Horizon: FW continues to be a fun game with sick combat and cool weapons and a huge drag of a story line roughly 80% of the time, including at least half the side missions. It reminds me a lot of sitting through all-hands story reviews where a CD explained a plot that was effectively just a series of things that happened while I tried desperately not to fall the fuck asleep leaning on a pillar.
AAA games have this problem where the people setting out story beats forget that a story has to have like… story structure. Even if in-game it’s just a series of list items to check off, the story has to have things like rising tension and resolution and use literary devices like irony or foreshadowing (like you learn about in, I don’t know, elementary school?). Narratives in HFW oscillate between actual stories and the game equivalent of “I thought my keys were in the drawer and they were so I took the car to the store to get milk and when I was at the store I bought the milk and I came home and I drank a glass of milk.”
Spoilers ahead (if you care), but there’s a story mission I really liked set in the ruins of Las Vegas: you come across a group of three Oseram performers who were looking for little hand-held holographic relics from the before-times (that one guy’s grandfather was obsessed with finding) in a domed area under the city when the entire thing flooded. You’re currently looking for a water… thingy (too complicated and honestly too stupid to summarize) so you agree to help: you swim under the city, dodge a lot of scary machines, and find that all the holograms of future-vegas have been corrupted into weird marine life and coral. Eventually you drain the area, fight a big guy, and get your water thing, which restores the city. When you resurface the entire area is lit up with cheesy vegas holograms and the three performers decide they’re going to make this the new entertainment centre of the world. And like… it’s good! It has a whole arc: it lays out a story, it has some really pretty visual set pieces, it has a big fight, and it ends with more or less literal fireworks, as well as some fun fallout-esque dramatic irony (like we all know what Las Vegas is but in-world it’s just some old ruin). It’s not an intellectual treatise on what it means to be a human being but it’s like a functional story—the folks you’re helping don’t get exactly what they’re looking for, but in a way they get something better.
Then there’s another mission where you’re hanging out with the main “tribe” (ugh) of the game—a bunch of warrior clans all inspired by a corrupted holographic museum depicting an ancient US military unit. They think these guys were basically ancient machine-fighting warriors and what they know of their exploits forms the great myth that underpins their society. You can guess where this is going, can’t you? No, you cannot, because you have a functioning sense of drama. In reality once you restore the original holograms in the museum to their full glory it turns out… they totally were a badass military unit who fought machines. The holographic guys give a stirring speech about how the army is cool and everyone does an american-style salute. So like… there’s just no story there? If you’re anything like me you were expecting the big story of their civilization to be built on myth and fabrication, so it’s like “wow, how do they recover from that? Do they have to face social changes? Do they cling conservatively to a myth they know is false?” Nope, they got it 100% right initially so nothing happens and you learn nothing.
Honestly this game is really making me appreciate how basically everything is written in, say, The Witcher 3, because half the stories here are just non-starters. This would be goty if they’d just turned the entire story off and given you a map full of zones to play around in, but as it stands it really does not understand what makes open world writing tick and there’s an awful lot of writing to get through.