Key Highlights:
- Marvel’s Spider-Man 2 shows visible damage to Peter Parker and Miles Morales’ suits when they take hits in combat.
- Horizon Forbidden West already features environmental effects on Aloy, but a comparable combat-driven armour damage system could add realism.
- Visible tears, scratches and damaged equipment could communicate the impact of fighting dangerous machines without introducing graphic injuries.
The next Horizon game could make combat feel more physical by borrowing the battle-damaged suit effects introduced in Marvel’s Spider-Man 2. Rather than leaving Aloy’s armour looking largely unchanged after encounters with powerful machines, Guerrilla Games could introduce visible wear that reflects the punishment she receives.
In Horizon Zero Dawn and Horizon Forbidden West, Aloy regularly faces machines capable of crushing, burning or electrocuting their targets. Yet the visual condition of her outfit rarely communicates the full impact of those encounters.
This is not to suggest Horizon lacks environmental detail. Forbidden West already depicts Aloy sweating in hot environments, getting wet and accumulating dirt. Guerrilla’s character artists have discussed using environmental effects and decals to make characters feel connected to their surroundings.
What is missing is a similarly prominent visual response to damage sustained during ordinary combat.
In Marvel’s Spider-Man 2, Peter Parker and Miles Morales’ suits can become visibly torn and scuffed after taking hits.
The effect is more than a scripted costume change. Damage accumulates during gameplay, allowing players to see the consequences of difficult encounters on their chosen outfits.
PlayStation also highlighted the feature in its official Photo Mode breakdown, encouraging players to capture images of Peter and Miles wearing their battle-damaged suits.
For Horizon, a comparable system could extend to the different armour sets Aloy obtains throughout her journey.
The detailed outfits in Horizon Forbidden West already serve different combat purposes, offering protection and bonuses suited to particular playstyles. Visually reflecting the damage they absorb could give those encounters additional weight.
I think the most convincing approach would be subtle rather than graphic. Scratches across metal plates, damaged stitching, torn fabric and burn marks could make a difficult Thunderjaw or Slaughterspine fight feel consequential without turning Horizon into a more violent game.
The effects could also remain cosmetic, disappearing after healing, changing outfits or visiting a settlement. There would be no need to introduce weapon durability or armour repair requirements simply to make combat look more convincing.
Guerrilla has not announced a battle-damage feature for a future Horizon game. Nevertheless, Insomniac’s approach demonstrates how relatively small visual changes can help communicate the physical consequences of combat, and it is an idea worth considering for Aloy’s next adventure.
