There is such a colossal chasm between the quality of the two that I believe there has to be SOMEWHERE in between and I feel like this entire discussion will become redundant when Horizon 3 launches with better melee than 2 and people act as though they couldn't have possibly done it for this game.



See the part of my post where I say I don't expect Dark Souls, if you all believe that this is as good as Horizon's melee combat could possibly be, that's fine, I don't agree. The animation for an attack != the attack, people on this board told me TLOU2's melee combat was mastercrafted and I didn't get it then either. I'll see how the melee combos feel, I didn't see anything in that video that looked like player agency beyond walking up to the enemy and hitting it personally.



Ehh, fine if you wanna think that, I could call MGS2 a shooter given that it "has guns" and you could blast your way noisily through the game, but I wouldn't because MGS2 isn't a shooter, it's a stealth game that happens to have guns in it. HZD is an action adventure game where your primary weapon happens to be a bow; I think you're missing the core point of my argument which is that just because the first game had almost no focus on melee doesn't mean the sequel has to follow suite, I'm just a little disappointed they haven't. It's not like I want a new system that had nothing to do with the first game, the first game had melee, it just sucked and it still kinda sucks.

Anyway, this discussion is tiring when there's so many on the other side of it, don't take it personally if I don't reply to y'all it's just a lot of time for me.

i just think it’s premature to be so critical of the melee.

this was a very limited demonstration. We don’t know the extent of combos or valor attacks or progression of both through skill trees. We haven’t really seen it used in crowds of enemies or boss type fights

it was just a small vertical slice, and what I gathered is it looks fun to use now.

fine to be skeptical, but I’m pretty optimistic based on what was shown
 

BatSu

Member
Why the rocks or other elements continue to disappear as they fall to the ground?

It shouldn't be fixed with Ps5 hardware or has nothing to do with it?
 
I have noticed that too. There is just so many of them

- Aloy talks too much.
- Aloy's face has peach fuzz
- Aloy's character model has halo lighting around her
- Game is linear, no longer open world
- Melee hasnt been improved
- Traversal still isnt like zelda.
- It plays exactly like the first game.

Like wtf are you expecting? A complete reboot after the first game like God Of War? A perspective change to first person like GoW switching to over the shoulder cam? New genre? It's literally the sequel. It's supposed to be bigger and better with fancy new next gen visuals and features and its delivered here.

Aloy talking too much was a complaint that was everywhere back when it was first revealed, and it was barely even an issue in the game. She almost never spoke during combat. hell, Deacon in Days Gone was far more expressive and I liked that about him. But this is clearly just for demo purposes like the first game's demo. Anyone who has played the first game should know this.

We are now criticizing a game for making the character model look too good. Thats what the lighting complaints are all about. She looks too good they say. Hair looks too good. more detail on faces = bad.

And while I think the zelda climbing shouldve been in this game, my son is playing through botw and he HATES the rain in that game. he HATES having to pick stamina upgrades over heart upgrades. He just hates climbing in that game. So yeah, when I see fucking grappling hook and no stamina bar, I am like good. I dont need to climb shit. This is a good thing.

Lastly, this isnt open world? Really? I am so fucking done with clowns on this board. No one uses common sense. We clearly have a story mission that had to have devs carefully manage your progression through a level so you can track your friend and then rescue him. It's by design. I prefer this over walking 10 miles and ending up at an enemy site to take a bunch of enemies without any fanfare. This is something they added in the DLC story missions to give story missions more impact, more character development moments and feel in line with other AAA single player campaigns. Of course, there is going to be an open world to explore. Did no one watch the trailer last year?

This is all so fucking stupid.

it’s hilarious how this happens with every GG title. It is maddening lol

remember how much FUD we got with the original horizon prior to release? Tons of concern posting from console warriors about how it was going to be a flop and there would be no way it was going to turn out good

same shit with killzone 2

studio has nothing more to prove at this point, they are getting the benefit of the doubt from me
 

