Language and Representation
2) What is the narrative for the original game Horizon Zero Dawn?
3) How is the central character Aloy described?
4) What is the narrative and setting for sequel Horizon Forbidden West?
- 'breathtakingly beautiful' - link to future of the environment
- immersive nature
- theatrical performance
- cinematic
- smooth, linear pattern
- different landscapes - different sound
- other worldly sound
- Aloy - rich and interesting
- Delver - complex, smart, psychologically
- Kotalo - warrior, life upside down, champion his cheif's cause
- Tilda - manipulative, dynamic, mystery
- Carl - evolving, developing, assertive, willing to challenge Aloy
- Erend - loyal supporter
- open world
- vivid facial expressions
- sound - adventurous
- futuristic element
- clear narration of journey
- range of different settings
- birds eye view
- strong, female lead
- 'no thing I can't overcome'
- set design - realism
- visual spectacle
- cinematic element shows scale
There have been people (including fans of the original game) who have spent the five years since Zero Dawn’s release asking for changes. While some of those changes amounted to little more than relatively minor QOL improvements (we’ll get to those in a bit), others hoped an eventual Zero Dawn sequel might break free of its checklist-based, Ubisoft-style open-world shackles and fully embrace some of the concepts that set it apart (such as its hunting systems, unique mythology, and wonderful characters). There was an idea that Horizon Zero Dawn may be a kind of test run for the new franchise and that Forbidden West would really lean into what really makes this series stand out.
That expectation is certainly part of the reason why some of Forbidden West’s most notable shortcomings feel as significant as they sometimes do.
Aloy’s ability to dive underwater, glide, climb more surfaces more efficiently, utilize a hook shot and, yes, eventually fly mean that getting from one place to another no longer feels like this laborious task meant to kill time between the moments that really matter. Being able to find your way around this world in so many more ways is one of the things that helps you appreciate it that much more.
Mind you, there are still gameplay aspects of Forbidden West that simply do not work as well as they should, and some of those problems are “borrowed” from the original game. On-the-fly inventory management is still a cumbersome process that requires you to learn to love a series of menus and hotkeys, too many platforming sequences make it too obvious where you can and can’t go (even if you choose the “minimal UI” experience), and Aloy’s expanded skill tree features a few too many filler abilities that don’t always make leveling up feel like the rewarding experience it should be. Interestingly, many of those flaws bring us back to the idea that Forbidden West sometimes feels burdened by the expectations for it to be a bigger open-world game whether or not its developers were really ready to expand the original game in a way that made it feel like significantly more than more of the same.
However, there are other, much more important aspects of Forbidden West’s open-world design that make it easy to appreciate that Guerrilla Games knew exactly what they were doing with this game.
Orientalism is embedded at the core of Forbidden West’s narrative of exploring exotic lands. Protagonist Aloy’s Orient is the “Forbidden West” itself: the present-day southwestern U.S. and California, filled as they are with foreign tribes, religions, and customs. In this morass, Aloy is both an explorer and a (white) savior. Only she understands what is at stake in the world, and she has to spend time in the petty politics of a bunch of tribes in order to convince them that the problems she’s facing are more severe than theirs.
As far as I can tell, the pagoda doesn’t actually exist in present-day Las Vegas. However, it could be named and designed after a famous restaurant in Los Angeles’ old Chinatown, which was once called the Golden Pagoda. The whole mission brings you face to face with a gratuitous smattering of imagery that you might find in an American Chinese restaurant. There is, particularly, a lot of red: a red dragon hanging from the ceiling, red lanterns, and red decorative knots. The mission concludes with a gigantic light show, and a neon dragon flying at Aloy and the three white male excavators she had previously helped.Orientalism is also strewn throughout Forbidden West’s world-building. Take the “Golden Pagoda” that Aloy discovers in “The Sea of Sands” quest in the main campaign. When she’s rebuilding GAIA’s system, she must recover several sub-AIs that have fled and hidden across the Western U.S. Aloy explores the ruins of the Las Vegas Strip, complete with the remnants of the Bellagio, Caesars Palace, and, strangely, a pagoda.
The quest itself is Orientalist in nature — the excavators recover “embers” to put on strobe light shows, with the intention of making the ruins of Las Vegas into a 31st-century tourist attraction. Here, the captivating aesthetics of neon and dragons represent inspiration for the excavators, and fertile ground to start a business.
Later in the game, Aloy discovers the final resting place of Ted Faro (the first game’s main antagonist) below San Francisco’s Transamerica Pyramid. He’s the ruler of the “pyramid,” a survival bunker that he named Thebes, and his name is Faro. It’s a bit on the nose.
The basement of the pyramid contains a multistory metallic statue of Faro, and you find out that back during the 21st-century plague that he caused, he actually tried to prolong his life and became a monster — a mummy, if you will. Egyptian mythological imagery, including an Eye of Horus, is peppered throughout the quest, reducing religiously significant images and rituals to mere aesthetic texture for the game’s villain.
That brings us to the war elephant. When Aloy first meets a rebel Tenakth faction led by Regalla (voiced by Angela Bassett), Aloy is surprised that they have the ability to override machines. She’s even more concerned when she stumbles upon the rebels riding a Tremortusk, a massive mechanical elephant.
The industry has massive, massive problems with retaining women employees and treating them well within gamedev. And there have indeed been female characters created entirely within a male gaze. But the presentation here, that Aloy is the gold standard, both discounts decades of beloved women in games and simultaneously demonizes “attractiveness” in characters that everyone, even women (often especially women) love in their games. And this debate is not doing anything to solve the real issues these companies face (PlayStation itself is currently facing gender discrimination claims, which the article doesn’t mention).
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