Pros
  • Beautiful scenery
  • Cool backstory
Score
7.6/10
Cons
  • Frustrating difficulty spikes
  • Annoying camera
  • Boring exploration
  • Flat characters
Horizon: Zero Dawn is full of strong ideas. When everything comes together, it can feel genuinely exhilarating— but the unfortunate truth is that these moments are few and far between.

Exploration is plagued by long stretches of noninteractivity and frustrating enemy placement, as your journey is constantly obstructed by machines you can’t hope to face yet.

The game is an inconsistent beauty. Landscapes are marvelous, machines look mean and sharp, and the world is gorgeously animated, but the people are a bit of a visual mess.

Most characters look completely fine and sometimes great, but the motion capture and lip-syncing often make them look strange and rigid, almost toy-like. The facial capture is so close to amazing that it’s constantly dipping into the uncanny valley. Aloy, who you’ll be looking at for 90% of the game, is an absolute abomination as a child and otherwise stiff as a board the rest of the game.

Horizon’s world is bursting with life and detail with deep colors and tons of movement to the point that it can sometimes look a bit busy with how much is going on, though this is aided by a number of artistic considerations that add some clarity. One that comes to mind is how Machines’ eyes glow a bright blue, making them especially visible in fog and at night, and also just looks super cool!

One of the most impressive graphical achievements here is an extremely sophisticated animation network. Aloy’s animations dynamically adjust to her surroundings, so if a machine’s corpse is at chest height, she won’t kneel down to loot it the way she normally would if the machine was at her feet.

Capturing the game's amazing landscape is a delightful breeze with a fantastic photo mode!

It provides a ton of options and customizations to get that perfect shot: adjusting the position of the sun and moon, lots of camera filters, and the ability to pose Aloy.

Movement and locomotion feel great and look fantastic. There's a lot of control and a surprising level of intricacy, with the sole exception of climbing.

This game’s climbing system aggravated me from beginning to end with its vast restrictions and poor environmental telegraphing. I would often attempt to jump onto surfaces or grab onto ledges that seemed perfectly within reach, only for Aloy to miss and fall back to the ground. You do learn that the actual climbing system is only possible on terrain and objects marked yellow, but there aren’t enough of these predetermined affordances to feel useful or reliable, and one would reasonably expect your acrobatic character to be able to jump over something that’s merely at knee height. For such an advanced movement system, this restriction feels contradictory to the entire exploration experience. If the developers needed to keep such a tight grip on climbables, then the visual design language of the environment should have been tweaked so the player knows immediately what can and cannot be climbed, reached, or jumped on to before they attempt.

One of the most captivating elements is the game's super interesting world. It's a post-post-apocalypse, where its people don't live off the remains and scraps of fallen civilizations and have instead developed their own, merely guided and influenced by those that came before.

Factions assert dominance across the playable setting, each with their own governing body and set of religious beliefs. Aloy belongs to a tribe very similar to Native Americans, who worship the living Earth, respect its creatures, and are incredibly proud. In this world, though, humanity is kept at least one peg lower on the food chain by the animal-like machines.

Aloy dons a device on her head that gives her insight into her enemies and surroundings, and I really like the way the game plays with this idea. My favorite detail is that the device, called a Focus, actively translates foreign languages for Aloy and thus the player, which can be seen in effect on every road sign. It treads a unique line between believability and player convenience, and means some of the game’s HUD is diegetic which I’m a sucker for.

I may be giving Horizon a bit too much credit, but it seems to have developed a new aesthetic in the same vein as steampunk and cyberpunk. For lack of a better or official term, this primalpunk aesthetic is pretty cool and very unique, opening up a world of possibilities for not only this game’s future, but other works as well.

Among all of the game’s content, I found the Cauldrons to be major highlights. These brief, optional dungeons reminded me of exploring Isu ruins from Assassin’s Creed, but with a more Matrix atmosphere and vibe. They’re oppressive, tightly-designed, and brief enough to remain interesting and not outstay their welcome.

From a gameplay perspective, though, Horizon's world falls into the same trap as most open-world games. It opens up too much too fast, making so much available at once and leaving the player unsure of what to tackle and when.

