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Guerilla Games
-published Horizon Forbidden West
-owned by SONY
-created as a result of a merger of three earlier companies and then later owned by SONY
→ reflects gaming origins in small, independent companies in contrast to its current status as a global, billion dollar industry
SONY gaming revenue and ranking as of 2026
$24.9 billion and #1 gaming company globally
Horizon Forbidden West's Platforms, Genre and Sequelality
Platform PS4/5
Action RPG
Sequel to 2017's Horizon Zero Dawn
Horizon Forbidden West's Release
-Officially announced in 2020 by SONY with a release date of 2021
-Delayed as the COVID-19 pandemic disrupted production cycles and the team didn't want to overwork employees
-Released 2022
Hesmonhalgh + Horizon Forrbiden West
Diversification: HFW Lego Boxes (synergy), Music video
Genre: Action RPG, Fantasy, Open-world
Vertical integration: SONY owning Guerilla Games
Globalisation: Guerilla Games based in Amsterdam, owned by Sony (American), range of personnel (staff), HFW released globally
PEGI (Pan European Game Regulation)
-established to help European parents to make informed decisions on buying computer games
-launched in 2003
-Game publishers sign up to receive a PEGI rating (not compulsory)
-Age ratings: 3, 7, 12, 16, 18
Horizon Forbidden West's PEGI Age Rating
16 - reasons: strong violence, bad language and in-game purchases
HFW's setting
Set in a open world, dystopian, post-apocalyptic California, Utah and Nevada, the game explores the setting of a mysterious location known as the Forbidden West (which was suggested in the previous game to be barbaric and savage)
Intertextual references in the game
-San Francisco (via the Isle of Spires in the game)
HFW Story Summary
In the six months following her victory over HADES, Aloy, alone, has been searching for a backup of GAIA to repair the terraforming system, with her efforts so far being in vain.
Meanwhile, the terraforming system has been spiraling out of control, causing a poisonous red blight and catastrophic storms, all of which will bring life on Earth closer to extinction.
HFW Gameplay
-New ability to explore underwater
-New ability to upgrade weapons and wear outfits that add specific skills
-New ability to ride on flying machines
-Players able to explore a bigger map compared to Zero Dawn
-Main gameplay element is strategically fighting against enormous machines and mounted human enemies using a multitude of gear, weapons and traps from salvage parts
Schatz, 1981 - Genres of Order and Integration
-believed genre films were a social force because they reflected our values and ideologies
-argued genre filmmaking followed two dominant narrative strategies, Order and Intergration:
Genre of Order:
-focused on a protagonist who wants to defeat a physical threat
Genre of Intergration:
-celebrates the values of social intergration
HFW + Genre of Order (Schatz, 1981)
Hero (individual, male-dominant): Half-true → Female protagonist
Setting (ideologically unstable, contested space): True → Machines vs Nature, Tribal Civil Wars, The Forbidden West
Conflict (externalised violence): True → Aloy vs Villains
Resolution/ending (death): True → Tilda killed
Thematics (isolated self-reliance): True → Aloy as an outcast who determines herself the only one who can save this world
HFW and Todorov's Narrative
Equilibrium: Aftermath of Hades, Blight and animal robots killing everyone
Disruption: Hades is alive and Far Zeniths are trying to steal GAIA
Recognition: Finds GAIA minus subsystem but attacked by Erik
Attempt to Repair: Finding subsystems and battle with Tilda
New Equilibrium: GAIA is back but Nemesis is a new problem. Tilda and Gerard are dead.
