There are numerous rumblings and grumblings in the
scene these days regarding video game developers’ practices for releasing DLC
as some DLC seems more like key material from the base game released separately
in an attempt to earn more money. Regardless
of opinion, the days of buying a complete game in a cartridge are past us. But if there is anything the community does
agree on, it’s that The Witcher 3 did
DLC right. Releasing two massive
expansions, Hearts of Stone and Blood and Wine, each was reasonably
priced and offered players a tangential rather than imperative experience in
the Witcher world, all with a large amount of content delivered with the same
attention to detail and plot as the original game. The former at roughly 14 hours and the latter
at a whopping 28, they are longer, or at least the same length as a lot of
stand-alone games. It thus makes me glad
that Guerilla Games opted to follow CDProjekt Red’s lead when developing DLC
for Horizon: Zero Dawn.
The Frozen Wilds is everything the player who enjoyed H: ZD could hope for, and, perhaps more. A massive new section of the map is opened up, new machines are unveiled, new weapons are available, new characters appear, and a new thread of story is introduced—a thread that ties into the main storyline of H: ZD while offering something entirely new. Venturing into the snowy northeast, Aloy encounters a Banuk tribe dealing with daemonized machines. The tribe tearing itself apart attempting to deal with the threat, Aloy becomes the key to unraveling the mystery and putting it to rest.
The Frozen Wilds is everything the player who enjoyed H: ZD could hope for, and, perhaps more. A massive new section of the map is opened up, new machines are unveiled, new weapons are available, new characters appear, and a new thread of story is introduced—a thread that ties into the main storyline of H: ZD while offering something entirely new. Venturing into the snowy northeast, Aloy encounters a Banuk tribe dealing with daemonized machines. The tribe tearing itself apart attempting to deal with the threat, Aloy becomes the key to unraveling the mystery and putting it to rest.
Daemonized machines significantly more difficult to
take down than the standard (even corrupted) machines, The Frozen Wilds ups the difficulty level of the base game, giving
the more experienced H: ZD player a
more challenging experience. Most of the
quests and side quests are level 30 and above, and a couple truly test the
player’s skill. (One encounter saw me
empty literally my entire arsenal before I walked away with the skin of my teeth.) To make gameplay more dynamic, there are
several new weapons that focus on specific attributes, like freeze, stun, burn,
etc. In turn, there are likewise new
‘master level’ outfits that offer an additional modification slot over the base
game’s—protection that really comes in handy fighting the daemonized
machines. (It goes without saying there
are new modifications for said weapons and outfits.) And there are (perhaps what everyone was
hoping for) new machines. Two are
introduced to the player almost immediately upon entering the new setting, one
is revealed in a wonderful fight a short time later, and the final machine is
reserved for the main storyline’s climactic scene for a fight that truly feels to
the death.
On top of the additions to fighting and story, Guerrilla
offers additional content in The Frozen
Wilds. There is a new hunting ground
with three new challenges, a new cauldron with its own puzzle-platforming
challenge, a new tallneck (a very unique one, at that), and extensive new
climbing routes among the peaks and mountains.
Bluegleam is introduced as a new form of currency (it can only be spent
in the expansion lands). There is a new
set of animal figurines (similar to the Banuk figures in the base game) to find
in remote places and trade for valuable goods.
There is likewise a new set of ink pigments to collect and trade for
loot. Moreover, there are new animals in
the environment: owls, squirrels, mountain goats, and badgers. And all this would be remiss not to mention
the beautiful new setting. Modeled after Yellowstone Park, the mountainous
region swirls in snow (complete with tracks and grooves left in real time by
Aloy and other animals) as hot springs bubble in rainbow colors in the snowy
fields. Traversing the landscape once
again looks stunning.
Given the quantity of new content, does this mean
Guerilla released an incomplete game in H:ZD? I would say an emphatic ‘no’. The end of H:ZD felt complete. If there
were no DLC, players could walk away satisfied.
What The Frozen Wilds does is enhances the experience. By providing fresh material and more advanced
gameplay, it acts simultaneously as a microcosm of the original game as well as
a confirmation of the quality, forethought, and attention to detail that went
into the making of the overall game. As
proof positive, to warm up I had gone back into the base game a couple of weeks
before The Frozen Wilds’ release. I completed several items I’d left open, e.g.
finding all vantage points, eliminating all corrupted zones, destroying all
bandit camps, and unlocking all cauldrons.
It served as an excellent reminder of what a solid and enjoyable game H: ZD is. Having now completed The Frozen Wilds, I can say, if anything, I’m only more
impressed.
In the end, Frozen
Wilds is as good as any modern gamer could hope for in terms of
single-player campaign DLC. It took me
about 18 hours to do the majority of the quests and activities, which, like the
DLC for Witcher 3, is longer than many
stand-alone titles; it felt worth the $20 I paid. As Guerilla Games have announced they will be
releasing a complete edition (H: ZD +
DLC) in December 2017, the implication is that The Frozen Wilds is the last of major H: ZD material to be released, which begs the question: will there
be a Horizon: Zero Dawn 2? (If yes, please change the title and do not
continue Aloy’s story: time to move in a new direction…)
No comments:
Post a Comment