Aloy at this point has largely maxed out on skills and gear, hitting a solid plateau of combat evolution. Plot points begin to repeat like having to fight at the Kulrut again and the introductions of another people we won’t learn enough about (hello, The Quen). I wish Guerilla Games had had the confidence to end the game sooner. He deserved better.Īs the game hits its two-third mark, I could feel the AAA game design machine stumble. Varl chased after this girl three times to save her butt. I even was open to the Far Zenith twist and the addition of Beta. We see personal possessions decorate the space, plants grow, and people change. The base itself is a lovely experience as we see our old and new friends come together, get to experience the world through Focuses which, for too long, has been an Aloy-only special. I love the concept of having three sub-functions to collect for GAIA at a base. It’s because I think Guerilla’s decision to kill Varl was lazy. And it’s not because I have a problem with games killing off characters. My issue is much more specific: I’m mad that they killed Varl in Horizon Forbidden West.Īnd it’s not because I’m so sad because I love Varl so much (which I do). For a full analysis on the game’s ending and choices, I recommend reading his essay. Fellow TPB writer Mark recently outlined how Horizon Forbidden West jumped the shark: Aloy’s second big adventure got distracted and greedy with Far Zeniths, the Quen, and NEMESIS. I loved Horizon Zero Dawn, and I liked a lot of Horizon Forbidden West. Full spoilers for Horizon Forbidden West below
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