MastaKiiLA

Member
The obvious constraint is that Guerilla needs to make things fit inside the PS4 instead of the drastically more powerful PS5. They can't add as many things to the game compared to if they were to make it PS5 exclusive. Things such as assets, code, textures, animations, lighting info, etc. If you like using analogies, I might be able to give you one you'd understand.
I disagree. We've seen with things like the Ubisoft games on PC, that you can reduce things to slider settings. Draw distances, asset levels and resolutions, etc. We saw with MM that you can do the same thing with the number of items in the game world as well. The PS4 would simply have less on screen than what the PS5, without impacting gameplay at all. There should also be a certain amount of overlap in assets anyway, given that it would make sense for the PS5 to use all the same LOD, with the PS5 version having 1-2 higher level LOD levels for each asset. It means artists could just make assets at full fidelity, and then tesselate down, while fine-tuning each lower level asset to look right. All the rest can be slider settings in the engine, with some manual customizations to fine-tune the look in certain areas. This fine-tuning would be done anyway, so prioritize the PS5 version for that step, over the PS4.
Imagine going to the grocery store with a big sturdy bag VS 1 tiny torn up bag with holes in it. You'll be able to fuel your body a lot more if you bring a big sturdy bag to carry what you need, because it's a lot bigger and a lot more reliable.
I don't think this analogy works. Sorry, I don't follow it.
Now for the less obvious reasons of why the PS4 holds back this game. The SSD of the PS5 doesn't just make things load faster. I mean it does, but not just the typical normal loading screens that we as players get to see. It actually changes the way the developers can develop the game.

Playstation gave the example that on the PS4 they couldn't make Spider-Man zip through New York super fast. Because in order for you to be able to zip through with amazing speed, they would need to make assets load in fast enough so you don't see super bad pop-in.

Other examples would be long elevator rides, long tunnels to walk through, squeezing the character through cracks in rocky areas, slow camera movement, uncontrollable cut-scenes, etc etc. All these things are used to hide loading times.
Yes, the added loading speed opens up the ability to try new things, but I've never read anything about the technical limitations imposed on HZD by the HDD. Travel speed would be the only one I can think of, but that's not something they couldn't limit in the PS4 version of a game. There are no time trials involved. So it would just be a matter of mounted travel being slower on the PS4 than the PS5 version. That's not a complicated design choice.

As far as loading assets into a scene, they could favor the PS5 version, and lower the asset quality for the PS4 version, in order to allow streaming of the same content in the same period of time. There's no reason to keep the highest fidelity on the lower version, if it compromises the higher version. That wouldn't be a smart design decision. They have a strong baseline for what they can accomplish on the PS4 already, so just maintaining that shouldn't be an issue.

In any case, I think from the demo, it appears that they're aiming for a 30fps game. That would suggest to me that they've found ways to work the CUs hard enough that going for 60fps isn't currently sustainable. That means there must be more than enough data being pushed around. We don't currently have evidence to support the idea that the SSD could have given them anything more to work with for the game.
Last but not least, every developer would have brilliant ideas they want to try out. However they often only come to know it's not possible midway, because they have to deal with the PS4 also. They either try their best and eventually succeed on implementing the ideas, but having to take away loads of time and resources from other stuff to compromise. Or they would have to scrap it entirely and still would've wasted time and resources regardless.
This is valid, but not known. So while it's a nice hypothetical, it's not one that's been born out historically by other sequels that span generations. Traditionall, building on past success has been the safest route for many games, and if this game was always going to target a 2021 release, I don't know if we should have expected anything adventurous for this open-world game. It always had a high probability of being a case of bigger, better, badder, which means more assets and more detail.
In short, if the game were to be a PS5 exclusive, the devs would not only be able to make it more graphically beautiful but also design better worlds, add more assets and NPC's to make it more lively, add more code for better AI, add more animations for more fluidity, add entirely new additional gameplay features, AND waste no time on looking for workarounds for the PS4. These are just the things that came off the top of my head, in reality, there's tons more things the devs would need to deal with.
We will almost certainly see more assets and NPCs, which are more lively. AI is rarely an issue of hardware these days, but game design. There's nothing to limit animation fluidity, as that's handled in asset creation, and the game will share assets on both systems. We see gameplay features being added. I doubt there was going to be world streaming like R&C, and I've not heard anyone suggest another gameplay mechanic that requires large amounts of data to be pulled in to accomplish.

So I think better designed worlds is the main question here. In what ways could they have designed the worlds better if they didn't have to worry about the PS4? That question can never be answered, unless the devs themselves mention ideas that they had to scrap. Until then, it's an unknown that is being stated as a given. That's much of my issue with all of this. This isn't a new IP, it's building on a foundation that is rooted in the PS4's tech. Expecting enough of a departure from that, that would be considered a hindrance, currently lacks the requisite proof. All IMO.
 

MastaKiiLA

Member
Eh? Have you not seen game changers or seen how well Chris Paul has played this season now he's a vegan?

A vegan diet holds nothing back, quite the opposite actually. Have you seen a gorilla? They are vegan.
It's kinda my point. It would be an empty claim to make without some supporting evidence. BTW, I didn't watch the show, but I'm a Lewis Hamilton fan, and he's chronicled his switch to veganism. I was just trying to point out how saying something without proof doesn't make it true.
 
Obviously this is an early build and we are speculating on what needs to be improved. But we can go by what is shown now only. Otherwise we will all have to wait till the final build trailer or gameplay to comment.

