Thursday, March 30, 2017

(Non) Future Shock: Horizon-Zero Dawn

Horizon: Zero Dawn is a 'once in a while' kind of game. As in, once in a while a game comes along that surprises the Hell out you, reawakens that child-like sense of wonder, and winds up being way better than it has any right to be. It is sharply written and cleverly plotted, and it ticks all the boxes technically, but it is also a revelation and a joy. It will elicit many a 'whoa' during its quiet moments and leave you utterly breathless during its loud ones (plenty of those!). It is that exceptionally rare third rail of platform gaming, a title that feels crafted rather than mold-pressed, patiently realized instead of pumped out. It is a redemption, of sorts, for this jaded gamer, and it has kept me riveted from the moment I first hit 'New Game'.

It's so easy to be cynical: Triple-A titles cranked out with assembly-line regularity, plots as recycled as the dungeons themselves, 'sequels' that offer nothing new, generic dudes, sex-bomb dudettes, oodles of uber-violent pap jammed into padded discs indistinguishable one to the next. I've said it before. It's unlikely I won't ever be saying it again. Sure there's innovation and sure there's still a host of creative voices out there working hard on the next generation of thumb-based distraction, but increasingly those are found in the indie publishers and companies lurking on gaming's lunatic fringe, not the big studios. Then we have Guerilla Games, without a major release is nearly a decade, ever straddling that line between indie and biggie while they worked on this Faberge egg of a title. They took a chance of H:ZD and their patience and faith has been rewarded in spades.

Set in a verdant mountain valley cleft by trilling brooks and loomed over by snowy peaks, the game follows Aloy, a scrappy huntress of the primitive Nora, a matriarchal tribe of hunters, warriors, and shamans. We follow her from her formative years as an outcast, shunned by her people for reasons unknown, to the bloom of adulthood, her lion's mane of fiery red hair underscoring her fearsome will and hero's heart. Aloy seeks the answers to her lifetime of banishment, and the identity of the mother she never knew. Her chance comes at the Proving, a grueling test of brains and brawn that will allow her formal entry into the tribe and a boon from the ruling council who guard the secrets of her origins. But when the Proving is attacked by a band of masked savages, Aloy finds herself thrust into a much larger conflict, one in which her personal quest becomes intertwined with larger mysteries and much, much graver consequences.

Sounds simple, right? Hell, I just described most movies starring Channing Tatum. But here's the catch. Horizon: Zero Dawn is set hundreds, perhaps thousands of year in the future. Civilization as we know has long since run its course, the only hints of our once-mighty presence a handful of vine-encrusted skyscrapers and automobile husks. In the ruins of our failed society, hardscrabble clans like the Nora have struggled on, reclaiming a few scraps of the Earth which has otherwise been reclaimed entirely by nature. Or has it? For the Nora, and all humans in this distant time, war daily with machines, metallic automatons that mysteriously mimic an entire cross-section of the animal kingdom both present and prehistoric. Mechanized horses, elk, bulls, crocodiles, hawks, even T-Rex's all stalk the landscape, jealously guarding their territory and attacking any human they chance to encounter. Where did an entire genus of animal-like robots come from? Are they following some ancient programming, or, perhaps more frightening, are they merely in a kind of 'stand by', waiting to rise up in earnest and destroy what remains of humanity? It is just one of the mysteries Aloy must solve if she is to get the answers she so desperately seeks and avenge her tribe.

I won't even compartmentalize my impressions of the game's various qualities, for the game is such a marvelous case study of seamless melding of play mechanics, challenges, and surprises it seems an injustice to break it all down into static layers. Aloy's journey is equal parts exploration, combat, platforming, puzzling, and storytelling, every component slipping effortlessly one to the next, forming a kind of tapestry that is more experienced than simply played. In this it shares many of the same qualities as Witcher 3: Wild Hunt. Thanks to this versatility, as well as a massive and gorgeously rendered map, players can guide Aloy in any fashion they choose: play it cool and stealth your way through most encounters, wandering on the fringes of the wilds like the outcast you are, or go full Xena, shredding any foe dumb enough to cross you and harvesting their metal carcasses for literal scrap. Plow through the main missions on an arrow's path to ultimate victory, or lose yourself for countless hours exploring the ruins of old human cities uncovering the mysteries of what destroyed us. This last element provided me with a particular thrill, and massive props to the developers for their patient, breadcrumb-trail style of filling in the intriguing backstory that is at least as interesting as anything happening in this far-future 'present'.

A clever crafting system that combines on-the-fly weapon swapping with specialty ammo types (freeze arrows, sticky bombs, the ubiquitous fire-tipped...everything) means you can dish out a huge variety of punishment to the machine monsters, or utilize some more specialized tools like rope casters and trip wires to lure the metal beasts into a clever trap. Every encounter teaches you more about your foes, such as the vital weak spots to strike for a convenient explosion or which elemental type to use for maximum effect. With a little practice you'll soon be stalking the wilds like a true badass, which is good because this game is never short on challenges. For an added thrill, make constant use of the 'Override' ability, which allows you to take command of the various machines, turning them against one another or just mounting a cyber-horse for faster transition across the plains.

Aloy's journey takes her from the snowy valleys of her home to the soaring mesas of the desert on the other side of the mountains and eventually into the wintery hinterlands of the mysterious north. Along the way she encounters the new cities of man – often wedged up against rusting radar dishes and desiccated office parks – and here and there the ominous black structures of unknown origin that dot the landscape, hinting at a lost future where vast machines loomed over the Earth, as Kyle Reese once ruefully observed, “...hooked into everything, trusted to run it all.” Did they rebel against their creators? Even if they did, how did we manage to survive in any form at all? And what was the mysterious 'Project: Zero Dawn' that reset humanity back to an almost-literal stone age? 

The tale grows in the telling, or in this case, the playing, and we are so very fortunate to have such a marvelous protagonist as Aloy for a companion. The writers eschewed all the Amazon chic stereotypes and cliched girl-power tropes in favor of well-rounded and wholly real person whose graceful savagery with a spear is matched only by her lightning flashes of sardonic wit and charming bluntness. At times her penchant for sarcasm and tented eyebrows seem almost to probe the Fourth Wall, as though she is aware there's a kind of “second dialogue” occurring between herself and the player to which no one else is privy. It is a quality that makes you root for her all the more as she unlocks the conspiracy set against her, and it is the key to taking a great sci-fi game over the line into the realm of truly exemplary.  

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