More Explosions, More Loot
The updated focus system is a much-needed way to integrate the parts mechanic and combat. Being able to tell, at a glance, which parts of the machine are vulnerable, what will drop the part you need, and which damage types are most effective, makes me feel like a true hunter rather than just throwing damage at a sponge until it dies. Which, to be clear, is one way to go about machine hunting. I could just throw explosive spikes into the Tremortusk’s side until it falls but without first removing its tusks and turrets, I’m going to be having a bad time. The game also doesn’t hold your hand for each encounter. It provides the player with all the information they need and it’s up to them to decide how to go about defeating a machine in a way that best fits their playstyle, and to be fair throwing endless explosive spikes doesn’t hurt.
The new machine additions are also a welcome addition to the pool, and Guerrilla Games didn’t shy away from putting a lot of effort into designing their models and animations. The first time I saw the robot sea otter I knew I was going to have a good time just looking for more machines to discover and fight. I also appreciate that the game continues to show off new machines all the way to the end of the game, and doesn’t just stick to reskinned alpha variants.
However, sometimes the machines are just relentless, hardly giving you time to craft materials you need or even take cover. Which is part of the difficulty of fighting a deadly robot, but sometimes can get a little more frustrating than fun, especially if you end up fighting multiple at a time. The most egregious example is the turtle, which will constantly spit ice chunks your way, burrow underground, and dive bomb you. This type of combat forces the player to have perfect timing just to be able to get hits in, and constantly staying underground meant I was twiddling my thumbs waiting for it to pop up and let me continue a very frustrating game of whack-a-mole. Though in addition to being rage-inducing, it was very satisfying to finally turn it into a pile of scrap.
Upgrades, People
Forbidden west has also taken prior criticism to heart and upgraded its traversal systems. Free climbing terrain, gliding from tall structures and cliffs, and using a greater variety of mounts are what stand out most as far as improvements from Zero Dawn. Though the traversal can be janky at times, the additional movement options, such as backward jumping, make up for it so that you’re never truly stuck in one area.
The override Aloy receives also gets a much-needed upgrade, allowing her to mount all kinds of cool new machines. Like a raptor, giant boar and even a pterodactyl. Which is also a flaw in the game’s pacing. Soaring over Plainsong and the cliffs of homebase was one of the coolest moments from my playtime, and they got the flying mechanics just right so that it felt natural and convenient, but it comes so late in the game that it’s hard to truly use it to its full effect. If you’re playing Forbidden West for the first time I recommend plowing through the main story until you get the Sunwing override and then take to the skies and appreciate the absolutely beautiful atmosphere.