Horizon Forbidden West [PS, PC]

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Well, there's no Kill X things quests (at least I can't remember any). Obviously, there's quests that require you to kill things in order to do the things the quest wants you to do. It's a subtle but important distinction. On the one hand you're sitting there counting how many more of X thing you need to kill, on the other hand you just kill whatever is there so you can do the thing you need to do.

Likewise, there's quests where you have to go somewhere and get something, but there aren't any quests that require you to gather X things or kill things in order to get X random drops, that I can remember.

Upgrading weapons and armor OTOH does have that random drop element, but it's not questing per-se. :p

Regards,
SB
Other than going to X location and dispatching the enemies/collecting some item to return, what else are you doing to finish the quest?
 
Other than going to X location and dispatching the enemies/collecting some item to return, what else are you doing to finish the quest?

So, for example, one mission is to rescue some miners in a mine. In order to do so you need to find a way to clear out the rubble from the collapsed mine shaft. In order to do that you have to drain the water in the mine shaft so that you can use a mine cart loaded with explosive to clear the collapsed mine shaft.

Regards,
SB
 
So, for example, one mission is to rescue some miners in a mine. In order to do so you need to find a way to clear out the rubble from the collapsed mine shaft. In order to do that you have to drain the water in the mine shaft so that you can use a mine cart loaded with explosive to clear the collapsed mine shaft.

Regards,
SB
Ok that’s a bit more involved. All the side quests have something that differentiates them? If you've played any of the recent Assassin’s Creed titles is this noticeably different?
 
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Ok that’s a bit more involved. All the side quests have something that differentiates them? If you've played any of the recent Assassin’s Creed titles is this noticeably different?

The last Assassin's Creed game I played was the 2nd one. :p So I can't offer any opinions there. Yeah, there's a lot of variety in the side quests in HFW, it's one reason I was so impressed with the story telling in the game.

Regards,
SB
 
Not even completely random though right? There is a whole strategy option while battling robot animals where depending where you shoot while they are still operational you can dislodge various loot. And as far as I can tell that isn’t random at all, you can see shooting what where gives you wat when scanning a bot type.

This is correct. If you are after specific parts from an enemy then you can scan and even target those specific parts, tear off the armour and shoot them off before killing the machine. There is still some randomness for some loot but for the important stuff, you can loot what you need.

Ok that’s a bit more involved. All the side quests have something that differentiates them? If you've played any of the recent Assassin’s Creed titles is this noticeably different?
Yes and no. Most quests come down to exploration, investigation and/or murder, but they are much more imaginative than the typical "oh kind adventurer, bears are besieging the brewery, please bring me 12 bears skins to save us" type nonsense. And almost none of the quests point you exactly where you need to go. You need to work that out.
 
This is correct. If you are after specific parts from an enemy then you can scan and even target those specific parts, tear off the armour and shoot them off before killing the machine. There is still some randomness for some loot but for the important stuff, you can loot what you need.

This is the same as the first game. Its one of the most satisfying elements of the gameplay imo.
 
This is the same as the first game. Its one of the most satisfying elements of the gameplay imo.
It certainly removes much of the frustration of random drops. E.g. if you need a stormbird heart, you know that the heart is in the chest which means removing the chest armour and targeting what's beneath. There are a few instances where there is some randomness but its not massive and certainly isn't like other games where you fund yourself on path to species genocide because you need to kill so many enemies to obtain the parts you need.

It's a little more random on animals for upgrading pouches, but it is way less frustrating than the first game. Generally I just shot animals as I explored and had very few instances where I had to go and hunt specific things.
 
This is correct. If you are after specific parts from an enemy then you can scan and even target those specific parts, tear off the armour and shoot them off before killing the machine. There is still some randomness for some loot but for the important stuff, you can loot what you need.


Yes and no. Most quests come down to exploration, investigation and/or murder, but they are much more imaginative than the typical "oh kind adventurer, bears are besieging the brewery, please bring me 12 bears skins to save us" type nonsense. And almost none of the quests point you exactly where you need to go. You need to work that out.
In AC Odyssey pretty much every quest, even the main storyline boils down to the following. Talk to an NPC, go to x enemy camp/castle/whatever that looks no different than the last 50 you've visited, dispatch enemies/pick up item, return to NPC. It honestly boggles my mind how these games are what so many developers have chosen to emulate.
 
