MDA & 8 Kinds of Fun – Hunaida Elhassan

This game is the type that I would play for hours without realizing, and still have so much ground to adventure through the open world. You play as a tribal hunter with a bow and arrow, but your enemies are extremely advanced machine creatures. The mechanics I wanna highlight are Aloy’s primitive weapon set. The hunter bow, sharpshot bow, ropecaster, and spear- combined with the crafting system that requires harvesting materials from downed machines, and the Focus scanner that lets you tag enemy weak points and patrol routes.

These mechanics interact in a really fascinating way for me- because you’re armed with rope, arrows, and a spear against towering robotic predators, the game forces patience and predatory thinking. You can’t rush in. You have to hide in tall grass, scan a Thunderjaw’s weak points, lure it with a rock toss, then unload fire arrows into its cooling vents. Being able to craft from a dead machine’s loot means every kill has weight- you’re not just surviving, you’re harvesting. The dynamic that emerges is tension-release hunting. Stalking, planning, striking, looting. It mirrors how an actual prehistoric hunter might think.

This creates two overlapping aesthetics for me- the first being fantasy. There’s something visually satisfying about living in the dystopian, futuristic (but also primitive) world Aloy is in. It’s the 31st century, humanity has collapsed back into tribal societies, and massive machine creatures are slowly taking over what’s left of the biosphere. You play as a young outcast trying to piece together her origins in the middle of all that. The second is narrative, because the mechanics reinforce the story. Aloy’s outsider status, her curiosity, her scrappiness- none of that is just told to you in cutscenes, it’s built into how she plays (and the weapons she uses).

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