Yeah I'm going to disagree, look again she sinks in the sand, she struggles going uphill and despite what many on here are saying (erroniously) she is interacting with nearly if not all vegetation

What I mean is that she is not snapping to the environment in most places. Like check when she gets on the fallen tree bridge early in the video. She is floating on top of the objects rather than snapped to them properly. Surely this will be fixed later on but this is something I noticed in other places too even during the combat. In other places it is fine so they have to tweak the engine to make it consistent everywhere.

that's an aesthetic choice...so...what's the problem then

Look at the HZD screens here. These are all colorful but with a right balance and look very pleasing. Some areas in the FW video are too hard on eyes as if someone was given a color palette for the first time and then wanted to use as much as possible with high saturation.
The combat looks infinitely better than the shit show the first game had, I and many on these boards think it looks fun, also unless you've played you have no clue how it "feels"

I agree it looks better than ZD but can still be improved in terms of fluidity. It suffers from models suddenly closing distance based on the move they are performing rather than natural movement.

it's a demo, she likely also won't talk as much in the actual game

Not sure what this was for as I have no issues with her monologues.

It's a demo, it was clearly sped up, watch the scene in slow mo, in fact numerous parts of the demo were fast forwarded and skipped from the looks of it...demo

My issue is not with the speed but the animation itself. It was the same in ZD as well. The spear does not snap tightly to the machine like a stab or solid connection. It just hovers/floats around the area and stuff happens while the machine shows absolutely no reaction. They surely can improve on this by making a snapped physical contact and show some reaction from the machine.

I don't want to climb everything everywhere, and they've already improved this in two ways,
#1 You have to scan to find the climbable points now rather than...yello paint
#2 The movement of the game has become far more versatile and streamlined making running more fun and engaging.

Its an open world game so more freedom in traversal is never a bad thing.

We still might, given that this looks pretty early on, and if you watch again she also has explosive spears (the first weapon she uses on the mammoth when off the raptor)


point one, I cannot get what you are talking about : Aloy and "environments" don't mix organically, maybe you might elaborate ?
Point 2, way too colorful in some scenes, it's just devs choice, and I like a lot. The beauty of taste and opinions.

Point3, I simply do not agree, I liked the Melee combat, and can be further improved in the final build; this is just an early Demo.

Point4 ""Hitboxes are horrible. In the mammoth fight Aloy just went through several objects without showing any impact or knock back."" this is related to the collision system engine, and again, this is an early Demo, furthermore you can still find this in finished AAA titles, 'cause much more accurate "collision and detection" system engine drain a lot of CPU power.

Point 5, it looks like you are desperately looking for something to say, but still it can be your desire to have something more sofisticated about the hacking system...and it's just you, For me it is fine like it is, no complains.

Point 6, this is not Zelda, and any climbing mechanics is related to its environment and gameplay mechanics.


Basicly I don't agree with you about 98% of what you have said :D

For all your comments read what I said to the user above.
 

Hugare

Member
I really dont understand the melee complaints with Horizon. Dont understand the comparisons to Breath of the Wild either. BoTW is a melee combat game. Horizon is a shooter. Just because its using bow and arrows doesnt mean its not a shooter. How many shooters have great melee combat? Does CoD have as good a melee combat as BoTW? Does Destiny? Does Gears? Horizon is basically on par with TLOU and Uncharted when it comes to melee. It's a quick attack when people get too close to you. or some stealth takedowns. It's not trying to be God of War. It's a third person shooter. Every shooter has just one melee attack button and one or two moves. That's it. They dont need more.

What's next? Should we start comparing BoTW's bow combat to Horizon's bow and arrow combat? It's entirely different genres. I have never really seen this with other games. There is something about Horizon that makes people think its not a shooter.
I dont think that comparing it to Botw is fair, but the melee combat in Horizon has no right to be that bad.

Yeah, its bow focused, but if you have the melee combat option and human enemies, it should be better than that.

No, its not comparable to Uncharted or TLOU. Both feel much much better than this. Melee in Horizon looks like hits arent even connecting. Feels like shit.

Ghost of Tsushima had bow combat and melee that felt good.
Forbidden West has CLEARLY improved on the melee combat, so how are you not seeing how it could be improved before?

Its Tomb Raider reboot kind of bad, maybe even worse

Gears, Uncharted, TLOU, all of them have melee that arent just serviceable but satisfying. Horizon's is just functional.

Ps: lol at comparing Horizon to first person shooters. Please dont.
 
Last edited:

AV

We ain't outta here in ten minutes, we won't need no rocket to fly through space
Your problem is that you're not understanding what people are telling you.