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In AC Odyssey pretty much every quest, even the main storyline boils down to the following. Talk to an NPC, go to x enemy camp/castle/whatever that looks no different than the last 50 you've visited, dispatch enemies/pick up item, return to NPC. It honestly boggles my mind how these games are what so many developers have chosen to emulate.

I like Assassin's Creed but its side quests have been utterly formulaic since the first game. Forbidden West is very, very different. The camps and villages and cities are all very distinctive and different and the NPC quest givers are interesting and the voice work is unwaveringly superb. More than anything else that the game does well, the diversity and quality of the side quests really do stand out.

I really hope other developers are taking notes.
 
I like Assassin's Creed but its side quests have been utterly formulaic since the first game. Forbidden West is very, very different. The camps and villages and cities are all very distinctive and different and the NPC quest givers are interesting and the voice work is unwaveringly superb. More than anything else that the game does well, the diversity and quality of the side quests really do stand out.

I really hope other developers are taking notes.
to have enjoyment playing assasins creed all sidequest have to be ignored and problem with forcing to level grinding workaround with easy mode ;d valhalla playing this style was quite good ;d
 
Finally finished the main quest line last night. What a ride, the story was a masterful follow up to the original with some good twists. But the setup for the third entry makes me wonder how Guerilla are going to bring that together, with all the changes that will now happen to the world around Aloy.

I still haven't explored everywhere and there are absolute stacks of side quests, camps, and more to finish. This is the most fun I've had a with a game this generation and all so slickly presented. Not encountered any bugs either which is good :)
 
Finally finished the main quest line last night. What a ride, the story was a masterful follow up to the original with some good twists. But the setup for the third entry makes me wonder how Guerilla are going to bring that together, with all the changes that will now happen to the world around Aloy.

I still haven't explored everywhere and there are absolute stacks of side quests, camps, and more to finish. This is the most fun I've had a with a game this generation and all so slickly presented. Not encountered any bugs either which is good :)
Yeah, been rushing through to finish the story before GT7 hits. Really enjoying it and listening to all the characters and their quirks.

*edit*

I see v1.006.000 is out now on the PS5. 1Gig update!

https://updatecrazy.com/horizon-forbidden-west-patch-1-06-notes-1-006-details/

Horizon Forbidden West Update 1.06 Patch Notes (Updated) – March 2, 2022

FIXES AND IMPROVEMENTS

Main Quests
Fixed an issue in main quest ‘Reach for the Stars’ where Varl could become stuck swimming, which resulted in a missing prompt to [Examine the Machine Carcass] at the Glinthawk sighting site, thus blocking further progression.
Fixed an issue in main quest ‘Reach for the Stars’ where Varl would visibly teleport after the Focus scanning tutorial.
Fixed an issue in main quest ‘Reach for the Stars’ where Aloy could become stuck in a falling animation when she grabbed a collapsing climbing point and used the Pullcaster on a Grapple Point at the same time.
Fixed an issue in main quest ‘Reach for the Stars’ where there was a sudden change in sunlight when Aloy was traversing a certain spot inside the shuttle tower.
Fixed an issue in main quest ‘Death’s Door’ where reloading from a certain save would cause the Firegleam explosion to replay.
Fixed an issue in main quest ‘The Dying Lands’ where Aloy and her companions would get snowed on while inside the cauldron.
Fixed an issue in main quest ‘The Broken Sky’ where Kotallo could sometimes become distracted and stray from the task at hand, which could block further progression.
Fixed an issue in main quest ‘The Broken Sky’ where Aloy would be placed in an unintended pose when reloading a certain save.
Fixed an issue in main quest ‘The Kulrut’ where an objective marker was leading towards a blocked path.
Fixed an issue in main quest ‘Seeds of the Past’ where Alva could sometimes not reach the console, blocking progression.
Fixed an issue in main quest ‘Seeds of the Past’ where reloading the save after killing the machines outside of test station Elm would spawn Aloy stuck in the floor.
Fixed an issue in main quest ‘Singularity’ where reloading a certain save would cause a certain line of dialogue to play again incorrectly.

Side Quests
Fixed an issue in side quest ‘The Blood Choke’ where Atekka would not move into position when needed, thus blocking progression.
Fixed an issue in side quest ‘The Promontory’ where reloading from a save after the ‘Investigate the bridge’ objective would place the player in Plainsong.
Tempered the vigilance of machines in side quest “The Wound in the Sand”, so that they no longer enter a suspicious state immediately upon reloading from a certain save.
Fixed an issue in side quest “A Tribe Apart” where reloading a save created after opening the metal flower at Riverwatch would cause the vines to respawn.

