The world is in danger once again, and Aloy must rise to the occasion in order to put a stop to the coming threat. Sure, that’s all fine, but the most memorable part of Forbidden West is the world itself, not the dangers it faces.
Word of warning: I’ll be discussing some of the side characters and moments throughout the Las Vegas area of the game, so if you want to experience everything yourself and leave everything a surprise, come back later.
As I delved into the flooded ruins of Las Vegas, the oceanic holograms scattered throughout, it took my breath away. Good job I’d just built myself some breathing apparatus. Once I drained water and restored the lights, I thought ‘I have never seen something like this in a game before.’ I still think about that. I couldn’t stop thinking about that.
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It’s not just the sights. Vegas is a two-day town, but I wanted to stay there forever. The quests and discoveries feel like so much more heart went into them than anything else. While the story will give you the main characters and the big cutscenes that move things forward, I found so much more life in the world seeing it from a hot air balloon - something you could miss entirely if you don’t spend the time with the side characters. More open world games should make the most of their side content like Forbidden West does.
I fell in love with Morlund, Abadund, and Stemmur - the traveling theatrical trio are introduced as part of the story, but have so much more to give if you let them. Morlund will want help with a hot air balloon - or elevating orb, in Horizon’s strange nomenclature - which does not go to plan; trade with Abadund as he moans about his
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