I can't help but want Aloy to have a pet dinobot as part of the story.
Ceramix
As Rage Against The 'Machine' sings "Killing in the name of!" in the background[emoji14]!She has a dinobot. The dinobot dies.
She has a dinobot. The dinobot dies.
Not necessarily, since you can't know, if there is a E3 demo however, that will likely run on PS4. (But even then they might get away with a PS4Neo, although I'd think it's unlikely.)
Aloy can even reprogram robots herself, although this is apparently a skill learnt a little way into the game, and we note that the demo characters are both already at level 14. As the would-be demon proves a little too much for her, Aloy is set off to find a wildebeest-like robot which she reprograms to become her mount – which she can ride around on and still fire her bow from. Soon enough the demon is brought down, in part also thanks to grapples that fix into the ground and prevent it from jumping\.
It’s all very impressive but we’re itching to get a go ourselves, and when we do we find the controls and combat to be extremely intuitive and fun. On the face of it there’s not much in common between Killzone and Horizon (Guerrilla wouldn’t be drawn on whether Aloy ever ends up wielding guns of any kind). But according to the developers they did learn a lot from their early games, about how to orchestrate combat, and this has helped to make Horizon a lot faster-paced than the average action role-player.
Aloy jumps and rolls around the landscape with an agility and fluidity that is significantly different from the clunky combat of something like The Witcher 3. There’s a minor stealth element too, where you can duck down and hide in long grass, or creep up on robots from behind for an instant kill. As such, the female lead and use of a bow also brings to mind the modern Tomb Raider games.
according to Brad shoemaker from Giantbmob, behind closed doors they showed
- Alloy walking around a village talking to npc's/quest givers/weapon's vendors
- rare weapons
- different costumes with attributes attached to them
and he was super positive above gameplay.
When it comes to this world, we've apparently not seen anything yet, either. Guerrilla has revealed that there will be ancient cities to explore and vast old remains of previous civilisations, complete with long dead human inhabitants. We've only encountered small settlements so far, but in her quest to find the answers of her heritage, Aloy will explore enormous areas that once belonged to her original non-robot hunting ancestors. The studio is remaining tight lipped on details but says some of these will be tied into the narrative, others will just be uncovered through exploration.
Adding further depth to its open world, Horizon doesn't just have a main narrative to explore. Side quests of all sorts fill that enormous map just screaming 'waste hours in me.' And Guerrilla knows it. “You might notice some of the blue diamonds [marking missions]. Each one of those is a side quest," explains the lead quest designer. "You can talk to people and figure out what their problem is, give them some help if they need it. We have a hierarchy of quests."
"We have the main story and then below that we have Tribe quests which are kind of national level. So think of each of these tribes having big picture problems that affect everyone. Then below that there are the more personal stories. Those are some of the things that we’ll see in a place like Mother’s Crown where someone has something that’s very important to them - it’s very urgent but it doesn’t affect the entire world.”
Speaking of affecting the world. There are dialogue options that function as an added narrative layer but won't change the broader narrative. They're merely a way of discovering different things about this unique environment. Engage villagers in conversation and you'll get more information about the tribes, adding ever more answers to your quest for truth.
And all of this layers on top of a crafting system that utilises the resources through the world perfectly. Collect bits from hunting and you'll be rewarded with components. Items like metal shards can be used for buying goods from shops in villages but also for building your own weaponry and we've already seen how exciting that gets with explosive arrows. Looks like there'll be some tough choices ahead. Mmm, bombs or new clothes which are more resistant to specific enemy attacks...?
Horizon will constantly keep you balancing crafting and resources in the hunt for an even more powerful arsenal. Each weapon even has modifiers that you can equip that come from hunting creatures in the world. More powerful enemies store more powerful goods so you'll always be risking life and limb for the next hit of cogs.
Aloy also has multiple melee abilities, including a power attack where she slams down a blade onto her enemy with extreme force. In addition to these, Aloy has throwable bombs, one of which is a fire bomb that spreads a blaze upon enemies and an ice bomb that slows down enemies for a period of time. She's also very nimble, able to dive, roll, and slide in some circumstances to avoid attack. The game also makes use of several audio cues, including intensifying music, to help let you know when trouble is nearby.
In the demo I saw, Aloy was already outfitted with some powerful abilities. As with other RPGs, you unlock these as you progress, and you can decide how to fill out your skill tree. This was only referenced, but not discussed at any length in the demo. However, a cool feature is that the skill tree menu will show you Aloy performing her abilities before you decide to assign one.
Outside of her weapon arsenal, Aloy has a scanning ability that lets her look over a scene and see where enemies are and what loot they will drop. This also provides information about what level the enemy is and what kind of attacks they are most susceptible to. This is pivotal information to have when determining which enemies to take on and which you might want to run away from. As for the loot, Machines drop Shards when you kill them, which can be spent when you return to town to buy weapons and clothing, among other things. Additionally, Zero Dawn has a crafting system, though Guerrilla is not yet sharing any specifics on the nature or extent of this.
During a hands-on session that followed the demo, I got to try out some of Aloy's ranged and melee abilities in a sequence where I was challenged to complete a number of objectives. These included things like taking down a set number of watchers and overriding bigger creatures and then riding them to attack a group of other Machines. It was intense and challenging, in part because the enemies are quite intelligent, never staying in one place for too long and attacking from all sides. It's thrilling to be in a battle with these unique-looking beasts. And the numerous ways in which you can defeat them brings about an element of strategy that I was not expect
Impressions from two guys that played the game at E3
More hands on impressions: http://metro.co.uk/2016/06/15/horizon-zero-dawn-hands-on-preview-robots-and-other-animals-5945371/
I'm glad they are all mentioning good controls and gameplay that was one area i was worried about with Guerrilla going from FPS to TPS.
it feels great and the beauty of the game is so great you don't want to leave it. It's hard to put the controller down
http://m.ign.com/articles/2016/06/15/e3-2016-horizon-zero-dawns-writer-answers-8-key-story-questions
Interview with the lead writer of Horizon Zero Dawn (he was lead writer on Fallout New Vegas)