Horizon 2 Forbidden West: freer fights with ultra-smooth sequences

Horizon 2 Forbidden West: freer fights with ultra-smooth sequences

Sony Interactive Entertainment and the Guerrilla Games studio are continuing to publish developer diaries around Horizon 2 Forbidden West, still expected for February 18 on PS5 and PS4. This time, it is a question of returning to the combat system, which seems to have evolved quite a bit since the first episode in 2017, with greater possibilities and great freedom of movement. In this sequel, there will be more enemies, whether human or mechanical and we will have to redouble our efforts not to find ourselves overwhelmed. With the arrival of the parasail to which we will be able to combine the grappling hook, the possibilities of attacks are now multiplied, with a more vertical approach. The developers explain that the gameplay will remain free and the players will be able to understand a situation as they see fit. In order for the clashes to be fair, the teams in charge of the AI ​​have improved the system so that the level of difficulty is adapted to Aloy’s evolutions, the idea being to make the enemies more authentic in their movements and their reactions. They move better on rough terrain and can now jump and climb walls to pursue Aloy. Better, the AI ​​is now looking for shortcuts to reach Aloy, not to mention that on the side of the machines, they no longer hesitate to dive into the water to continue to track our red-haired hunter.

Other novelties of this Horizon 2: Forbidden West, the skill tree has been completely redesigned and restructured, with new abilities that encourage and reinforce different styles or combinations of play. This has forced the developers to offer more advanced and above all more realistic animations, knowing that the animation of a human is very different from that of a machine. It was decided to offer readable animations so that the player can anticipate or react to the actions of enemies. But bringing clarity and intention to combat situations wasn’t just a goal, as they tried to show the condition of enemies through their demeanor, posture, and vocalizations. This allows for plenty of opportunities to be created during combat, with a stealthy or more nodding approach. All this has been illustrated through a series of videos that we share with you below.



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