Personally, I found the open world to be overwhelming. I was too intimated to do anything but the main story, but the difficulty was always outpacing me, forcing me to slow down and look for side activities that I simply did not want to do because the game failed to earn my interest.

I’m usually pretty opposed to using fast travel in games when I have the choice, but because exploring this world was so tedious, I found myself clinging to the mechanic only to be smitten by its own restrictions. Fast travel is only possible through the use of a consumable item, which on one hand I think is a neat idea because it deters overuse and therefore encourages natural exploration. On the other hand, though, traversal is a chore that I had hoped to avoid, so being forced to trudge through the world on foot was disheartening.

Tackling quests is at least made as simple as possible through a fantastic waypoint pathfinding system. It's minimal enough so as to not distract from the world but useful enough to keep the player moving in the right direction, no matter where they are in relation to their destination.

When the objective isn’t in direct sight, its waypoints are placed on the screen in the direction of the objective rather than on the objective itself while also displaying how many steps away you are from it so you aren’t being tricked. I like this a lot, and it always worked really well regardless of how complex the environment or where I happened to be in relation to it.

Less successful, I think, is the camera. It's smooth and easy to control, but has this strange behavior that causes it to switch which side of Aloy it's on seemingly based on how much you look to one side of her.

I can see what the developers were shooting for with this idea, but I found it more annoying than useful especially in the heat of battle.

The camera distance is also a bit too close to Aloy, making it difficult to take in the surroundings. I can appreciate that it closes in while in towns since there’s a lot of architecture and characters, but in the wild it can be a bit of a hindrance.

Combat is pretty hit or miss, but I overall just did not have fun with it. It's too frantic to be tactical, attacks lack satisfying impact, and most fights feel like you're just going through the motions.

Exploiting weaknesses and vulnerabilities can be exhilarating, but fights often devolve into rolling out of the way of the machine then frantically trying to shoot one of its weak points until it eventually collapses.

I will give the artificial intelligence some praise: human enemies appropriately call out tactics based on what the player is doing, and machines behave believably animalistic.

My interest in the game’s combat was kept somewhat alive through the skill tree, which is actually pretty solid. You’ll learn tons of actually useful skills and passives that can completely turn the tide of battle.

The major point of interest is the game's primary enemy: the Machines. Overall, I think they're handled very well. It's cool to see them form a sort of ecosystem around the player— some roaming around in herds, others stalking alone on the hunt. Interacting with this ecosystem is a real treat, and probably the highlight of Horizon's gameplay.
<p>One especially memorable interaction most players will encounter is slinging a bomb in an area close to a group of timid machines, scaring them in the opposite direction, perhaps toward a tripwire you’ve laid. Laying traps like this is probably the most fun I had with the game’s combat.</p> <p>Some machines even react between each other, such as a vulture-type machine swooping down to try and claim a bull machine I had just hunted. It didn’t lead to anything remarkable, but added life to the world in an unexpected way.</p>
With the gameplay being an overall dud, Horizon needed a strong story to make up for it and the title mostly delivers. It can sometimes get a little lost in its own politics, but is undoubtedly intriguing when focused on Aloy and the machines.
<p>The Proving Ceremony in the opening hours of the game is a fantastic hook into the narrative that really surprised me to the point that I almost didn’t believe the game was being genuine with me— that it was perhaps a dream sequence. I have to give the game kudos for having the guts to do what it did here.</p> <p>Stringing the player along with project Zero Dawn is effective. Learning about what it is, how it works, and how it impacts the story at large is very engaging. In fact, I’d say it’s the game’s strongest aspect!</p>

Sylens was a fun character and I’m excited to see him as the likely villain in future titles.

In the end, Horizon: Zero Dawn never quite clicked with me. Every time that I began to enjoy my time with it, the game would fumble like a gear missing a few teeth.

This leaves me infinitely frustrated because I wanted so badly to like this game. On the surface there isn’t any real reason I shouldn’t— but I just don’t. It’s a perfectly okay game with stunning visuals and a cool story that is weighed down by superficial combat, flat characters, and boring-at-best, tedious-at-worst exploration.

Horizon: Zero Dawn is overhyped, and nowhere near as good as you would expect it to be when considering all of its promotional material and fanbase. I cannot recommend this game, and we can only hope that Horizon: Forbidden West fares better.