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Cloudman said:
pokoko said:

So if I want to go east, I can just keep going forever?  Is it procedurally generated or something?

The only invisible walls are the edges of the map, and lacking the stamina to climb to the top of something.

Oh, and there's disabling climbing in the shrines and main dungeons. I suppose that's only done to keep players from just climing to the main objectives.

Thank you.  The other guy didn't seem to want to answer my question.

Mnementh said:
pokoko said:

So if I want to go east, I can just keep going forever?  Is it procedurally generated or something?

No, there is an end to it. But geography makes it really hard to reach that borders. I tried because I was nosy, and it was actually hard to get to the border. It is far outside. I was going through a sandstorm, that deactivates the map, I didn't try at the other sides.

In Horizon it seems not so hard to hit these walls and it is pretty near a settlement: https://www.youtube.com/watch?v=dWwI2KfP3sE

But basically: If Zelda had invisible walls at every step, would that change it how to look at Horizon?

Personally, I don't mind invisible walls if they are were you expect them to be.  In Skyrim, when I'd reach the top of the map and just keep swimming north, I knew I had to reach the edge eventually.  It's just a logical limit.  It's when I run into them in the interior of a map that I find bothersome.  New Vegas, for example, which had them at odd places.  I haven't played Horizon but it sounds like it does this.

In some ways, I don't think they're worse than manipulating geography, though.  So many game worlds seem to have moutains all the way around them, which can feel artificial.  Others can't and shouldn't go that route because they're not set in mountain regions.  And, honestly, after playing Skyrim, New Vegas, and the Far Cry games, I'm sick of open worlds set in mountain regions--it's like a trick that's been used way too often.

As for going anywhere, I've been spoiled by my jetpack in Fallout 4.