PS4/PS5 Horizon Forbidden West


20 Okt 2016
Xbox Live
  • Fast loading: Fast-travel across the map and get back into the game almost instantly with the PS5 console's ultra high-speed SSD and fast load times.
  • Stunning visuals: Experience the vast world of Horizon Forbidden West in stunning 4K and HDR.* From mountain tops to small sprigs of leaves, everything is realized to incredible detail at an enormous scale. Targeting 60fps, Performance Mode further enhances smoothness of movement, animations and controls.
  • Haptic feedback: Get closer to each fight Aloy takes on with the DualSense™ wireless controller's haptic feedback. Feel the sensation of blades of grass you brush past when making a stealth approach, melee swipes you make against machines and armored humans, and the directional impact from enemy attacks when you attempt to evade.
  • Adaptive triggers: Enjoy a new level of immersion when you interact with different objects using the DualSense wireless controller's adaptive triggers. Feel the tension in the string of your bow, the pull of your new grappling tool and the resistance of the triggers on heavy tribal and mechanical weapons.
  • Tempest 3D AudioTech on compatible headphones: Listen to the landscapes of Horizon Forbidden West come to life around you with the PS5 console's Tempest 3D AudioTech. Hear vegetation rustle in the wind, birds flying overhead and large mechanical machines swimming in the water below as you explore environments teeming with wildlife and machines.

So muss das :awesome:


L15: Wise
29 Jun 2014
Alles was man da liest, sehe als Grundvoraussetzung für ein aaa Sony Studio spiel! Schön noch einmal die 60fps Bestätigung zu haben! Würde mich über kleine Details erfreuen, die mich Visuell immer störten. Aloy sollte Physikalisch lebendiger mit der Welt agieren, auch einige Animations Übergänge sind einfach etwas holprig und hölzern. Aber sowas schreibt man ja eher fehlender liebe zum Detail zu.

CPU/RAM/GPU sollten keinsterweise Hardware Limit darstellen oder als nicht umsetzbar allibi dastehen! Freue mich mittlerweile richtig auf den Zweiten Teil. Der 60 fps Patch für teil eins, hat bei mir gezogen und das Feuer neu entfacht. Viele Verbesserungen sah man schon im Gameplay zum 2ten Teil, hoffe die Story wird etwas fesselnder und enger zusammengepackt.


L08: Intermediate
7 Aug 2019

grafik referenz :banderas:

Travel through the Forbidden West​

In the gameplay trailer, you'll have seen Aloy using a variety of new tools in the Forbidden West. "Building upon the foundation of Horizon Zero Dawn, we have added a number of new ways to move through the world," says David McMullen, Lead Systems Designer at Guerrilla. "Aloy can climb freely on and across huge sections of rocky terrain; even more machine types can be used as mounts; grapple points can be found throughout the environment which allows agile vertical traversal; swimming underwater has opened up a whole new aspect of exploration; and gliding with the Shieldwing provides the ultimate view of the beautiful world of Horizon Forbidden West – not to mention a quick way down from great heights!"

Before we dive deeper into some of these new mechanics, David will share some insights about the development process, the challenges that come with it, and why it was a goal for the team to increase the amount of player freedom throughout Aloy's adventure.

"Our traversal design decisions were always in service of increasing dynamic interactivity with the world around you. This could be to empower the player to manipulate and destroy their environment with a tool like the Pullcaster; or grapple-launching into a glide with the Shieldwing to set yourself up for a strike from above. What excites us most is how our mechanics, new and old, synergistically interact with each other to provide varied and dynamic approaches to any scenario.'

'This wide array of new options also posed challenges to how we think about level design. We need to allow for players to outsmart us, using new moves or tools to bypass some of our challenges in clever and unpredictable ways. Traversal puzzles won't always have a binary solution; we encourage players to experiment and have fun with the new tools. We will offer a variety of challenges, regardless of playstyle or skill or previous experience in Horizon Zero Dawn."

And of course, the new features of the PlayStation 5 hardware presented another exciting challenge. While Horizon Forbidden West is developed and published for both PS4 and PS5 from the ground up, there are some highlights for those who will play on the latter console.

