Editing
Machines (Horizon)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== Gameplay and encounters === Reviewers have consistently praised the machines as the standout feature of the franchise. ''[[Game Informer]]''{{'s}} Jeff Marchiafava stated that the machines "absolutely steal the show" by injecting the world with danger and making combat feel unique, keeping the player constantly engaged alongside the "[[Pavlovian response]]" of open-world scavenging tasks.<ref name="GIHZDReview" /> ''[[IGN]]''{{'s}} Lucy O'Brien praised the tactical depth of the combat, noting that the ability to scan the distinct species for weak points and physically shoot off their components fundamentally changes how each fight plays out. She highlighted the ferocity of the machines, which act authentically animalistic and ensure that every major battle maintains a vital sense of danger.<ref name="IGNHZDReview" /> Several machine types have been highlighted as standout encounters due to their complex designs and challenging hunting mechanics. The Thunderjaw is widely considered one of the most iconic and dangerous machines in the game; these fights can turn into lengthy "battles of attrition" where a key strategy involves using precision to detach its powerful disc launcher and turn its own firepower against it.<ref name="GIHZDReview" /><ref name="InverseHZD" /> Other notable combat machines include the Stormbird, a highly mobile aerial threat; the Stalker, which uses [[optical camouflage]] to ambush the player; and the Snapmaw, a mechanical [[crocodile]] that harvests solar energy and spits super-cooled liquid.<ref name="InverseHZD" /><ref name="FTAP" /> Conversely, the Tallneck was singled out by ''GamingBolt'' as a creative, majestic take on the traditional [[open world|open-world]] map tower, being the only machine in the game that is entirely peaceful and cannot be harmed.<ref name="GBHZDMachines" /> For ''Forbidden West'', critics noted the increased deadliness and smarter AI of the machines, appreciating the introduction of dynamic combat elements, such as machines kicking up dust that the player could use for stealth.<ref name="IGNHFWMachines" /> ''IGN''{{'s}} Simon Cardy praised the sequel's combat, concluding that battles with the larger machines reach a scale and quality that many other games aspire to for their grand finales.<ref name="IGNHFWReview" /> However, the machine encounters have faced some criticism regarding mechanical bloat and pacing. Critics noted that ''Forbidden West'' occasionally overwhelmed the player with an excess of convoluted weapon variants, overwhelming skill trees, and tedious upgrade grinds.<ref name="EurogamerHFWReview" /><ref name="KotakuHFWReview" /> Furthermore, while the AI upgrades were praised for increasing difficulty, Wesley LeBlanc from ''Game Informer'' noted that the machines were highly aggressive, warning that the combat was very challenging and the player could be defeated quickly.<ref name="GIAgressive" /> Combined with punishingly fast damage when Aloy is knocked down, and melee mechanics that remained largely risky or unviable against larger machines-a criticism carried over from ''Zero Dawn'',<ref name="GSpotHZDReview" /><ref name="RPGFanHFWCompleteReview" /> ''[[GamesRadar+]]'' found that encounters could occasionally devolve from careful, tactical hunts into chaotic battles.<ref name="GRHFWReview" /> The adaptation of the machines in spin-off titles received mixed reactions. Cardy praised the VR title ''Call of the Mountain'' for providing a renewed sense of scale and spectacle, turning encounters with previously familiar enemies into "blockbuster scale" experiences.<ref name="IGNHCMReview" /> However, ''[[Eurogamer]]'''{{'s}} Ian Higton noted that the combat felt somewhat restrictive, as major encounters lock the player onto a circular path around the machines rather than allowing for open-world freedom.<ref name="EurogamerHCMPreview" /> Reception to the combat in ''Lego Horizon Adventures'' was similarly mixed. ''IGN''{{'s}} Jada Griffin called the combat a "simple but satisfying exercise", noting that detaching specific machine parts successfully altered enemy behaviours during fights.<ref name="IGNLegoReview" /> Katharine Castle of ''Eurogamer'' similarly highlighted the machine encounters as the game's strongest element, praising the blocky redesigns of the recognisable machines and noting that manoeuvring to target weak points gave the fights a "real sense of pep and challenge".<ref name="EurogamerLegoReview" /> Conversely, ''Nintendo World Report'' felt the translation lacked the precision of the mainline series. They added that the removal of slow-motion aiming made accurately shooting off parts much harder, and that combat could frequently devolve into a chaotic and imprecise experience, particularly when playing in local co-op mode.<ref name="NWRLegoRev" />
Summary:
Please note that all contributions to Eurovision Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Eurovision Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Tools
What links here
Related changes
Page information