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Forums - Gaming - Where Horizon ZD fails

irstupid said:
estebxx said:

Yeah and it shows, same for whoever did that image because the invisible walls arent dead center in the middle of the map, they are arround the edges and yes i am talking about the story progression ones not the edges of the world.

The random middle of the map I tossed in as a random mountain or something. Always something in open world games like a mountain or ravine or something in the middle that adds to the world look ,yet it just another invisible wall. From the map I have seen of Horizon, it looks like it is surrounded by mountains, and from what I've heard/seen you can not climb anything, and thus many moutnain tops you can not reach. You have to go AROUND the moutain to reach the other side.

So you did that image? you do realize that you are pretty much making a dig at a game you havent even touched... there arent even mountains in the places you highlighted, and for your information you can go anywhere in the map, if there is a mountiain you can either find the path to climb it or just jump from one place to another and get yourself up there.

And if your whole point is you cant climb like in Zelda then yeah you cant, but you neither can do that in literally any other open world game (except for the spiderman games),  at least you can actually climb in some places in this game, so many other games dont even let you do that (Red Dead Redemption, GTA, Saints Row, Skyrim etc. etc.).



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BraLoD said:
irstupid said:

The random middle of the map I tossed in as a random mountain or something. Always something in open world games like a mountain or ravine or something in the middle that adds to the world look ,yet it just another invisible wall. From the map I have seen of Horizon, it looks like it is surrounded by mountains, and from what I've heard/seen you can not climb anything, and thus many moutnain tops you can not reach. You have to go AROUND the moutain to reach the other side.

Zelda and SKyrim you can go anywher ein side the rectangle. No limits. Zelda is more finess about it. IN Skyrim you might be jumping backwards up a mountainside to cheat your way up, but still doable.

Horizon seems from what I've seen more like an assassins creed where you can not do stuff like that. YOu need to find your poop ledge or else you can't do it

There are elevations in the middle of the map, and you can get over them, every single one of them.
There isn't a single invisible wall in the middle of the map, just the borders.

Edit: my bad, there actually are some small dark spots in the middle of the map, though I don't remember invisible walls, maybe they were just too straight to climb. Here is the map:

reading the opening post it sounds like there was indeed invisible walls inside the map though.



Having played neither, I can only express that I don't consider invisible walls in any way or shape a "problem" or "flaw" of an open-world ended game even if it would be desirable not to have them, though that could also create pointless space that contributes nothing to the game. If you consider the gameplay good enough, then that's how you should value it in relation to the open-world aspect.

One of my favourite games ever made is Dragon's Dogma, and...

 

That's the whole map of the game. See all that dark brown areas? Invisible walls/unreachable space. Didn't really see it as a flaw, especially when people complained already that the map was too big (considering in the original version there was no way for instant-travel aside from the main city and one specific point you'd design, so you would have to backtrack like crazy). Sure, having more map would have been nice, but the game worked fantastic with what it already had.

I haven't played Horizon because I don't really have any hype for that game, but I wouldn't consider map limitations as a flaw, if the developer didn't really find any worthwhile to put there for you to explore.



Hmm, after recently buying the Switch myself, I can see how the exploratory aspects of Zelda appeal more to certain gamers. Horizon's design, though, is hardly limiting, and though I tend to wander more in Zelda, I also tend to accomplish quite a bit less and end up backtracking around the map quite a bit more. Horizon does push you back, but it feels like a much more organic world than most other recent open-world games (save for BOTW), and the boundaries have yet to bother me much. 

Mostly because of the combat, I prefer Horizon more. Both are exemplary games, Horizon just apppeals to my interests a tad bit more (not that I think either game will be universally "better" to gamers than the other, they're both fantastic). 



irstupid said:

reading the opening post it sounds like there was indeed invisible walls inside the map though.