I never said you thought it has to match up with Souls or Batman. Your argument is that it has a light and heavy attack and that's it. But what about Dark Souls? You're saying it's not deep, but is satisfying. This means you consider mechanics "great" because the combat is satisfying, not because its deeper.

This is why I brought up RE2 Remake and you clearly missed my point about that.

The shooting mechanics in RE2 Remake has far less depth than TLOU 2, Uncharted 4 and the Tomb Raider reboot. You can't shoot while crouching, it has no cover shooting mechanics and your melee combat is limited to a combat knife. By your logic, the mechanics are awful because you're very limited to what you can actual do.

Do you see why people are criticizing your post? You're now saying that the combat may be limited (even more limited than other games), but its ok because its satisfying, which doesn't qualify it as awful. You can't. You can't see why people call TLOU 2 melee combat brilliant, but then go around and tell us how you're satisfied with the shooting in RE2 Remake.

No, but someone else assumed that. One dude asked me for games that I thought had good combat and others took that as "so you're saying Horizon needs to have Dark Souls combat"? No. But you already said yourself, Dark Souls also has block, parry, an entire energy system the melee is built around, an enormous variety of weapons, etc. - it's not "just" R1/R2 in the way that Horizon very much is. There is a scale with HZD on one end and DS on the other, and people are telling me I'm nuts for expecting HZD2 to shift an inch more to the right. That's fine if they want to think that.

That doesn't follow what I'm saying at all. Guns in RE2 are your primary weapon, not the knife, and you will not catch me saying the melee system in RE2 is good. It's limited and bad. I'm not talking about Horizon's primary (ranged) combat. The difference between RE2 and HZD in that regard is that I don't think THAT game would benefit from an improved melee system where Horizon would, because not all games are the same, but I guess it depends what type of game you consider it to be - someone else here calls HZD a "shooter", I consider it a third person action game where they shoehorned in melee and it was bad. That's the long and short of it. Fine if people disagree.
 

MastaKiiLA

Member
Just because it's vague doesn't mean it's invalid.

You wouldn't say that it's meaningless to cite covid as a reason for delays, or more bugs etc, just because it's hard to quantify the precise impact.
We've been able to quantify its impact in other businesses. Airbnb and Agoda laid off a quarter of their staff during the pandemic. People couldn't go into work at the office. This doesn't need to be quantified, as it's known that there was definitely a negative effect. There isn't a 1:1 ratio on dev kits, so that alone would slow down the development cycle. We can't even articulate the effects of developing cross platform, other than it would require optimization on both systems. Would that have been offset by additional funding to increase manpower? Not sure. How much would not optimizing for 2 platforms have allowed the game to improve on just 1? Not sure. How would the added optimization time have manifested itself in a visual manner? Not sure. That's a lot of unknowns for it to be bandied around to frequently, as an important factor.
I'm not really interested in arguing this with you though. I'm not fanatically opposed to cross gen games or anything. I just think it's silly to deny the likelihood that it would have an impact. I mean, try to cite a single cross gen game of any era that ended up being among the most graphically impressive games on its more powerful format. Or consider, for that matter, why cross gen games exist AT ALL. If there were no impact on the one hand, but double the audience on the other hand, prior gen development would never wind down!
The likelihood? Not sure about that. The possibility? Of course. But it's been repeated ad nauseum as fact. There's more than a subtle difference there.

As for more visually impressive? Miles Morales is in with a shout. Now HFW is as well. You don't have to go very far back here.
 

BootsLoader

Banned
What? No no, guerrilla deserves all of its own flowers.
No, can’t agree with that. They had a colab and kojima improved the engine. I don’t say that they can’t do better on their own but I’m sure that a lot of back and forth tweaking was done between the teams while developing Death Stranding. The animations in Death Stranding were top notch for open world games. My 2 cents anyway.
 

DForce

NaughtyDog Defense Force
No, but someone else assumed that. One dude asked me for games that I thought had good combat and others took that as "so you're saying Horizon needs to have Dark Souls combat"? No. But you already said yourself, Dark Souls also has block, parry, an entire energy system the melee is built around, an enormous variety of weapons, etc. - it's not "just" R1/R2 in the way that Horizon very much is. There is a scale with HZD on one end and DS on the other, and people are telling me I'm nuts for expecting HZD2 to shift an inch more to the right. That's fine if they want to think that.

You're moving the goalpost and you're still missing the point. lol

You criticized the game's melee mechanics. While there's different weapons, the melee mechanics (for the most part) remain the same. You may get different animations for some other weapons, but you're still getting the same basic 3 swipe attacks for light attacks or 1 and 2 heavy attack combo attacks.


