The focus can be activated by a quick click of R3 to do a pulse scan around Aloy, revealing resources to pick up, as well as highlighting climbable parts of the world with yellow lines and markings. It’s made better by an improved Focus, the detective mode of the Horizon world. It makes exploration, whether to get to a destination or just to check out an area of intrigue, such a more natural, fulfilling experience. Not every single inch of every bit of terrain is meant to be climbed, but there's certainly a lot more at your disposal, and that is a HUGE relief. Rather than just brief, sporadic sections with convenient handholds placed by the tribes, so much more of the rocky terrain is built to be climbed and explored in a volume much more akin to nsomething like the Assassin's Creed series. In playing Forbidden West, it was immediately apparent (and appreciable) just how much more of the world is scalable. Zero Dawn did many things right, but its climbing navigation was one of its most frustrating limitations, and I’m sure I’m not the only player who spent time jumping haphazardly over geometry to try to get Aloy to climb up a rockface she wasn’t necessarily supposed to. (And new players shouldn’t have too much trouble catching up - Horizon’s mechanic ideas are revealed over time, but with enough new twists to not play out as rote, elongated tutorials.) The first big question I had when jumping in, after having seen past gameplay showcases for Forbidden West, was how much freer exploration actually would be. “Where the game starts, there's a few things that we haven't talked about or shown you before that point.”įorbidden West’s gameplay will feel immediately recognizable to players of Zero Dawn, but refined in nearly every way. And this is a world-ending threat, and she has to find a way to stop it,” narrative director Ben McCaw said. “It's been six months since the events of Horizon Zero Dawn, and Aloy has noticed throughout the world that this Red Blight is encroaching everywhere.
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