Why Is Sony Pushing Horizon So Much? - Luke Reacts

Luke Stephens LIVE
11 Nov 202424:59

Summary

TLDRThe speaker critiques video game characters and storytelling, comparing Aloy from *Horizon Zero Dawn* with Ellie and Abby from *The Last of Us* series. They find Aloy's character underwhelming, describing her as lacking depth and likening her to a bland food item. In contrast, characters like Abby are praised for their complexity. The discussion shifts to Bethesda games like *Skyrim*, which the speaker views as sandbox experiences that prioritize power fantasy over grounded role-playing. The speaker suggests that *Horizon* could benefit from more dynamic choices, offering a deeper, more engaging narrative.

Takeaways

  • 😀 PlayStation is heavily investing in *Horizon*, aiming to make it a multi-platform, multi-genre franchise like *Star Wars*. However, its sequels have not yet seen significant growth in player numbers.
  • 😀 The *Horizon* LEGO spin-off is a more accessible and shorter take on the franchise, made entirely of LEGO. It's seen as a fun alternative but is unlikely to have major commercial success.
  • 😀 Aloy, the main protagonist of *Horizon*, is often criticized for being too perfect, with few flaws, making her a less compelling character compared to others like Ellie or Abby from *The Last of Us*.
  • 😀 Aloy's character is described as a 'Mary Sue' — too idealized and without significant weaknesses, which causes her to feel less engaging as a protagonist.
  • 😀 The introduction of a clone of Aloy in *Horizon Forbidden West* to explore her flaws is seen as a weak attempt to address her lack of depth, failing to create a truly complex character.
  • 😀 Players find characters like Ellie from *The Last of Us* or Abby from *The Last of Us Part II* more captivating due to their complex, dynamic personalities, in contrast to Aloy's one-dimensional nature.
  • 😀 Aloy is compared to an unsalted cracker, implying that she lacks flavor or personality, while other characters like Abby are described as a 'turkey leg,' symbolizing richness and depth.
  • 😀 There’s a lack of true narrative dynamism in *Horizon*, which could have been more interesting if the game allowed players to explore a wider range of character alignments, including evil paths.
  • 😀 Bethesda games like *Skyrim* are recognized for their sandbox approach, focusing on power fantasy rather than deep, narrative-driven role-playing, which is also a criticism of *Horizon*'s approach.
  • 😀 *Horizon* is seen as an example of a game focusing on fulfilling a power fantasy rather than offering a grounded, immersive role-playing experience that challenges the player’s decisions.

Q & A

  • What is the main critique of Aloy from *Horizon Zero Dawn* in the transcript?

    -The speaker criticizes Aloy as a character lacking depth and being uninspiring. They compare her to a bland, unsalted cracker, suggesting she feels hollow and uninteresting compared to other characters like Ellie or Abby from *The Last of Us*.

  • Why does the speaker prefer Ellie and Abby over Aloy?

    -The speaker finds Ellie and Abby to be more captivating because they are seen as more complex and developed characters. In contrast, Aloy is viewed as lacking substance and emotional depth, making her less engaging.

  • What food analogy is used to describe Aloy, and what is its significance?

    -Aloy is described as a 'Saltine cracker without the salt,' symbolizing her as bland and lacking in depth. This analogy suggests that, while she may seem functional, she lacks the interesting qualities that would make her stand out as a memorable character.

  • How does the speaker compare Abby to Aloy using a food analogy?

    -Abby is likened to a 'big turkey leg,' indicating that she is a more substantial and satisfying character compared to Aloy. This comparison emphasizes Abby's perceived depth and complexity.

  • What is the speaker's opinion on Bethesda's approach to RPGs, particularly *Skyrim*?

    -The speaker believes that Bethesda's RPGs, like *Skyrim*, focus more on providing a power fantasy rather than a deeply grounded, narrative-driven role-playing experience. They argue that players can assume any role and gain instant authority without having to earn it, which makes the experience less immersive and realistic.

  • How does the speaker describe the role of protagonists in Bethesda games?

    -In Bethesda games, protagonists are treated like 'Mary Sues' or 'Gary Stus,' meaning they are idealized characters who are immediately accepted and given power or leadership roles without much struggle or development.

  • What criticism does the speaker have regarding the narrative structure in *Skyrim*?

    -The speaker criticizes *Skyrim* for not being a true role-playing game in the traditional sense. They argue that the game's sandbox nature allows players to fulfill any fantasy, but it lacks the depth and complexity of more narrative-driven RPGs.

  • What does the speaker mean by describing *Skyrim* as a 'power fantasy'?

    -By calling *Skyrim* a 'power fantasy,' the speaker means that the game lets players quickly gain power and control, fulfilling their desires without the need for character development or the challenges that come with it.

  • What potential improvement does the speaker suggest for *Horizon Zero Dawn*?

    -The speaker suggests that *Horizon Zero Dawn* could be more interesting if it allowed players to have more moral flexibility, such as the option to be 'super evil.' They believe that a more dynamic narrative would enhance the game's depth.

  • How does the speaker view the relationship between the player's actions and character development in games like *Horizon Zero Dawn*?

    -The speaker feels that in *Horizon Zero Dawn*, the protagonist's character development is predetermined and lacks meaningful player-driven choices. This lack of dynamic narrative limits the character's depth and the player's ability to influence the story.

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Related Tags
Game CharactersAloyHorizon Zero DawnEllieThe Last of UsCharacter DepthRPG CritiquePower FantasyBethesda GamesSkyrimNarrative Design