Might as well go straight: Horizon Zero Dawn does not reinvent the genre in any way. We even suspect Hermen Hulst and his teams of having sanded Red Dead Redemption, Assassin's Creed, Far Cry or The Witcher to bring to life the adventures of Aloy, the heroine of the game. When you are a novice, it is natural to ogle next door to not miss the mark, which explains why Horizon's basics are so solid despite Guerrilla Games' inexperience. This lack of insurance, we feel it in the story which is struggling to take off. We let ourselves be caught up in the plot over the missions, let's not say the opposite, but the script would have gained in clarity if it chattered much less and the multiple-choice dialogues had a real impact on the sequence of events. There, we find ourselves drowned in a lot of information – not all essential – as if the writers had something to prove. As a result, we do not necessarily understand all the issues, except the main one: discovering the true origins of Aloy and understanding why the machines have taken possession of the Earth. No spoil of course, but know that the developers have enough material to consider a sequel. If in the mechanics of gameplay - which we will discuss a little later - Horizon: Zero Dawn does not do in innovation therefore, it offers on the other hand a "post-post-apocalyptic" atmosphere like no other; and this is also what allows it to differentiate itself from other productions of the same type. Mechanical creatures and a devastated civilization that rub shoulders through breathtaking environments, that's how we could sum up in one sentence the cocktail imagined by Guerrilla Games. Not really known for having a green thumb, the studio has made vegetation a full-fledged character in Horizon: Zero Dawn. They are everywhere, even in the most remote places of the map.
GOOD ALOY!
On the other side, we are entitled to areas with colder colors, vestiges of an advanced technology which escapes Aloy. The marriage is perfect, and Horizon: Zero Dawn brilliantly spreads all the nuances existing between these two ends. Of course, no transition when moving from one sector of the map to another, comfort enhanced by the presence of a day-night cycle and climatic variations. We did not take out a calculator to measure the exact area of the map, but the game does not have to be ashamed of the sure values of the open world. In fact, it is above all the generosity of the universe more than its size that impresses. There is always something to do, and it often happens that we deviate from the main quest to complete a few side missions. Everything is done in a fluid way and without the slightest menu, these secondary objectives being triggered according to the NPCs crossed by Aloy. What is particularly interesting with Horizon: Zero Dawn is that a certain number of side effects serve the scenario and are not only there to inflate the life of the game in an artificial way. Those who do not want to know the ins and outs at all costs can always have fun with bandit camps, hunting areas, corrupted areas, and crucibles. Ah yes, there are also Tallnecks which are the equivalent of Assassin's Creed synchronization points. By hacking their system, it is possible to gradually clear the different regions of the map and their points of interest, knowing that the entire map is accessible from the start; it's all about level. Logically, we will not venture into a level 32 sector when our character's level only reaches 12. Nothing prevents us from doing so, but it is sure to fail. It will therefore be necessary to go hunting to recover all kinds of spare parts.
We did not take out a calculator to measure the exact area of the map, but the game does not have to be ashamed of the sure values of the open world. In fact, it is above all the generosity of the universe more than its size that impresses.
Thanks to her Focus, the heroine is able to access an augmented reality interface that highlights the weak points of her robotic enemies. In the manner of an RPG, it will also be necessary to take care to select the right elementary attacks (Fire, Electricity among others) to which they are vulnerable in order to inflict the maximum damage. On the same creature, it is not impossible that it is necessary to use two or even three different elements to put it on the ground, which reinforces the strategic dimension of the fights. Moreover, since we talk about it, we realize quite quickly that we can approach the machines in different ways. You can go like a brute with the consequences that entails, or play the card of finesse by first scanning the surroundings. Most of the time, the Watchers crisscross the area and give the alert as soon as they spot an intruder. The goal is therefore to deactivate them first, before taking care of the other “animals” that are more profitable in terms of electronic components. To tell the truth, the infiltration aspect of Horizon: Zero Dawn is not the craziest, and it is clearly an area in which Guerrilla Games must gain control and consistency. The basic principles are there (the bushes in which we can hide to better surprise the enemies, the indicator linked to the level of visibility of our character, the adversaries who pass a sector with a fine-tooth comb in case of doubt, the sound level ), but some clumsiness brings smiles in 2017. For example, how is it possible that only one guard hears Aloy's deceptive whistle when her partner is inches away from him?