Only on the edges of the map, see the map again and look at the yellow cursor (the player) at the upper right part of the screen, there is an invisible wall there because there is  a village you cant go into because you are an outcast and you are forbidden to leave Nora territory, and thats the only invisible wall i ever found, other than that the dark spots in the map are really tall places (almost monuments that you obviously cant climb because you arent the amazing spiderman, or link lol).



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RolStoppable said:
BraLoD said:

LoD has a world map with places connected by lines, while PS1 FFs had open maps to walk into.
I don't think FFs had better design than LoD, just different design. I actually enjoyed LoD straight on point world map more to be honest, but can't say it's a better design as well, it's just different, LoD focus the game on progressing foward together with the story, FFs had more freedom while being able to get the story on hold to explore/do other things. Both were just different.

That sounds like LoD has better design, because walking around on a world map that gives the illusion of freedom while not providing real freedom drags things out and merely creates filler between the better parts of the game.

Sounds better because he hasn't told you that if you want to backtrack from city C to city A, and dungeon B is in the line that connects them, you'll have to go through it, which is a pain in the butt because LoD has random encounters.



Player2 said:

Sounds better because he hasn't told you that if you want to backtrack from city C to city A, and dungeon B is in the line that connects them, you'll have to go through it, which is a pain in the butt because LoD has random encounters.

That's why you play FF8, which allows you to remove random encounters with Diablos!



This whole thing screams of someone deliberately going into Horizon and trying to find things it can't do as well as Zelda.

I fully believe Zelda is awesome. I haven't played it. I have played Horizon, and it isn't perfect by any means. I've also yet to hit an invisible wall. I must be playing it wrong.

This is borderline trollish. Move along....move along....



Owner of PS4 Pro, Xbox One, Switch, PS Vita, and 3DS

darkknightkryta said:
SvennoJ said:

Check the map I posted up there. Both sides are within the play area, both unlocked. Yet it doesn't let me take a very reasonable shortcut to where I put the flag. Mountain goating up the hill was no problem, yet an invisible wall on one side and the threat to reload on the other wedged me in. I understand it when it's the actual edge of the world as when I was trying to swim out of the map. Yet I seem to frequently run into them inside the map too and they were inside the quest area too with different invisible wall rules to AI and the player. They can't follow me in some places, I can't follow them in others. It's not game breaking, yet this kind of game design belongs in the past.


Your images were broken :(

Sorry, had to go and just posted the lazy way (facebook links)

I was trying to cross the mountain range at the center of the map to get to my next target. The spot I'm in is where I got stuck on the terrain after eing funneled between a you can't go there and a turn back now or reload barrier. Getting stuck with no other option to reload is just as bad as falling through the map, that shouldn't happen in 2017. Neither the other occurance where it funneled me into a deadly fall along an invisible barrier.

When I see dark spots on the map, I naturally head there to investigate and fill in the map.

Knitemare said:

Dude, the only thing that fail, is you, playing HZD after BotW... It shouldve been the other way around. So, instead of playing a good game, and then a bad game, you would have played a good game, and then a better one.

Still havent finished HZD, but damn, its a good game, and I have BotW prep for when I finish it. The only thing for me, that HZD is missing, its the plants' movement when you cross them, like Uncharted 4. Other than that, the ledges part, and not being able to climb wherever you want, is in almost every other game, cept for BotW.

It's still a good game, just stuck in the past :) There's more missing than just the plants though. For example fish are completely oblivious to you and simply clip through your character model while swimming. Those are just little things though, my big gripe with games is invisible walls. I criticised Zelda the same for using that cop out in the lost woods and for the off limits divine beasts after beating them.



epicurean said:
This whole thing screams of someone deliberately going into Horizon and trying to find things it can't do as well as Zelda.

I fully believe Zelda is awesome. I haven't played it. I have played Horizon, and it isn't perfect by any means. I've also yet to hit an invisible wall. I must be playing it wrong.

This is borderline trollish. Move along....move along....

Agree or disagree, the OP does not have a history of doing that kind of thing.  There is no reason to think this is more than just his opinion about a game.