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Knowing a thing or two about dealing with lethal machines, Aloy decides to follow up on these developments by seeking out the village’s absentee shaman somewhere in the wilds. The Daemon, a malign entity responsible, has taken up residence in a mountain on the other side of the valley, spewing thick choking smoke into the air day and night. Climbing over and arriving on the other side sees Aloy immediately stumble into a Banuk settlement, where the local machine population has been recently changed in frighteningly dangerous ways.
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Purchasing the DLC places a new NPC into the world, who points out some new handholds hewn into a rock face, creating a way across the mountain range that separates the rest of the game map from the Banuk lands. Side quests were on the repetitive side and collectibles aren’t much different from what can be found in the main game, but eventually an engaging story combined with more of what made the original game so great made the time I spent in The Frozen Wilds more than worthwhile.Īloy’s path in The Frozen Wilds takes her to the homeland of the spiritual Banuk, a new tract of land mired in never-ending winter. It paved a path that’s nearly impossible to improve upon, so the release of its first full-blown DLC campaign, The Frozen Wilds, initially left me somewhere between cautiously optimistic and flippantly dismissive - after all, it couldn’t top what came before, so why bother trying? What I got ended up being a pleasant middle ground. Its engaging narrative, fun and fluid combat, and impeccable graphics and sound design earned it a place as one of my favorite games of 2017 so far. When Guerrilla Games’ released Horizon Zero Dawn earlier this year, the unique post-apocalyptic open-world RPG drew me in like few games do. Collect-a-thons and side mission distractions notwithstanding, The Frozen Wilds has a very worthwhile and engaging main quest line that’s worth seeing through to the end.
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