OK, I'm going to dump my Horizon: Forbidden West review here after about 35 hours of gameplay and a significant part of the map uncovered.
I played through Zero Dawn and Frozen Wilds earlier this year to reacquaint myself with the gameplay. I found it to be a superlative experience, both in gameplay and in characterization and story. The places that I hoped for the game to improve in the sequel were in these areas:
- Quest design: There was too much "go to area, scan for tracks, follow tracks, combat" in the quests.
- Improved melee: I think the melee being a bit awkward actually made sense in the context of the gameplay; against lower-level enemies, it was an insta-killer. Heavy attacks knock over enemies and dizzy them that you could critical strike for the rest of the damage; against larger enemies, it was an option when the larger enemy closed on you quickly. Still, there was room for combos to be added.
- Make climbing easier in some way: I preferred for them to just steal BotW's "climb whatever hill or mountain that you want" approach, but any improvement would be good
They did two of those things, but then they added a bunch of other stuff that isn't any good. In fact, I'd say, a lot of the stuff that Guerrilla added actively bogs the game down.
- Puzzle-solving: How many crate-and-beam platforming puzzles can one solve? These are dull as dirt, and they're everywhere: Finding relics, within quests, etc.
- Gating puzzles and areas behind progression: I don't know which idiot or group of idiots on the dev team thought, "hey, let's gate a bunch of stuff in the open world behind tools that the player won't pick up until they hit a certain point in the main quest," but I hate their idea deeply. I enjoy exploring the world and competing the main quest at my own pace, but there is so much in the main game that is inaccessible either because you don't have a tool that you need to get via the main quest OR just because the area doesn't become "active" until you get to that point in the main quest.
- Lots of side quests...: ...that are mostly "go to area, scan for tracks, follow tracks, combat" in structure.
- Too many trappings of other games that I don't like, such as so many weapons and not enough resources to upgrade them without feeling like you have to pick something and stick with it: It's also pretty awful that you have to do even more hunting for even more animals' or robots' resources to hit your upgrades. Killing turkeys until you randomly got the two turkey bones you needed wasn't fun in the first game. Now, there are way more birds than just turkeys and geese. Only a vulture skin will help you upgrade the weapon that you need the second coil slot for! Not a turkey! Not a goose! Not a pigeon! Not a cormorant! (OK, that last one might not even be in the game, but you get the point.)
Not even being able to acquire rare robot parts through other means really helps with that last part. You will always be short on parts and it will always be a pain in the ass to get said parts. Even being able to target specific parts via your focus isn't enough; you still have to track down the parts. The combat works, but the new weapons that have been added have actually hurt the gameplay in some ways, IMO. In the first game, it was worth setting lots of traps and wires and figuring out how to funnel higher-level or corrupted enemies into your traps. In this game, there are enough weapons that basically make all the trap-setting and planning somewhat pointless. The boltblaster is one example; elemental boltblasters are so powerful, even before they are fully-upgraded, that placing elemental traps and wires is a waste of time. Just walk in with your boltblaster instead and fire away!
But honestly, the worst part is the gating. Here's an example: I got a quest in which I need to reach a mountaintop by "flying" there. So I do: I go to a nearby peak and use the BotW parachute to glide on in. When I get there, I'm told to look for four items that are supposed to be on the mountaintop. Fifteen minutes later, no items. Is the quest bugged? I go online and look it up to see what's what, and I find that I was supposed to fly there in a totally different way that doesn't become available until later in the game. That is AWFUL quest design. On most quests that you can't progress through gating, at the very least, you get an ON HOLD notification. That isn't great - some of these quests are gated for reasons of story, but some really don't need to be to function properly - but it's better than getting the run-around for part of your playtime.
I'm going to finish this game. I like Aloy, the story is pulpy sci-fi fun, and it still does some things well because the first game was exceptional, so those things that have come over in the core gameplay are still great. For example, this game still does towers way better than any other game that has ever used towers. They are actually quite varied in how you approach them. Some require platforming, some require platformer puzzling, some require combat, and they mix and match them enough that they work. One Tallneck is completed in a way that I didn't expect at all. When I did complete it, I was like, "yo, that's cool." I just wish that this game had as many moments like that as the first game did, and considering how much bigger this game is, it's unbelievable that it doesn't.
HOWEVER, if I see one more Guerrilla dev whine about how their game doesn't get enough credit, I'm going to metaphorically puke. This game is a significant step down from Zero Dawn. Lots and lots of open world, but what you do in it is janky or shitty or presented in a bewildering way. The design strategy for this game was "throw a bunch of shit in! More! More! More!" and no one stopped to ask if all this bloat was actually improving the quality of the game in any significant way.
7.5/10, do better Guerrilla. I know that you can.