"The DualSense wireless controller is heavily featured throughout our mechanics," David says. "From the scrape of rubble as you push a crate, to the sensation of an unravelling winch as you use the Pullcaster — with the increased adaptive trigger tension as you pull! We've also added extra tactile dimensions to increase both the gameplay value and the feeling of being part of the world Aloy is moving around in; these can be subtle as the sensation of grass brushing around you to indicate you are entering stealth grass, or the pop of the adaptive trigger as you reach maximum draw with a bow. We even use the absence of adaptive tension to help communicate when you're out of ammo."

Immersive exploration
Our Horizon community loves discovering new areas and climbing up high vantage points; to this day they share lots of images, videos, and memories of their adventures in-game! This level of immersive exploration was naturally something the team at Guerrilla took to heart during development of the sequel, David mentions.

"The free climbing system in Horizon Forbidden West is a huge feature we are extremely excited about, as it has allowed us to make large sections of the terrain climbable (where it makes sense visually and narratively) in a way not previously possible in Horizon Zero Dawn. Rocky surfaces in these areas are freely climbable without the use of tribal handholds!'

'Another addition was the high vault traversal mechanic, which essentially allows Aloy to hoist herself on top of any object of jumpable height with room to pull up. Combined with the ability to free climb and adding grapples to our environment, the potential for exploration is greatly increased."

More freedom and dynamic gameplay
As both David and Dennis have demonstrated, increased player freedom and player choice was absolutely at the heart of Horizon Forbidden West's development cycle:

"There's a number of other subtle yet impactful additions that enable more dynamic gameplay," summarizes David. "Just to name a few examples: Aloy can wall jump, leap away from a climb surface, high vault, and more. While these might sound like small things, combined they make for engaging environmental challenges and more player options."

Dennis attests to that: "We put a lot of effort into creating more choice and depth for the players, and are super excited to see how people will play as Aloy with so many new possibilities of skills, weapons and gear she can obtain throughout the mysterious Forbidden West. We had a lot of fun creating cool and powerful combinations for players to discover, and we hope people will enjoy the game when it launches!"
"The Pullcaster is a mechanical wrist-mounted device with two separate functions," David explains. "The first function is a grapple mechanic, allowing the player to swiftly and easily ascend the environment and providing a dynamic traversal/escape option to the player toolkit. When grappling, the player can activate the launch — throwing them into the air, where they can grab a higher ledge, fire their bow, glide, strike-from-above or even grapple to a further point.'

'The second function of the Pullcaster is a winch, meaning the player can dynamically manipulate, move and destroy the objects in the environments. Think about pulling a hidden loot chest from a ledge, or tearing open a vent to create a new climb path."
"The Shieldwing was always a team favorite, it provides not only the most exhilarating way to return from an epic climb but also the most picturesque! This tool is invaluable with having so much more verticality, where backtracking down the same trail holds less of an appeal as on the way up.'
"We wanted to bring melee and ranged combat closer together," says Dennis. "Aloy is not a character who deals with brute force, so we were looking for ways to have the player go back and forth between melee and range, where she could use her precise bow skills to work towards a big payoff moment. A new example of a skill that does this is the Resonator Blast, where you charge up the spear with melee hits and when fully powered up, the energy can be placed on enemies (humans and machines alike) and followed up with a projectile – resulting in a big damaging explosion!'

'Then there is the Valor Surge feature; there are 12 in total, with each of them representing and strengthening a specific approach to the game. You unlock and upgrade them through the skill tree with skill points. There are three levels of each Valor Surge: the higher the level, the longer the charge up, but the more powerful the attack.'

"This level is shown on the purple bar you could see during the gameplay trailer: you'll receive more Valor – or charge up that bar – through skillful actions such as hitting weak spots on enemies or removing components. In the video you could see Aloy perform the Radial Blast on the burly Tenakth warrior. '
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L15: Wise
29 Jun 2014
Der Erstling wahr richitg gut! Technisch, teiles sogar überragend! Jetzt hatten die Jungs von Guerrilla Games, ganze 5 Jahre Zeit. Sie werden abliefern! Trotz Cross-Generation, neue optische OW Messlatte! Wenn man sich vor Augen hält, was sie schon damals aus der PS4 gequecht haben......... .


L13: Maniac
4 Jul 2017
Bluepoint hat bestimmt mehr als genug zutun zumal die Jungs aus Holland noch ne gute Ecke besser sind wenn es um Optik geht.


L20: Enlightened
27 Feb 2002
Der erste Teil hatte schon ein feines Kampfsystem, das verspricht aber noch viel mehr Dynamik und Action... genial :banderas:
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