HFW + Lévi-Strauss's Binary Opposites
Good vs Evil
Nature vs Technology
Humans vs Machines
Health vs Illness (Blight)
Life vs Death
Tribal vs Futuristic
Aloy vs Villains
GAIA and Elizabet vs Ted Farro
HFW + Enigma codes
-Far Zenith facility
-The abandoned camp
HFW + Action codes (actions that progress the story)
-Weapon mechanics
-finding the Far Zenith facility
-Rope glide mechanic
Visceral gratifications
Emotional feelings, not physical
Neale's Genre Theory + HFW
Repetiton:
-Large, detailed open-world
-Follows the trend of increased realistic visuals and cinematic cutscenes
-Action RPG = Boss fights, exotic setting, conflict + violence
-Sci-Fi = robots and futuristic elements
-Adventure = exploration, item collection, quests
Differences:
-Non-sexualised female protag
-Ethnic diversity
-Motion capture technology
Orientalism
The imitation or depiction of aspects of the Eastern world as fearful or fascinatingly alien by people from the Western world
Tribal representation in HFW (Tribes Trailer)
Oserom - “builders”, “tinkers”, "revellers” (as in drinking, having a good time) → positive
Carja - guards their border, afraid of outsiders, intelligent, civilised → nuanced
Utaru (from the Forrbiden West) - “sing to heal the land, but no hymn will save them”, patronised and presented as helpless, weak, helpless (has a matriarch and based on healing → anti-feminist) → negative (but in the game less so)
Tenakth - 3 clans, “generations of bloodshed”, has the most tribal signification, presented as “savage” and violent → negative
Orientalism + HFW
Orientalism is embedded at the core of HFW'S narrative of exploring exotic lands and Aloy is both an explorer and a white saviour
HFW's ethnic representation - Pros
-More NPCs of black characters
-Skin shading and texture
-Doesn't use the stereotypes of gangsters, athletes or promiscuous
HFW's ethnic representation - Cons
-Stereotypes of the dangerous and the pited (alvarado)
-Bad indigenous representation
HFW + Ethnic Representation (Orientalism)
-Rebels riding a Tremortusk, a massive mechanical elephant → elephants are symbols of the Orient even though they weren't often used for combat
-Use of words like “braves”, “savages” and “primal”
-”The Seas of Sands” quest has a lot of oriental imagery → a red dragon hanging from the ceiling, red lanterns and red decorative knots
HFW + Gender Stereotypes
Women:
-"compassionate”, “care", “comfort”
-Tilda's figure-hugging outfit
-feminine outfits (skirts, dresses)
-long hair
-no pauldrons (shoulder armor) nor exaggerated muscles
Men:
-masculine features (beards)
-pauldrons (shoulder armor)
-larger mass
-”courageous”, “humorous”, “warrior”
-tattoos/war paint
-short hair
Van Zoonen + HFW
Stereotypical:
-Zo + Varl romance
-Agressive + violent = male
-Caring + nurturing = female
Non-stereotypical:
-Aloy
Bell hooks + HFW
Regalla → Sapphire stereotype
Diverse characters but doesn't address racisms → post-racial society
Only patriarchal, capitalist group is a group of white people (Far Zeniths) who had the wealth and privilege to escape a dying earth
Judith Butler + HFW
Supports:
-Varl wanting to go with Aloy → protector
-Erik → toxic masculinity
-Tilda → tight fitting outfit
-Zo → maternal, cares for Aloy
Doesn't Support:
-Aloy is a strong female character (literal sense)
HFW + Glued to Games (Scott Rigby, 2011)
Competence (development of skills):
-Aloy vs Tilda (have to mastered a lot of the weapons, have to mastered strategies)
Autonomy (being in control):
-Player controls Aloy and is given the choice to make decisions in certain scenarios
Relatedness (game brings fans and players together):
-Online fandome, Cosplay and game conventions
HFW's Target Audience
-Women
-Male gamers who find sexualised female protags uncomfortable
-White and Black gamers
-Teens to 30s
-Explorers, Reformers
HFW + Uses and Gratifications Theory
Entertainment - exciting conflicts, obstacles
Identity - Aloy as role model, cosplay
Social interaction - Fandom, cosplay
Information - mechanics of game, game lore
HFW + Reception Theory
Preferred: Aloy = strong hero, diverse representation, exciting and engaging
Negotiated: Can see the problems but still enjoy the game
Oppositional: Women are presented as weaker and less war ready, stereotypical male rep, Aloy = white saviour, Tribal representation
HFW + Cultivation Theory
Stigmatisation (The media demonised groups through rep): Regalla, Tenakth tribe
Enculturation (process of learning through engaging with culture): Learning to play as Aloy
HOWEVER, it is clear that villains and storyline aren't real life
HFW + Bandura's Bobo Doll Experiment
Aloy as a role model → aspirational copying
Immersive → story lore and praised for graphics
Have to kill Tilda for the game to progess → rewarded for violent actions
HOWEVER, reasons are given for violence in the game explores e.g. saving the planet and people know it's not real
Jenkin's defence of video games
-flawed studies
-gameplay but solitary
-audiences can tell it's not real
Fans influencing the production of HFW
-Fans bring players in → more players mean more want for content
-Fan realigning hetreonormativity→ causes DLC where you can have Aloy kiss Seyka
HFW + Shirky's End of Audience
-One of GG's head people's intro to a new Horizon game on website → directly talking to audience
-Criticisms of game online e.g. representation of tribes
-GG's website encourages active audience (links their Twitter, Insta, Email) → also encourages cosplay via guides
HFW + Jenkin's Fandom
-Mode of reception (intense engagement)
-Cultural production (textual poaching) → Fanart and Fanfiction
-Social comminity → Cosplay conventions
-Interpretative community → YouTube analysis and criticism videos
HFW + Queerness
-Aloy canonically sapphic → only addressed in a DLC and you can chose to have her kiss Seyka (BUT it never gives you the option to say you don't like her)
Audience reaction:
-Already readings of Aloy being queer
-On AO3, all of the top Aloy ships are F/M and the top category is F/M (not surprisingly for how androcentric fandoms are → normally goes M/M to F/M to F/F)