That doesn't follow what I'm saying at all. Guns in RE2 are your primary weapon, not the knife, and you will not catch me saying the melee system in RE2 is good. It's limited and bad. I'm not talking about Horizon's primary (ranged) combat. The difference between RE2 and HZD in that regard is that I don't think THAT game would benefit from an improved melee system where Horizon would, because not all games are the same, but I guess it depends what type of game you consider it to be - someone else here calls HZD a "shooter", I consider it a third person action game where they shoehorned in melee and it was bad. That's the long and short of it. Fine if people disagree.

Again, you're not getting it. I'm comparing RE2: Remake's mechanics to TLOU, UC4 and Tomb Raider, NOT the Horizon series. I'm comparing how limited the mechanics to those specific games, but you still consider it good/great because its satisfying.

You're saying the Horizon series has awful melee combat because you're limited to what you can do, but that same logic doesn't apply to games like RE2 Remake. If a game is awful because you're limited to what you can actual do, then that means you think RE2 mechanics are awful.
 

Lethal01

Member
I don´t think it is irrelevant. We are talking about if it looks next-gen or not. Speculating how it might look better without the PS4 in the back of the developers mind is useless as we both can only guess.

No, I'm talking about it being held back by PS4, I'm not saying it doesn't look next gen
 

SlimySnake

Flashless at the Golden Globes
You can already break rocks, some walls and trees in horizon 1.

Not sure if the game being crossgen can permit far more destruction than that onestly.
I think the destruction we are seeing here is far bigger in scope than we saw last gen. I just dont see this being done on the PS4. Even canned destruction like this one here:

BguGUHb.gif


TBH, I dont see how this is a cross gen game. They would have to downgrade not just hair like they did in Spiderman Miles, but her entire character model. They would have to remove the water waves. They would have to remove all the destruction. Remove the dozens if not hundreds of fish in the sea. Remove all the sand physics. The lighting will have to be different. And the audio, man I really dont see how they can get all those audio sources running on the PS4 hardware. This audio in this demo is like Returnal on steroids. It's crazy how many different things you are hearing at once.

I am guessing they have a separate PS4 version in development that doesnt have those features and uses the last gen lighting system.
 
Last edited:
I think the destruction we are seeing here is far bigger in scope than we saw last gen. I just dont see this being done on the PS4. Even canned destruction like this one here:

BguGUHb.gif


TBH, I dont see how this is a cross gen game. They would have to downgrade not just hair like they did in Spiderman Miles, but her entire character model. They would have to remove the water waves. They would have to remove all the destruction. Remove the dozens if not hundreds of fish in the sea. Remove all the sand physics. The lighting will have to be different. And the audio, man I really dont see how they can get all those audio sources running on the PS4 hardware. This audio in this demo is like Returnal on steroids. It's crazy how many different things you are hearing at once.

I am guessing they have a separate PS4 version in development that doesnt have those features and uses the last gen lighting system.

i think the PS4 version will look good for that platform but it will obviously look very basic in comparison to ps5
 

Lethal01

Member
That PS4 version will also be generating millions of dollars that Sony invested in this game.

I'm not happy about the cross-gen limitation either, but I understand why they did that. It was a game that apparently started development as the last PS4 title to be released, got delayed, and became a cross-gen game.

Totally, I am not at all getting pissed about it, It would just be silly to say that it's not held back.

In what ways exactly? I'd love for someone to actually back up this throw away comment so that it can quickly be dismantled.

The devs literally said that there were features in the first game that couldn't be implemented due to the limitation of the PS4 storage, Hopefully, they overcame those limitations but it's guaranteed that there are more.
 
Interesting points. A skill tree, a work bench and underwater exploration (Ruins and loots and such) would be very welcome additions if you ask me. I hope for more vertically levels now with the grappling hook. Very excited to see more.
Apparently, sunken locations will be explorable which is great and one more thing to be hyped about. I took this paragraph straight from the playstation page for Forbidden West.

A majestic frontier​

Explore the lush forests, sunken cities and towering mountains of a far-future America.
 

Hunnybun

Member
We've been able to quantify its impact in other businesses. Airbnb and Agoda laid off a quarter of their staff during the pandemic. People couldn't go into work at the office. This doesn't need to be quantified, as it's known that there was definitely a negative effect. There isn't a 1:1 ratio on dev kits, so that alone would slow down the development cycle. We can't even articulate the effects of developing cross platform, other than it would require optimization on both systems. Would that have been offset by additional funding to increase manpower? Not sure. How much would not optimizing for 2 platforms have allowed the game to improve on just 1? Not sure. How would the added optimization time have manifested itself in a visual manner? Not sure. That's a lot of unknowns for it to be bandied around to frequently, as an important factor.

The likelihood? Not sure about that. The possibility? Of course. But it's been repeated ad nauseum as fact. There's more than a subtle difference there.

