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Forums - Gaming - Where Horizon ZD fails

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.



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BraLoD said:
Goodnightmoon said:

Really? Either you are not understanding me at all or you don't understand what the Op is talking about.

So I've re-read the OP, and apparently what he writes about is:
quests locking you from entering/leaving some place, which isn't a natural wall in the game world, as those places are accessible, it's just a "better not get there yet" event;
some buggy places, maybe exactly because of the complex shape of the map near some of those events/borders;
a place, which we shows in the map, that he can't cross directly to the other side, but that places has a mountain that uses the exact complex shape of the map as the border, it's blacked inside, which means it's outside of the game borders, and dependant on the map shape.

Still can't see the different, except for Zelda not having story events/reasons to prevent Link to going to some place too soon.
The invisible walls are still the same.

You can't see the difference between a map with invisible walls inside and a map with not a single invisible wall outside the very edge of the world? Ok then

And the bold part is actually a huge difference that shows how much better designed as an open world one of them is. 



Also if you dont like to bunny hop constantly to get the slow mo then dont do it... ive never even thought about doing that because its so silly, and you do have an ability that slows time for you, so its not like you cant have access to slow mo without bunny hopping.

And you dont even need slow-mo to begin with, its not like the game is so hard that you constantly need to be in slow mo to beat the enemies, the slow mo time the concentration ability gives you is more than enough to deal with anything, there is no need to constantly bunny hop for slow mo... plus as i said it looks so stupid that i personally would never even do that.



ClassicGamingWizzz said:



Goodnightmoon said:

The mocking tone of your message sounds like you are downplaying, specially when it seems you sugfgest both games suffer the same issue, when that is just not true.

Dude is nothing new you being super defensive about anything nintendo, so its not suprising. The games have WAY WORST problems than shit like invisible walls.

Is just as surprising as you doing the opposite. And yes, certainly they have worse problems since on Zelda invisible walls are not a problem to beggin with.



pokoko said:

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.

Well, it's like in Skyrim then. At north, south, east, west you have the borders of the map, an exact quadratic shape. Everything inside that is free of invisible walls. And towards the manipulating geography: yes, the borders are all diffcult areas: desert, mountains, abyss, ocean. But they're not similar, they are a continuation of the geography that you find within the borders.



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Goodnightmoon said:
ClassicGamingWizzz said:

Do you ever saw me saying anything like " zelda have invisible walls , its shit " , what downplaying xD, pointing invisible walls in horizon is cool and ok, pointing them in zelda " STOP DOWNPLAYING !?!?!?!?!?! ".

 

Dude i dont give a flying fuck about stuff like this, i am playing mass effect and you see in the edges of the map a fucking blue wall materialize in front of you preventing you from going far, not even there it upsets me and i am sure you will not see any thread saying " fuck those blue walls, zelda was so much better ..."

The mocking tone of your message sounds like you are downplaying, specially when it seems you suggest both games suffer the same issue, when that is just not true.

Thats not like it came out honestly, he was just pointing out the obvious that zelda like any open world game has invisible walls of some kind on its border, you are just being incredibly defensive about Nintendo like ALWAYS.



What's this nonsense about Zelda not having story driven walls? The entire beginning of the game takes place in an area you aren't allowed to leave until you complete certain tasks. Also, a ton of the things in the world are blocked off by stamina limitations.

This argument really bowls down to grinding to progress or doing story missions to progress.



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Normchacho said:
What's this nonsense about Zelda not having story driven walls? The entire beginning of the game takes place in an area you aren't allowed to leave until you complete certain tasks. Also, a ton of the things in the world are blocked off by stamina limitations.

This argument really bowls down to grinding to progress or doing story missions to progress.

This is why i wanna play both games before actually comparing them in any way.



Every game has edges, including Zelda



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Normchacho said:
What's this nonsense about Zelda not having story driven walls? The entire beginning of the game takes place in an area you aren't allowed to leave until you complete certain tasks. Also, a ton of the things in the world are blocked off by stamina limitations.

This argument really bowls down to grinding to progress or doing story missions to progress.

The Plateu is supposed to be a tutorial that can be finnished in less than half an hour and is not really limited by any wall, once you get out it the game is completely open and you can go literally everywhere on the inside of the map. You can also escape the limitations of the stamina as much as you want thanks to cooking.