I've seen people criticize Horizon as an "Ubisoft game" while simultaneously praising BotW, which makes absolutely no sense to me. Really, what separates both Horizon and BotW from most Ubisoft games is simply that they're better designed, not that they are somehow radically different.
Thanks for this, this is seriously annoying. Just
upthere in the thread we are making fun again of the tower formula in Ubisoft games. So i'ts like only
my version of BOTW has towers to reveal parts of the map, or markers and beacons everywhere (the fact you put it manually on the map does not change the idea and the fact you have to rely constantly on your map) and a checklist of optional content more or less boring (sidequests, shrines, korok seeds). If anything, the "towers" in Horizon are the most unconventional of all open world games I've played and they are only 5 of them if I'm correct. Horizon is no more or less
Ubisoftish than Zelda and indeed this is not an insult, although I couln't get myself to finish Far Cry 4 for example.
Now, one game that COULD deeply break those conventions may be Michel Ancel's WiLD, it they are bold enough to stick to what they said in 2015. From
what we know, WiLD is supposed to get rid of the world map and not have any marker either. "
Something I hate in games is when you have these mission things telling you exactly what you have to achieve in the game, showing you exactly what the goal is", said Ancel. On a more conventional design, there will still be shelters around the world acting as checkpoints and for fast travel purpose, but every player will starts out somewhere different in the world without specific objectives. "
After 1 hour of Wild, we want every player to tell a different story," said Ancel. I'm impatient to see WiLD again because I've been genuinely wondering for a very long time if an open world game without map and markers can really work, and also if this is something players really want (and I'm not so sure about that).