As for more visually impressive? Miles Morales is in with a shout. Now HFW is as well. You don't have to go very far back here.

Lol I meant generations before this one!
 
I am guessing they have a separate PS4 version in development that doesnt have those features and uses the last gen lighting system.

It will be interesting to see if they ever even show the PS4 version before launch. I bet it looks better than you might think since this is Guerilla after all (unless they assign some B team for it). Say what you want about the quality of their output but one thing that always seem to deliver on is pushing the envelope from a technical perspective.
 

mortal

Gold Member
The lasers from the Tremortusk leaves tracks in the sand. That's so cool.
TFB6YY4.gif


The lighting in this game looks so radiant, even the light emanating from the raptor bot onto the surroundings. Lots of dense detail here.
I can practically feel the heat radiating of the sun, and breeze from those waves crashing on the beach.
mUQq0vm.gif
 
Last edited:

Bkdk

Member
Spectacular scenery design, also probably the most lovely underwater art of all time, hopefully there will be underwater combat and lots of exploration elements. The final battle does look tense and reactive. Biggest problem is aloy, she looks like someone with genetic illness, especially on her close ups. Hopefully there will be a character customization tools, or just let people play with erand. I just don’t know why don’t love making ugly female characters. It’s just a horrible trend for many of their games.
 
Last edited:

AV

We ain't outta here in ten minutes, we won't need no rocket to fly through space
Again, you're not getting it. I'm comparing RE2: Remake's mechanics to TLOU, UC4 and Tomb Raider, NOT the Horizon series. I'm comparing how limited the mechanics to those specific games, but you still consider it good/great because its satisfying.

You're saying the Horizon series has awful melee combat because you're limited to what you can do, but that same logic doesn't apply to games like RE2 Remake. If a game is awful because you're limited to what you can actual do, then that means you think RE2 mechanics are awful.

I still don't understand why you're trying to say "if something is true for RE2 then it must be true for Horizon", I'm just gonna walk away because nothing I say will get through if that's how you approach it. Video games are not all the same.
 

harmny

Banned
it seems to me like horizon is getting way too unfairly judged for every little thing

it’s a sandbox combat game against humans and dinos. You have a huge arsenal of options at your disposal

melee is just a fun way to mix things up. It looks great now. Is it god of war? No. But it was never intended to be

seems like a silly thing to be so critical of

I can't think of another game that got too unfairly judged for every little thing
 
Last edited:

Woggleman

Member
I am curious about where the story will go from here because the big reveal is out of the bag and we know where the machines come from.
 

Unknown?

Member
... But it was. Uncharted 2, 3 and 4 are just more Uncharted as well in terms of gameplay, it's just that the environments got crazier and the graphics got better. Which isn't a problem.

Instead of /s why not actually say which part of the gameplay looks "way better" than the first from this video?
Yeah it was just graphics and environment that made Uncharted 2 go from good to one of the best games of that generation.

You're just being reductionist. You could use your mentality on literally any game sequel out there and no sequel even is a big change. Jak 2 was just more Jak and Daxter with a tone change.
 

GymWolf

Member
A few things I've noticed

#1 to the people whining about the raptor not seeing Aloy in the grass, it does see something, that's why it's eyes go yellow, it only pulls off after the "wrangler/rider" calls it back. Now whether or not this translates to ingame we shall see

#2 Despite what many are claiming if we watch the traversing the environment gifs (above)we can see that Aloy does interact with nearly all vegetation.

#3 The special electric attack is likely a build-up gauge and we can see after she activates it (purple bar on the bottom of the hud) it depletes.

#4 The grabbable environments (ledges etc) have to be highlighted by doing a scan(makes me think we have MUCH higher traversal options this time)

#5 Aloy doesn't require a breath bar under water as she is using a rebreather.

#6 The sand deforms in real time and again despite what someone in this thread said earlier DOES slow Aloy down, and her feet Do sink in the sand (this may have been diminished for the demo)

#7 The demo is severely cut in places as Aloy, cuts I noticed were Aloy finds Arron despite going in a completely different direction. Slowly walking Thundertusk team is magically FAR away after the Arron hostage cutscene) The trip to the bridge happens in no time on the back of the raptor. (likely all for the demos sake)

#8 in the final scene we can see Arron is ALSO using his device like Aloy making me suspect she has been pushing the tech big time.

