
Fuck off Sony! And I mean this with genuine, potent disdain. Fuck, right off! I cannot articulate my utter contempt for this ardent violation of player retention, with any reasonable coherence. To charge such an obscene amount of money for the PlayStation 5 Pro, in this economy, towards the tail end of this generation of games consoles is nothing short of a criminal act. This is a company that at present, staggers from one resounding failure “Concord”, before stumbling into a bed of critical reprieve that is “Astro Bot” and then shits said bed with this monstrous display of capitalist exploitation. Now if you think that analogy is tortured, that is nothing compared to Sony’s current business strategy. The absolute audacity to charge $700, the equivalent of roughly £534, for an upgrade on a console that is in the latter throes of sustainability is bad enough. But speaking as a UK resident, the indignant gall to not even convert the US dollar into the sterling equivalent, and instead charge UK consumers £700 is infuriating! That works out at $917. And if you live in the EU, that’s €800. Or $885/£675. There’s no disc drive. No stand. Both of which are sold separately. And all this for negligible improvement.
Now I am a fervent advocate for the PlayStation brand. It has been my console of choice since I was 12. We’ve endured some pretty dismal times, and instances of Sony’s hubris and greed coalescing to influence some very egregious decisions. But this might be one of the worst.
DO NOT BUY THIS!
For the longest time my faith in the games industry has been severely tested. To me gaming has become complacent and less effective as a medium because of the dedication of exploiting the gamers fervent intimacy for product consumption, with the introduction of incessant and rather dubious payment methods. This growing defamatory has only been exacerbated by the advent of online gaming, whereby consumers are expected to pay full price for a game with only the basic of content and then additional charges for all the stuff that should have been included in the first place. Or worse withholding content behind paywalls?! You have pre-order incentives like a different coloured gun or a new “exclusive” hat if you pay the premium. It’s commerce over craft and I don’t like it. I don’t know, perhaps I’m just becoming an entitled, bitter old man with just as much hair on my chest as I have in my ears but I prefer the traditional method of commerce; buying a game – that has everything in tacked – playing the game and maybe eating a sandwich in between sessions. That’s it. I’m not opposed to the idea DLC when it benefits the individual with further content that expands on the initial product, not ones that feel as though they’ve been removed from the primary product and introduced at a later date at an additional cost. The kind of underhanded techniques employed by certain dubious companies to extract more money from us impoverished gamers. Sure we don’t necessarily need to purchase it, but whats the point in having a blank canvas if you don’t have all the necessary equipment required to complete your work of art. There’s a loss of purity, integrity or….something?! It’s difficult to define the precise problems. It just feels artificial. Yet sometimes all it takes is one beautifully crafted game, presented in all of its intended glory to remind you why you fell in love with gaming in the first place. “Horizon Zero Dawn” is that reminder.
So many games that portray apocalyptic futures depict them with very melancholic palette, devoid of any congenial empathy. They are always grim and disdainful environments reminiscent of a Cormac McCarthy novel, if he were depressed. Here though the world is almost pleasant, embracing bright colours with a verdant desolation that belies centuries of perceived human struggle. Structures from a bygone era pierce the skyline, with the atrophy of these hollowed buildings now embraced in nature’s limitless grasp. And I love that Earth’s future is actually one of primitive disorder. That human endeavours hasn’t culminated in a cerebral world, furnished with hover cars, space travel and a cure for death but has actually reverted back to a more primitive environment. A place of bows and arrows not lasers, the former of which being an invaluable asset against creatures with a penchant for consuming red-headed females, and presumably contracting gingivitis. The rustic simplicity of a bow an arrow, enhanced by augmented projectiles that give your weapons a distinct aesthetic that you can’t help but adore are hugely satisfying to use. Ammunition ranges from standard arrows to more elemental projectiles such as fire, ice and shock, which have various strengths and weaknesses depending on what enemy you’re battling. Many have resistances to at least one type so being amply supplied with all forms is advised. For the most part stealth will be the most effective means of culling the local wildlife. Hiding in tall grass and beckoning humans or smaller machines to your location will dispatch most moderate threats with ease, spearing them for instant kills. Though larger sentient dinosaurs will require further preparation including laying traps or retreating as fast as you can in the opposite direction.
Much of the games systemic adherence’s follow rather predictable routines, with familiar RPG mechanics ticked off like names on a school register; crouching provides better coverage and avoids detection, harvesting berries increases health. It assumes that you have no facilitation with an RPG before, so it’s vital that we are given a labour intensive tutorial to aid us, like a mother holding her daughter’s hand across a busy road. Despite being a deadly exponent in melee you can just purchase an upgradable bow with increased accuracy from range, exploit a surreptitious position far from harm and pick off enemies one by one without arousing too much suspicion. This isn’t necessarily a bad thing – because it does make you look awesome – but it can reduce the level of excitement, if one were so inclined. Much like in BioWare games you get a trivial dialogue wheel too which let’s you dictate tone of the conversation you may have with specific residents. But when you’re confronted by a grieving lover besieging you if their prospective spouse suffered before they died you’re hardly going to respond “Oh my yes! She suffered greatly. I made sure to kick her in the uterus just before she died for good measure!” I’ve never understood the significance of having options that are ultimately derivatives of the same response or pose no discernible relevance to the characters nor the narrative?