Video Game Reviews

Horizon: Forbidden West Review – Staying the Path

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Horizon: Forbidden West is an action RPG developed by Guerrilla Games and published by Sony Interactive Entertainment. It is a direct sequel to the 2017 game Horizon: Zero Dawn.

If you haven’t played the first game, I suggest you do so before reading this review because it’s an amazing game, but also…

Just a little one

Forbidden West takes place six months after the end of the previous game. It begins with Aloy searching for a way to reverse the degradation of the Earth’s ecosystems in the wake of Gaia’s demise. Her best bet is to find a working copy of Gaia and hope that she is enough to get the subordinate functions of Zero Dawn back to work.

Unfortunately, Aloy has exhausted all of her options within the lands to the east. But, when she receives a message from the infuriatingly pragmatic Sylens, it indicates that a copy of Gaia may yet exist in the Forbidden West. So, Aloy drops everything and sets out on a journey involving rival clans, giant robot dinosaurs, rampant AI’s, and more map icons than you can shake a stick at.

Now, I love Zero Dawn. It’s one of my favorite games. So, I was pretty psyched for Forbidden West. Fortunately — or unfortunately, depending on where you stand — this sequel does not stray too far from the path that Zero Dawn blazed five years ago. 

While that’s not necessarily a bad thing, it did keep this sequel from surpassing its predecessor. There were, however, some new mechanics and gameplay elements that shook things up. 

The Better Part of Valor

One of the better additions to Forbidden West was the introduction of Valor Surges. These are abilities that charge as you fight enemies and convey serious benefits to help you through more challenging segments of the game.

They’re also really cinematic

For example, the Valor Surge I used most was Toughened. When activated, Aloy regenerates health every two seconds and takes less damage.  If you upgrade “Toughened” it increases the amount of health regenerated, increases the amount of damage negated, and also adds other types of damage and status effects to the list of things that it protects against. 

What’s great about Valor Surges is that there is at least one for every play style. One makes you practically invisible, one increases your damage with bows (while healing you for a portion of the damage you deal), and one creates an electrical nova, dealing damage to every nearby enemy.

The only real issue I had with the Valor Surges was that the controls to activate them were a little finicky, and about half the time I ended up swinging my spear wildly instead of activating the ability… which sometimes resulted in death.

Traversal Tools

Traversal in Zero Dawn was pretty straightforward. You could run, jump, climb, use ziplines, and override specific machines (mostly Chargers)  to ride around on. Pretty standard, all things considered. 

Forbidden West ups the ante by giving you some new ways to get around, such as:. 

  • The Pullcaster: A mechanized grappling hook that you can use to pull yourself to certain handholds. It can also be used to pull crates and other environmental objects toward you. 
  • The Sheildwing: A mostly-broken hard-light shield that Aloy uses as a makeshift glider. 
  • The Diving Mask: A rebreather, of sorts, that allows Aloy to swim underwater without having to worry about pesky things like oxygen.

What’s nice about these new tools is that they are incorporated into the design of the game’s puzzles, adding some much-needed variety. You can even use the Pullcaster to grapple into or out of fights quickly, and the Shieldwing can be used to literally get the drop on enemies.

Death from above

Along with these new traversal tools are a small assortment of new machines that you can ride. While only one of these machines changes things up in a meaningful way, the fact that you can ride on a robotic velociraptor is still pretty sweet.

A Glut of Content

One of the worst parts of Forbidden West is the sheer amount of crap that this game is filled with. Apparently, Guerrilla Games thought that the hundred junk items in the first game might be too few, so they decided to add about a thousand more.

There is so much junk in this game that it staggers the mind. Every box you open is half-filled with junk, and half-filled with upgrade materials that you will probably never use, but you keep anyway…

They could be useful at some point… probably… maybe…I don’t have a problem, YOU DO!!!

Even the NPC’s hand out junk as quest rewards.

The whole game is just a never-ending tide of garbage items that you get tired of sorting through about two hours into this 80-hour game.

Then there’s the weapons. 

I know that Zero Dawn had its fair share of weapons, but Forbidden West decided that if more is better, then even more must be the best. There are so many different weapon types that it’ll make your head spin. Then, you realize that each weapon type has at least seven different variants, and each shoots different types of ammo. Which means that you’ll have to carry around eight different versions of the same weapon if you want to be able to use all the ammo types.