@kuncol02 Dude watch the gif of her walking through the environment, nearly everything moves (albeit lightly) from her touch
Ah yes, arron the warrior, brother of the less famous dancer, erend

tumblr_p0ia7bB1Jf1w5sfmao1_640.gifv
 
  • LOL
Reactions: LMJ
Wait people thought the combat in HZD wasn’t good? Jesus Christ I can’t - game looks incredible. First next gen game to truly wow me like this, and the gameplay is going to be great just like the first. Not getting the hate on any level

EDIT: also I don’t see this being an actual cross gen game - either they are dropping the PS4 version or they are going to SEVERELY scale back things
 
Last edited:
I disagree. We've seen with things like the Ubisoft games on PC, that you can reduce things to slider settings. Draw distances, asset levels and resolutions, etc. We saw with MM that you can do the same thing with the number of items in the game world as well. The PS4 would simply have less on screen than what the PS5, without impacting gameplay at all. There should also be a certain amount of overlap in assets anyway, given that it would make sense for the PS5 to use all the same LOD, with the PS5 version having 1-2 higher level LOD levels for each asset. It means artists could just make assets at full fidelity, and then tesselate down, while fine-tuning each lower level asset to look right. All the rest can be slider settings in the engine, with some manual customizations to fine-tune the look in certain areas. This fine-tuning would be done anyway, so prioritize the PS5 version for that step, over the PS4.
I think I misunderstood what you said. I think I get what you mean now. You are correct with this, but this only concerns graphical fidelity.

I don't think this analogy works. Sorry, I don't follow it.
The analogy isn't the best. I meant to say that you can bag a lot more groceries to take home and fuel your body when you carry a big sturdy bag vs a tiny unreliable one. You won't be able to fuel your body well enough with the little groceries you were able to get if you carry a tiny unreliable bag. You can't bag the same amount as the big sturdy bag. And you won't be able to do it with the same ease. Not the clearest analogy, but you should be able to get it.

Yes, the added loading speed opens up the ability to try new things, but I've never read anything about the technical limitations imposed on HZD by the HDD. Travel speed would be the only one I can think of, but that's not something they couldn't limit in the PS4 version of a game. There are no time trials involved. So it would just be a matter of mounted travel being slower on the PS4 than the PS5 version. That's not a complicated design choice.

As far as loading assets into a scene, they could favor the PS5 version, and lower the asset quality for the PS4 version, in order to allow streaming of the same content in the same period of time. There's no reason to keep the highest fidelity on the lower version, if it compromises the higher version. That wouldn't be a smart design decision. They have a strong baseline for what they can accomplish on the PS4 already, so just maintaining that shouldn't be an issue.

In any case, I think from the demo, it appears that they're aiming for a 30fps game. That would suggest to me that they've found ways to work the CUs hard enough that going for 60fps isn't currently sustainable. That means there must be more than enough data being pushed around. We don't currently have evidence to support the idea that the SSD could have given them anything more to work with for the game.
Just because you haven't heard directly from Guerilla Games about the technical limitations doesn't mean that they aren't present. The fact of the matter is that they need to develop for the lowest common denominator.

Yes you have mentioned this point before, and I agree, but only when it comes to graphical fidelity.

The SSD dictates design choices, not graphical choices only. If you were a developer, and you know you can't do certain stuff because you have to take the PS4 into account, then you might have room for other stuff on the PS5 yes. But you don't want to keep the extra room of the PS5 unused, so you'll probably max out other things that don't fundamentally change the game when compared to the PS4.

This is valid, but not known. So while it's a nice hypothetical, it's not one that's been born out historically by other sequels that span generations. Traditionall, building on past success has been the safest route for many games, and if this game was always going to target a 2021 release, I don't know if we should have expected anything adventurous for this open-world game. It always had a high probability of being a case of bigger, better, badder, which means more assets and more detail.
Again, just because the devs haven't blatantly told us that they couldn't do things because they were tethered to the PS4, doesn't mean that's not the case. It would be stupid of them to tell to be honest. The devs don't want to take the excitement away from fans and say, 'here's something that's heavily compromised compared to our original vision, please don't mind that'. Guerilla Games is also a 1st party studio, even indirectly telling people that the PS4 is trash wouldn't do well with their relationship with Sony.

I am not sure if I can agree with you on 'It always had a high probability of being a case of bigger, better, badder, which means more assets and more detail' statement. I get where you are coming from and in as many cases I can agree with you, there are just as many cases that I can think of where I disagree with you. The thing is that the SSD is one of the biggest leaps in gaming history. In the past, it has been just 'bigger, better, badder', mainly because what's possible now with the SSD wasn't possible back then. I'm sure you've seen devs say that it really revolutionizes the way the devs think and approach game design. This is in my opinion really not a hyperbole.

The point is, you are looking for direct proof, which is impossible to get. Neither for my statement nor yours. The fact however is that the PS5 is far superior to the PS4 and that the SSD does in fact give devs possibilities that arent possible before. It's also fact that Guerilla Games can't speak badly about the PS4 as well as dampening the hype of their own fanbase.