World Activities
Fixed an infinite black screen that would occur after stashing the Champion’s Spear and then starting any Tutorial or Challenge in Chainscrape Melee Pit, or a fixed loadout challenge in the Arena.
Fixed an issue in Cauldron Mu where a platform at the end of the cauldron could stream in late, trapping the player underneath.
Fixed an issue in salvage contract The Stillsands: Pristine Bellowback where the incorrect machine corpse was spawned when reloading from save after defeating the machine.
Fixed an issue in Machine Strike where the player was no longer able to attack after selecting to repeat the instructions regarding unit combat power.
Fixed an issue in Machine Strike where the compass would appear on screen after the player retried a match they lost.
Fixed an issue where a wild loading screen could pop up while in the Arena menu, after returning from a challenge.
Fixed an issue where scavenger machines would not appear after killing other types of machines in certain habitats.
Fixed an issue with dome views where the icons would not display correctly after reloading a save.
Fixed an issue in Salvage Contract: The Lost Supplies where the quest could not be turned in under certain circumstances.
Fixed an issue with the track “The World on Her Shoulders” repeating if the player used fast-travel after climbing a Signal Tower. Please note that this is not fixed for players who already encountered this issue, we are investigating a separate fix for this.

UI/UX
Removed haptic feedback when standing next to a campfire and when fast-traveling if the Vibration Intensity sliders are set to 0.
Fixed an issue where a Vista image would appear in front of a Black Box collectible in the menu.

Graphics
Fixed multiple instances of objects in the world visibly popping between different levels of detail.
Fixed an issue in Photo Mode where parts of Aloy’s outfit and body would become blurry in certain poses.
Improved visual differentiation of the attack and move indicators in Machine Strike.
Fixed a cosmetic issue with underwater cubemap.
Fixed an issue where a blurry artefact was visible around the Heavy Crossbow when using it in combat.
Fixed several instances of the camera jittering and behaving in an unintentional way.
Several craftable quest items had the incorrect model in the workbench interface, those have now been replaced with the final assets.
Fixed an issue with Parallax Mapped Foam by removing variable height scale in favor of a constant value; when original dynamic input value got too high it started separating the parallax layers. To fix the nasty separation of the layers at glancing angles the height scale is set by a bit of fresnel based logic.
Fixed several instances of NPCs in settlements not displaying the correct level of detail when playing the PS4 version of the game.
Fixed an issue in the Chainscrape tavern where moving the camera in a certain spot would cause sudden changes in lighting.
Improved noise reduction on screen space ambient occlusion.
Reduced the intensity of the vignette screen effect when activating Valor Surges, and when Aloy was at low health.

Performance and Stability
Multiple crash fixes.
Fixed multiple assets that would pop in or stream in visibly during cinematics.
Fixed several unintentional loading screens/black screens that would trigger in specific points.

Other
Aloy will not mention her stash quite as often as before.
Multiple localization fixes and text alignment corrections.
Multiple visual and audio improvements to cinematics.
Fixed an issue where Aloy would freeze in a specific pose when switching weapons during a charged heavy melee attack.
Fixed an issue where remapping the controls for Primary Fire to R1 would prevent the player from throwing rocks.
The spear impact when using ‘Strike From Above’ was missing a sound effect that has now been added.
Fixed an issue where the player would lose control of Aloy if sprinting and sliding into the water at a specific spot in the ruins north of Landfall.
Fixed an issue with the camera during the end credits.
Fixed several instances of the mount behaving erratically in specific locations while riding on roads.
Addressed several graphical issues including shimmering, sharpening, and screen saturation when moving the camera.
Fixed a bug with infinite loading screens when attempting to load into Melee Pits.
Addressed an issue where Aloy’s outfit appears blurry in Photo Mode.
Fixed a bug in main quest ‘Reach for the Stars’ where Aloy can’t interact with a machine carcass, blocking progression.

Note: The full changelog will be available soon.
 
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Aloy has a stash? Why does she never mention this? :runaway:
You need to go into the options menu and click 'Male Aloy' option.

It's still entirely the same model, just with a mustache, and she constantly brags about it during the campaign like a hipster.
 
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