I will say that some of the new weapons are pretty cool, but at the end of the day I ended up killing 99% of all enemies with the hunter’s bow.

The Power of Friendship

One of the better decisions in this game was to focus more on the secondary characters. 

In Zero Dawn, Aloy tries to keep most of her companions at arm’s length.

Well… she tries to do that in Forbidden West as well, but a little way into the game she comes to the realization that, sometimes, things are easier when you work together. 

So, she sets up a base of operations and tries to get all of “Team Aloy” up to speed on the whole “The world’s ending” situation and have them help in any way they can. This was nice on a character-building level, and on a “not having to travel across the entire map several times just to talk to everyone” level.

Unfortunately, it never felt as cool as I would have liked. It basically boiled down to going back to the base and making sure that you’d gone through every dialog option with every character. 

While these conversations were interesting and helped build attachments with the various people in Aloy’s life, the whole system felt like an underdeveloped version of the Normandy from the Mass Effect series.

And without a Garrus constantly doing calibrations… What’s the point?

If they decide to have something like this in the third game, I hope that it feels more impactful. I’d really like your actions as a player to have more of an effect on the group dynamics or the construction of your base.

Feel the Target

One of the best improvements that this sequel has to offer is tiny in the grand scheme of things, but improves the combat by an entire order of magnitude: The addition of key upgrade resources.

These items are mandatory for upgrading your equipment, and can only be found on specific enemy types.

I know that doesn’t sound that interesting on its face, but hear me out. 

These key upgrade resources add a level of challenge and purpose to each fight. You see, some key items can only be gotten if you break them off of an enemy before you kill it. So, if you screw up and kill the machine before you can remove the part, it’s gone forever.

Other items can only be collected if you manage to kill the machine without breaking the item off, which can be rough if the part you need is also allowing the robot dinosaur to shoot lasers at your face. 

This added layer of complexity, while seemingly small, makes each fight unique, and can completely change your approach to combat… if you need parts for your weapons and armor… which you will.

Over the Horizon

Overall, Horizon: Forbidden West was a pretty great game. The combat is every bit as good as the first game — and better in some respects. The characters are more fleshed out, and the world is even more beautiful than it was before.

While Guerrilla Games played it safe in almost every respect, the game is not diminished in any meaningful way, and Aloy, despite her overly-developed hero complex, is still one of my favorite video game protagonists.

The gripes that I have with this game are small, but multitudinous. They include:

  • Boring bandit camps
  • Too many map icons,
  • Aloy’s inability to stop talking to herself
  • A host of bugs and technical issues

However, none of that could really detract from the enjoyment I received when fighting a giant robot dinosaur with a bow and arrow, and at the end of the day, I think that’s what we’re all looking for from this game…

No? Just me? 

…Anyway, I’m giving Horizon: Forbidden West a robo-tastic 8/10. It wasn’t different enough to set itself apart from the original in any meaningful way, but was still a blast to play, and had some genuinely funny, interesting, and heartfelt moments. 

The only real mistake that was made with this game was releasing it so close to Elden Ring. Seriously, I think Forbidden West would have received a higher score, if I didn’t stop halfway through to play through Elden Ring… twice.

Boomer's Take, Video Game Reviews

Dark Souls III, a Boomer’s Take — the Light and Dark of the Soulsborne Genre

Dark Souls III is a third-person action RPG developed by From Software and published by Bandai Namco Entertainment. The Soulsborne genre gleaned its name, in part, from the Dark Souls games, and like others in the genre, Dark Souls III was built to be gruelingly difficult. 

The game takes place in the Kingdom of Lothric, which has been led, up until now, by Prince Lothric…

Clearly, South Park rules apply.

The Age of Fire is coming to an end and the Age of Dark is taking over, bringing with it a horde of undead. Prince Lothric and the other Great Lords are supposed to prolong the Age of Fire by sacrificing themselves, but they have abandoned their duty. 

Your job as the main character is to bring the Lords together. At that point, you can choose whether you want to prolong the Age of Fire or welcome the Age of Dark, and your actions throughout the game determine which one of four potential endings you’ll see. 

