Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
More like the more recent tomb raider games with a more open map.
what i understand as linear are games like uncharted, god of war.
there are semi-open world, like tomb raider reboot, star wars the fallen order, firewatch
and then there are open world, like GTA, the witcher 3, mafia trilogy and such
horizon fits the later.
There are a couple storyline places where you can accidentally skip data points (basically game lore) but you can always go back and find them, but general advice for this game is to not just rush around with metaphorical and literal tunnel vision. :)
It's an outright bad game. Soulless & boring. Ubisoft does this style of game much better.
The game really slams into high gear once you have to go to a place called Maker's End.
That said, if you do side quests here and there along the way it won't really feel like that so much.
You know how you probably still remember all the characters from Dragon age origins and Mass effect? Well you will have forgot them all in this game when you switch off.
However, the game is pretty much always extremely linear when you tackle an interior level (most of the main missions). There is absolutely nothing to figure out at all when you enter a building or cave or base... just go from point A to point B to point C, etc.
tl;dr: Exterior side missions and random encounters are very non-linear. Interior main missions are extremely linear.