We will almost certainly see more assets and NPCs, which are more lively. AI is rarely an issue of hardware these days, but game design. There's nothing to limit animation fluidity, as that's handled in asset creation, and the game will share assets on both systems. We see gameplay features being added. I doubt there was going to be world streaming like R&C, and I've not heard anyone suggest another gameplay mechanic that requires large amounts of data to be pulled in to accomplish.

So I think better designed worlds is the main question here. In what ways could they have designed the worlds better if they didn't have to worry about the PS4? That question can never be answered, unless the devs themselves mention ideas that they had to scrap. Until then, it's an unknown that is being stated as a given. That's much of my issue with all of this. This isn't a new IP, it's building on a foundation that is rooted in the PS4's tech. Expecting enough of a departure from that, that would be considered a hindrance, currently lacks the requisite proof. All IMO.
More assets and NPC's is a possibility for the PS5 yes. But the point is that the difference can't be too huge when compared to the PS4. Who knows how much more populated it can get when it doesn't need to be tethered to the PS4? It can absolutely change the perception of the whole game. The more code you can add, the better you can make the AI, this is simply the truth. What I meant by fluidity was the number of animations they can add to the game, chaining those together and have the overall game look more fluid. And not the fluidity of a single animation. Think of Dying Light 2 where the main character has 3000 parkour animations or any sports game where each player has thousands and thousands of animations so you can differentiate all the players and have things look and feel more realistic. Gameplay features have of course been added, but nothing big. Look at what other people say, most of them think it looks more of the same gameplay and features side. We are gamers, not developers, there are many things we haven't thought about, doesn't mean the devs haven't thought about it.

You continue to ask for proof, yet you can't provide them yourself. Don't you agree that this is slightly hypocritical? As previously said, Guerilla Games would never mention this, until the next installment comes along. People who say that the PS4 holds back the PS5 can at least lean on the fact that the PS5 is a much more capable console than the PS4. Devs themselves have said it revolutionizes the way they make games.

Also, you have never addressed the problem that the devs must always trade in time and resources to make the PS4 version. Be it simple tweaks or throwing away huge amounts of work just because they've discovered things aren't possible on the PS4. Whichever it is, everything takes time and resources that they need to spend on the PS4 version. Even IF it's just little tweaks (which I highly doubt), all those little tweaks combined, accumulate to a huge effort.
 

Turk1993

GAFs #1 source for car graphic comparisons
The game looks amazing but it didn't blow me away, its just a really good looking game. I was expecting this quality at 60fps tbh, since its cross gen. Maybe im not blown away because of how it looks like Uncharted 4 but with little bit more detail and folliage. I mean drake's model is comparable to aloy's model and the environment has also alot of similarities. Im not saying that HFW looks like UC4, what im saying is it looks good but not a gen ahead more like 1.5 (just like you would expect from a cross gen game).
350618409.jpg

jiyun-jeong-002.jpg

48497368907_c2743e71bb_o.jpg

uncharted-4-uncharted-Nathan-Drake-1911675.jpg

49830225563_7cffb6f1d8_o.png

51208275612_37f6e831ee_o.png

51208987986_059da82e30_o.png
 

GymWolf

Member
The combat is to hit the weak points with arrows. Not shooting 1,000 arrows to kill something. If you don´t like that concept well is another thing but to me is not shit. Did you play the first in hard or ultra hard? If you stand in front on that big dumb thing you are dead at least for me. The melee was weak and the human enemies or human AI. To me a shit combat is Skyrim for example. I didn´t like the Witcher 3 combat either still loved the game.
Nobody of the people who shit on the combat ever played the game on ultra hard, i'm 99% sure of that.
 
Last edited:
The game looks amazing but it didn't blow me away, its just a really good looking game. I was expecting this quality at 60fps tbh, since its cross gen. Maybe im not blown away because of how it looks like Uncharted 4 but with little bit more detail and folliage. I mean drake's model is comparable to aloy's model and the environment has also alot of similarities. Im not saying that HFW looks like UC4, what im saying is it looks good but not a gen ahead more like 1.5 (just like you would expect from a cross gen game).
350618409.jpg

jiyun-jeong-002.jpg

48497368907_c2743e71bb_o.jpg

uncharted-4-uncharted-Nathan-Drake-1911675.jpg

49830225563_7cffb6f1d8_o.png

51208275612_37f6e831ee_o.png

51208987986_059da82e30_o.png

not really a fair comparison

one is a huge open world game with enormous robots to fight

one is very linear

Also, that’s a cutscene face shot...that quality is now in-gameplay for HFW
 
Top Bottom