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The look and feel of combat is often impressive if chaotic at times. The controls are sharp and at least during the hands-on session the combat felt enjoyable, especially if you had the time and space to plan it properly. Many of the robotic animals acted the way their real world equivalent might, but other more exotic kinds will provide us with some unexpected twists and turns later on. Horizon has the potential to create emergent "war stories" of both successful and failed hunts, or encounters with hostile tribes. Trapping unfamiliar robots might not be as easy as it sounds, as we found out when some of them jumped over our electrified tripwires on their way to claw at Aloy's face.

Horizon: Zero Dawn seems to be taking its place in the open-world action genre with ease. The main plot provides major pull to carry on and most of the side-quests have their own charm as well. The trinity of themes should afford varied opportunities to the script and combat design, from the first moments to the last boss fight. The game doesn't reinvent the wheel, but rather builds upon established practices. If you've played the new Tomb Raider, Far Cry or Metal Gear Solid, you'll likely feel right at home with Horizon. Bows and traps might have taken precedence over firearms, but the basic mechanics remain largely the same. You're always outnumbered and often outgunned, so it'll rarely turn into a hack 'n' slash. The colourful apocalypse and the tribes, robots, and mysteries promise a different if mechanically familiar open world adventure as it lands on March 1

http://www.gamereactor.eu/previews/501553/Horizon+Zero+Dawn/?page=2