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In case you're not aware, you can actually toggle perpetually automatically showing Handholds in Forbidden West, as opposed to having to ping for them.
Though, admittedly, I do kinda find the whole thing weird and wish they'd stuck with lightly other-colored bits of the rock (white/yellow) to indicate climbing points; make it more natural. Though, lore-wise, I can see the Focus being a tool to outline potential grabbing points for climbers. So, realistically it can go either way.
The sheer amount of gameplay and exploration improvements in the sequel cannot be understated. I find it difficult to think of a single series with so much improvement.
Zero Dawn's real charm is the storytelling, which is straight up better than Forbidden West's. On FW's defense, that's a really high bar considering all the mystique surrounding ZD's lore; plus, you can't really experience ZD twice, FW is infinitely more replayable thanks to the improvements it brought.
Absolutely agree. FW has improved pretty much all of the gameplay mechanics by a huge margin, so going back to ZD would be a big pain, but the ZD story is just miles ahead of FW in all the aspects, it's not even close. Same with characters, most of the old ones are still good, but the only new character that I really liked is Beta.
I will most likely not replay ZD at this point, and I aim to do NG+ in FW sometime in the future, but ZD still holds a special place in my heart that FW did not get.
I hate the parkour in this game and like making it as easy as possible.
In ZD you'd actually have to get out of the way of attacks with long roll, but with FW they'll just change direction midair and everything will rubberband to your position, requiring you to time everything perfectly to utilize iframes. I hate this change, and there's countless times where I'll still get hit with gigantic AoE even if I seem to time it right. Or some kind of delayed or double attack, or another machine which is spamming more crap (with hardly any cooldown).
This is my second playthrough on VH and I've gotten decent at mitigating this nonsense, but very often I'm annoyed as much as I'm having fun. It's like they asked each other, "hey guys, so how can we make the combat more frustrating and the game more tedious and grindy? Let's hear your ideas."
Kinda agree on this. Its a similar problem as with AC Unity's parkour. It might look better and the more advanced animations are a sight to behold, especially when wathching pro's on youtube with hundreds of tries for a short run under their belt, but you REALLY need know where the animations starts & stops to avoid the jank. And to get the most out of it. Also the magnetism of what the character locks on to in that is insane.
Aside from that I think FW is a major improvement in every way
Inventory management was a bit of a pain in the ass in HZD because of the limited space you had. The introduction of the stash in HFW was great. Going back to play HZD again, you immediately run into inventory space problems again that make you understand why they fixed it. I was worried at first about the crafting bench thing in HFW, thinking it would make life difficult. But the crafting benches are plentiful, so it turned out ok. I prefer crafting on the run like in HZD, but I'm ok with the other as long as you don't make it a nuisance.
They removed bow fishing for HFW. I rather enjoyed that in HZD, so that was a bummer.
I love the shieldwing. Gliding is good.
I feel that HFW is truly a masterful sequel. I hope there's another.
Don't understand your first point since I've made clear the storytelling in HZD is better.
>Gear
You're absolutely wrong if you think Legendary gear is worse than Very Rare gear. The grind is a little icky, but there are two defenses for it; first, gear in HFW is leaps and bounds stronger than in HZD, if you know what you're doing; second, grinding in the DLC is almost non-existant for most of the upgrades, and nearly everything is slightly better than in the base game.
>Climbing/parkour
HZD's climbing system is utter garbage and streamlined. HFW has multiple paths in many cases and combines the use of directional jumping, shield wing and the grapple hook to break up the monotony.
>Combat
HZD's machines are much dumber, and have not even a third of HFW's weakspots, they're FAR less complex. Behemoths, Thunderjaws, Rockbreakers in HFW are just as annoying as in HZD with the ranged/AoE spam. Snapmaws and Glinthawks in HZD are particularly awful, better in HFW.
HZD, compared to HFW, has terrible melee, terrible UI, terrible transversal (no shieldwing/hook, and the mounts are slower), a bunch of ??? gameplay elements (bizarre sellers in Meridian, training quests, the whole box opening system).
HFW brought gorgeous flying, meaningful collectibles (wish people talked about this more), far better sidequests, new weapons and special abilities to spice of the combat, and builds are more of a thing now, because in HZD it was just Shield-Weaver and Banuk weapons plus one of the slingers.
It really baffles me choosing HZD over HFW, unless all you care about is the main quest (which you can realistically only experience every few years).