Dipping a Toe in the Soulsborne Genre

I’m relatively new to soulsborne games, and it’s been an interesting adjustment. It’s been a while since I’ve screamed at my TV in frustration over a game.  

If you’re also new to the Soulsborne genre, or thinking about trying one, please don’t get caught up in the hype of how difficult the games are.  The thing is, at least with the few I’ve played, the games are very playable. They’re just set up differently and have an acute sense of rewards and consequences.  And, there’s not much in the way of hand holding…

So, a couple more general comments on the genre.  They don’t have maps, at all!  I used to bitch when a game had a poor map system, but after a few souls games, I’d pay extra for them to include a basic map that would give me some idea of how the areas tie together. 

Me, every time I boot up the game.

Another thing to know about Soulsborne games is that when you die, you generally lose whatever currency you’ve looted or earned to that point.  Your loot is generally at the location where you died, so if you can get back there without getting killed, you can regain it. 

The thing that makes this frustrating is that the currency in a souls game is what you use to level up.  In other words, you purchase stat boosts with the currency, and those stat boosts are equivalent to levels.  

There are other quirks to this type of game, but if you’re willing to learn a new strategy of gaming, and you have some experience and skill with shooters and RPGs, you might enjoy the challenge of a souls game. 

It Starts with You

The choice of starting stats, character traits, and skills is important.  It’s best if you understand what your own playstyle is when making this initial choice.  Sure, it may be fun to try a magic user, but if your playstyle is to get in there and hack and slash, magic might not be the best thing to focus on. 

Narwhal Blast will not get you far in this game.

On my first character in DSIII, I chose a character who literally had a loin cloth and club.  My thinking was that I’d get to build the character from the ground up.  

That seemed like a good idea until I was almost immediately faced with a boss.  I mean, I was pretty proud of myself when I managed to beat that first boss barefoot with a club. But I still ended up re-rolling for an initial build that was more my style.

Watch and Learn

As mentioned, DSIII virtually starts with a boss fight.  There are a few enemies before you get to the first boss, but not many.  

Fortunately, the first boss is beatable with a club and no armor, but it still may take a few tries.  If you have trouble with the first boss, try not to get frustrated.  Easier said than done, I know, but since it’s the beginning of the game and there’s not much to lose, when you go back into the arena…

Eventually, the boss will reveal his moves, and you’ll be able to determine the best way to beat him… or her… or it.

I always like to be strong enough to do a stand up fight with a boss or enemy, but my usual tank-and-DPS approach had to be adjusted to make significant progress in a souls game.  So be willing to adjust your play style to meet the needs of the boss you’re playing.

Resting and Progressing

Once you get to your safe haven—the place where you can make upgrades and buy and sell things—you’ll have a save point.  

Keep in mind that every time you rest at, or use, a save/fast travel point, nearly every enemy is respawned. 

Always do a perimeter check.

Bosses and special enemies don’t come back, however, and found loot (as opposed to dropped loot) will not respawn. 

Now, here’s a hint for anyone, like me, who doesn’t pick up on some of the subtle hints the game drops on you:  In DSIII, there is no way to leave the starting area except by the fast travel point.  

Usually, you can’t travel to somewhere you haven’t been, but in this case, you simply rest at the fire and choose to travel to the first location. 

I know, right?  I spent a lot of time trying to figure out how to leave the safe haven and finally looked it up.

Boomer’s Take

The bottom line on DSIII is that it’s very playable. And although it’s touted as being among the harder games, if you think of yourself as being a decent gamer with reasonable skills and abilities, you would probably enjoy this game.  

Expect to die.  Expect to learn.  And accept that you’ll probably have to look some things up to get through a tough area or boss.  

You might even decide not to finish the game.  I’m still playing, but I’ve been tempted to quit a couple of times.  Oddly, if I were to quit playing DSIII, I still feel pretty satisfied with my experience. It almost feels honorable to tip my hat and say, “you got me, this time, but I’ll be back when I get a bit more experience, and I’ll build a slightly different character and we’ll do this dance again.” 

I think I’m close to the end though, so I’m not quite ready to quit.  

On the Boomer Scale, it’s an 8.5/10.  It’s a challenging game with a lot of secrets to unlock, and it’s  a game you’ll want to brag about playing.