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Atlas Fallen preview: Horizon Forbidden West could learn from Atlas Fallen’s stand-out travel system

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Horizon Forbidden West could learn a thing or two from Atlas Fallen’s stand-out travel system
Atlas Fallen makes getting around a joy. 
This upcoming action RPG from Deck13 hadn’t crossed my radar at all, meaning I went in almost blind with no idea what to expect. Having recently completed Horizon: Forbidden West, I feared that my appetite for open-world environments had been sated. Fortunately, Atlas Fallen put something new on the menu, in the form of satisfying traversal mechanics that seamlessly blend into the game’s pleasing cycle of combat and exploration. 
Atlas Fallen takes place in a dark fantasy world that reeks of apocalyptic desperation. Its open world is a vast desert, peppered with ancient ruins and precariously defended fortress cities. The people here adapt, or they die. 
Our protagonist, wielder of a cursed magic gauntlet, makes their way across this world not on horseback, but by using their arcane power to surf across the dunes. As you run, a simple tap of the left stick will cause your character to start surfing, bringing about a satisfying burst of speed and the pleasing sound of sand gliding underfoot. The animation is fluid and seamless. It makes you feel like a cool sand wizard – a feat accomplished by very few games. 
In addition, Atlas Fallen makes generous use of verticality in its environments, offering the player a generous double jump, as well as the ability to perform a rapid air dash. In addition to its more obvious use for outmaneuvering enemies in the game’s action-heavy combat, the fluidity of these jumps and dashes makes movement a delight.
The game’s layout not only encourages exploration but also rewards unorthodox solutions to traversal challenges. Climbing on buildings, diving across precarious terrain, and zipping through the air are all encouraged by Atlas Fallen’s environmental design which, while sometimes clunky, gets top marks for ambition.

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