Let's be real, playing through Horizon Zero Dawn and Forbidden West, it's easy to get lost in the incredible world Guerrilla built. The machine hunts are deep and strategic, the story is this wild sci-fi epic... but sometimes, I just want to move. You know? That feeling when you're exploring the Forbidden West, those underwater scenes are absolutely mind-blowing, but getting around can feel like a bit of a slog. It got me thinking about the next game, Horizon 3, and what it needs to truly feel next-level. The core is amazing, but the traversal... that's where a little 'inspiration' could go a long way.

Take the Sunwing mount in Forbidden West. It's an absolute game-changer... that you unlock way, way too late! 🦅 By the time you're soaring over the map, the main story is practically done. It feels like a missed opportunity. For Horizon 3, flying shouldn't be an endgame reward; it should be a core part of the exploration fantasy from much earlier on. Guerrilla has to redesign their whole open-world philosophy around verticality and speed.
And honestly? They might need to look outside their own backyard for the perfect solution. Here's my hot take: Horizon 3 should shamelessly steal Marvel's Spider-Man 2's instantaneous fast travel system. I know, I know, 'steal' is a strong word. Let's call it 'paying homage to brilliant game design.' 😉
Why Spider-Man 2's System is Genius:
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Zero Load, All Action: You pick a spot on the map, and BAM—you're instantly there, already in motion. No staring at a loading screen. It respects your time.
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It Feels Organic: In Spider-Man 2, you don't just 'appear.' You're thrown into a glide or a swing. It maintains the game's fluid rhythm.
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It Empowers the Player: It turns the entire map into your personal playground, removing friction between 'I want to go there' and 'I am there, having fun.'
Now, imagine that in the world of Horizon. Aloy can't web-swing, but she can ride a Sunwing. Picture this: You open your map. You select a mountain peak deep in a new, unexplored biome. Instead of a loading screen, the game instantly transitions to Aloy already in flight, soaring over breathtaking landscapes, diving toward her destination. The sense of scale and freedom would be unmatched. It wouldn't replace exploration; it would enhance it by letting you engage with the world's best parts on your own terms.
Some might argue: 'But what about the journey being important?' Or 'Won't that break the immersion?' I get it. The trek across the desert has its own charm. But in 2026, our time is precious. A feature like this is a massive quality-of-life upgrade. It could even be tied to progression—maybe you need to override specific Cauldrons or find Sunwing roosts to unlock fast-travel points in a region. That keeps the adventure intact while granting incredible freedom later.
There's also the bigger question: Will Horizon 3 even be the end? With the Nemesis threat looming, it feels like we're building to a climax. If this is the finale of Aloy's main trilogy, Guerrilla might be hesitant to introduce huge, new mechanics they won't use again. But that's the wrong way to think! This should be the game that pulls out all the stops. Flying mounts need to be central, not peripheral. The sky, and beyond, should literally be the limit.
So, Guerrilla, if you're listening (a girl can dream!): Look at what Insomniac nailed. That seamless, instant travel isn't just a gimmick; it's a philosophy of player-first design. Horizon's world is your greatest strength. Give us a tool worthy of it. Let us truly own the skies. The potential for Horizon 3 is astronomical—here's hoping its traversal finally matches the height of its narrative ambition. ✨