IN THE DISTANCE, IT WAS THE HORIZON
Same: when a corpse left behind is spotted, only the enemy who finds it begins to scan the surroundings. In short, we are far from a Metal Gear question of infiltration, and once we have identified the two or three unstoppable flaws, it's child's play to walk around without getting caught, especially since the Focus allows you to visualize the positioning of enemies through walls. It's a shame, because some ideas – like hacking – are clever. More concretely, we can modify the system of robotic creatures to use it to our advantage – ride a mount, turn a Watcher against his fellow creatures, etc. But hey, Aloy is above all a hunter at heart, and she therefore has an arsenal likely to scare away those who swear by shotguns and the AK-47. Indeed, Horizon: Zero Dawn gives pride of place to bows, rope launchers, rattlesnakes, and other cable launchers which represent as many means of neutralizing one of the 25 species contained in the game; all this without counting the traps that can be set here or there. Naturally, each weapon is able to accommodate modules that improve its efficiency, and a simple press on L1 allows you to switch from one to the other while choosing the type of ammunition you want to use, without that the action is interrupted. An effective way to maintain a form of pressure on the shoulders of the player, although you get used to it quite quickly in the end. Although the developers have integrated an economic system that allows you to buy and sell items from merchants scattered all over the map, crafting is one of the pillars of Horizon: Zero Dawn. Aloy can make her own arrows, traps, potions, antidotes, as well as travel bags with which you can travel to a distant point on the map via R2, provided you have lit the campfire first corresponding.
As you will have understood, the loot represents an important aspect of the game and Guerrilla Games has made sure to integrate it in a skilful way.
As you will have understood, the loot represents an important aspect of the game and Guerrilla Games has made sure to integrate it in a skilful way. Clearly, the items that we need most often (for arrows, for example) abound, which avoids embarking on long research sessions. On the other hand, to get your hands on specific weapons or outfits, you will have to hunt such and such machines. In this case, the Focus is an invaluable help since it allows you to know which parts you can recover once the robotic beast is on the ground. At the same time, the room for maneuver left by the developers makes it possible to get by even if you don't have the latest equipment. A choice which is probably explained by a desire not to discourage the general public, the latter not necessarily being accustomed to leveling and constraints of the same type specific to RPGs. Purists will always be able to complain, but it must be admitted that not having to change outfits every two minutes promotes the fluidity of progression. That said, we do not spit on the XP points with which Aloy can unlock new skills through a tree divided into three categories: Ranger, Brave, Survivor. Depending on our style of play, we will favor certain skills at the expense of others, knowing that the most expensive skills can cost up to 3 points. At first, we don't really pay much attention to them, but as we progress through the game, we realize that some of them are really practical. We are thinking in particular of "Defusing" to reuse traps, "Leader's Attack" which allows elite units to be silently eliminated, "Herbalist" to double the capacity of the medicinal bag, or even "Concentration" which allows to extend the maximum duration of Concentration. With 36 accessible skills, there is enough to make Aloy the ultimate hunter.
Graphically, Horizon: Zero Dawn is undeniably one of the finest productions available to date on PS4.
Graphically, Horizon: Zero Dawn is undeniably one of the finest productions available to date on PS4. The Guerrilla Games title may not be as successful as Uncharted 4, but that does not prevent you from being in awe of this lush nature. With such an expanded color palette, it feels like the game is cycling through the seasons, giving each area explored a visual identity of its own. It's full of details everywhere, the textures are incredibly rich, and some nighttime passages are really good. But where the Decima Engine is strong is in the modeling of Aloy and robotic creatures. It beats hard and the "Photo" mode allows you to highlight all the artistic finesse that goes unnoticed in the heat of the moment. We are therefore not surprised that Hideo Kojima chose the Guerrilla Games engine for Death Stranding, even if we observe clipping and some slowdowns on classic PS4. On PS4 Pro, in addition to displaying a finer realization, the game is compatible with 4K screens and benefits from a more stable framerate. Whether on one model or the other, the facial expressions left us unsatisfied, as did certain plan values during the dialogues. Nothing too bad, but it should be underlined all the same. Finally, a word on the French dubbing which did not make us dream at all, unlike the sound design which is top notch. The main theme of Horizon: Zero Dawn is just killer folks.