Videogames: Horizon Forbidden West - Language & Representations
Language
Read this review of Horizon Forbidden West in the Financial Times (should be non-paywalled but you can read the text of article here if needed). Answer the following questions:
The review explains that although Guerrilla Games released an excellent sequel in Horizon Forbidden West, it launched just as Elden Ring arrived. Elden Ring quickly dominated attention and discussion, overshadowing Guerrilla’s release despite the high quality of the game.
2) What is the narrative for the original game Horizon Zero Dawn?The original game is set in a post-apocalyptic version of the United States, where humanity has been almost completely wiped out by rogue machines. Set around a thousand years after this collapse, players take on the role of a hunter-gatherer fighting robotic dinosaurs in a world where advanced technology and primitive societies coexist.
3) How is the central character Aloy described?Aloy is described as a compelling and memorable protagonist who combines toughness with emotional depth. The review highlights how she balances grit and tenderness, making her one of the standout characters of her console generation.
4) What is the narrative and setting for sequel Horizon Forbidden West?The sequel takes players westward into regions inspired by Nevada and California, where a new existential threat to humanity emerges. While the story is broader and less focused than the original, it explores important themes such as climate catastrophe and the dangers of unchecked technological ambition.
The review praises the game’s facial animation, describing it as exceptionally realistic. Subtle movements such as shifts in eye contact or jaw tension are used to convey emotion and subtext in a way rarely seen in video games.
The gameplay is described as visually impressive and mechanically strong. Combat is tactical and rewarding, requiring players to analyse enemy behaviour and use traps and elemental attacks strategically. Aloy’s movement is smooth and fluid, enhanced by new tools like a grappling hook and paraglider that expand exploration and traversal.
The trailer presents Aloy as a determined and heroic figure while showcasing a wide range of environments, including jungles and underwater locations. It establishes the scale of the world and the threat posed by powerful mechanical creatures, reinforcing the idea that Aloy must act to save the world.
The trailer highlights the open-world nature of the game through its varied landscapes and sense of freedom. Aloy is shown exploring different regions and encountering enemies in multiple ways, reinforcing the idea that players have control over how they approach challenges.
The trailer presents a strong female protagonist in Aloy, challenging traditional gender stereotypes. It also shows diversity through the inclusion of multiple tribes and cultures, suggesting a world populated by a range of different identities and communities.
Aloy is clearly positioned as the hero, which links to Propp’s character types. Her role in restoring balance can also be connected to Todorov’s narrative theory. Additionally, Levi-Strauss’s idea of binary oppositions is evident in the conflict between Aloy and the machines.
The gameplay video shows a wide range of tribes and communities, represented through different ethnicities, clothing styles and environments, emphasising cultural diversity within the game world.
Using Blumler and Katz’s Uses and Gratifications theory, the game offers diversion by allowing players to escape into an immersive world. It also offers personal relationships, as players may emotionally connect with Aloy and other characters.
The article suggests that the game follows familiar genre conventions established in Horizon Zero Dawn. This reflects Neale’s idea of repetition, where audiences enjoy recognisable elements, while still expecting variation in gameplay and story.
Horizon Zero Dawn sold over 20 million copies, demonstrating strong audience demand. This commercial success encouraged Guerrilla Games to retain many core elements in the sequel while expanding the scale and ambition of the world.
The article argues that the game relies too heavily on exposition, with numerous side characters delivering lengthy dialogue that can slow the pace of the narrative.
The gameplay centres on a hunting based combat system where players must take down large robotic creatures. Players gather resources to craft weapons, traps and medicine, reinforcing the survival aspects of the game.
Overall, the article is positive, praising the game’s ambitious ideas and effective use of open world conventions while acknowledging some narrative weaknesses.
Race representations in Horizon Forbidden West
The game explains diversity through a backstory in which humanity is rebuilt using stored genetic material, but without the historical structures that created modern racism. This allows the world to include characters of many skin colours in a way that feels narratively justified.
Orientalism refers to a form of racism where Western cultures portray Eastern cultures as exotic, mysterious or dangerous, reinforcing stereotypes and power imbalances.
The article argues that Aloy’s journey into the “Forbidden West” mirrors Orientalist narratives, as she explores unfamiliar cultures portrayed as exotic or threatening. Aloy is positioned as both an explorer and a saviour, reinforcing these tropes.
Players are encouraged to identify with Aloy, which means the world and its cultures are often presented through her perspective. This influences how other groups are represented, often positioning them as obstacles or mysteries to be solved.
The writer, an Asian American, felt uncomfortable, arguing that the game unintentionally reinforces Orientalist tropes. Despite being set in a supposedly post racial world, the game still depicts certain cultures as foreign and threatening.
The debate centres on Aloy’s appearance, with some critics arguing she does not fit traditional beauty standards often applied to female characters. This has sparked discussions about whether female protagonists must be conventionally attractive to be accepted.
The article references characters such as Lara Croft, Bayonetta and characters from Genshin Impact, noting that they are often sexualised through revealing outfits and exaggerated body proportions.
The industry struggles with retaining female employees and has a history of creating female characters designed for the male gaze. These issues highlight deeper structural problems within game development culture.
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