On the face, horizon zero: Dawn seems to open world action game, with a tone of
fundamental and Primitive shadow tones from afar.
And after spending four hours play next title guerrilla games, the game feels akin to that
idea, but also reflect the influence of more history as RPG Mass Effect and The Witcher 2.
The second influences infuse the horizon with the potential, especially in the areas of
flood in the same game. When the time horizon of the time feels like open world action game
heavy, such as dog shows 2, Assassin's Creed and distant, but mixing these ideas with a
strong role many tend to game than what we have seen in shows and progress to this point.
As it turns out, while the horizon often over war and assemble a robot dinosaur, also put
the emphasis in the main narrative. In a world that exists outside of a catastrophic end of
the world-post-post-Apocalipsis follows members of pre-industrial people trying to exist in
a world where there is no single dominant species. That honor went to some scary robots
that behave like animals. The player's character, a young woman named Alloys, operating in
this world, fighting robots and humans alike.
According to author John González lead, horizon begins with a concept with many major
ideas from the game. Robot dinosaurs, the world community and reset the tribe was part of
the original vision, created by art director Jan-Bart van Bleek. Come up with a story that
elements of taste is a work that came later, when Gonzalez joined the team that makes
approximately three and a half years.
"[The concept] is a big part of why I came on board", said Gonzalez digital trends in the
Act of listening to the horizon in Los Angeles. "That's what makes this mystery of how this
world would be that felt that he had to go down." I want to, like, come up with an answer
for me. "
Part of the play horizon tells the story. This indicates more than one open world RPG game
that could have been initially apparent — something that hew more toward the Fallout 4
Assassins Creed. It turns out that this opens up the mysteries of the past of the Alloys
and the world will draw a creature as large as robots that dot the landscape of the
horizon.
The history of the formation of Alloys
Players familiar with the open world RPG will recognize a lot of bells and whistles on the
horizon soon. After the game allowing you to loose in the desert area, there is a mission
to lower: main quests which advance the game and sidquests to be discovered along the way.
What is surprising is that it needs to let players skyline strap. On the other hand, the
principle of taking the time setting of the world of the living players. The game opens
with a long scene where Rost, exiles from the tribe of people called Nora, took the baby to
the ritual site of Alloys. The scene shifts, and we took control of Alloys, now nine years
old, when he found a key piece of ancient technology that relies on the player for the rest
of the game. This is the kind of viewer who created the layer augmented reality heads-up
display in the world, similar to the game "Arkham" batman "Detective mode".
During the first part of this, players will find some key moments that was founded as a
backdrop to tell his story. When the horizon is called the "Hot spots" where the player has
to make a decision how to react or respond to another character key. Players can choose if
Alloys respond with force, using budinya or decide to act with compassion. How the players
respond to the moment can shape the narrative, Gonzalez said.
"It really is to tell his story and then say how we could," he said. "Interactive dialogue,
the choices you make, sometimes have consequences of many years, even to the extent that
in some cases to determine whether the character would live or die. And there are also
making decisions. For example, a flash point that has been from the beginning when it is
determining what to do when you hit in the head with a stone. It is something that will
resonate at a point later in the game. Callbacks will have for moments like that. We want
that kind of wave, so they can have the kind of dialogue which reagents will record what
you did before. "But having said that, I think the main ambition of interactive dialogue
intensify or deepen the experience."
Horizon contains 10 hour interactive dialogue style of mass effect, too, says Gonzalez, and
appear in conversations all the time. Players can choose responses from Alloys in
conversation, often to learn more about the world, character and context, and if so
desired.
There is only the end of the horizon, said Gonzalez, but the players can give shape to many
on the road. That is not said to branch the story in one way or another as many times as
you can in the Fallout, potentially cutting off content. But that means characters will
react to options more down the line.
Knowing Revelation
While the players may be encouraged to solve the mystery at the heart of the tradition of
the horizon-the disaster that sank the world in the current circumstances, the personal
history of Alloys is the heart of the story: he does not know their parents or their
origins and desperate to find any way.
"We wanted to give our hero a personal reason to go on your adventure," said Gonzalez. "So
it's like we end up, you know, deciding that he is someone who does not know what the
origin of their own. She has skin in the game, so to speak. He has a reason to go back into
the world, he attempted to solve the puzzle of where he came from, who their parents are.
"And that puts in this collision course with these mysteries in ways that I think it ends
up being something unexpected and surprising, which is great."
The biggest mystery starts with figuring out what logically lead the world as far as we
know that the original concept of horizon, said Gonzalez. I had to find a way to make the
concept makes sense for the players, while also giving them something to uncover
throughout the game.
"I think to start with the world we have now, imagine it forward some kind of extraordinary
natural disasters-obviously something big happened in the past and continue to dream," he
said. "And you must apply a strict Logical a. look and see, really add. It actually ended
up with a credible explanation for the world that you are experiencing right now. And then
what we want to do is design a story that the player at the heart of these mysteries. "
Gonzalez said that the balance, along with action games focus on the offer, hopefully to
the horizon stands out in the market with open world games.
"It is something that we kinda feel like nobody has done exactly the right balance", said.
"And we don't know for sure it will work, but it seems really interesting and has much
promise, then we will swing for the fences. So that's how we ended up with a game that has
a lot of cinematic storytelling, but you know, as I have mentioned, it also has a 10-hour
interactive dialogue. What are we going to see it was a very profound experience of the
world, characters, and especially the protagonist. Try to have moments throughout the
game that will intensify the sense of connection to it, and for what your life because this
is a journey. "
Even after four hours, it's hard to have an idea of whether or not the horizon would be
able to achieve the purpose of guerrilla games has been established for it. But the demo is
amazing in this way is dedicated to bringing players in the history of Alloys, the
community and their world. What is clear is that the horizon has a lot to find, perhaps
more immediately obvious awkward concepts and apocalyptic robot animals that catch the
attention of the players.