I can't put my finger on it, but something felt missing to me when it comes to story. The first game had the revelation that Enduring Victory was bullshit PR spin and Zero Dawn was just to save life. That felt pretty heavy. I'm not sure if Far Zenith really had the same impact for me. I'm not really surprised that they made it offworld and stuff, even makes sense. But them coming back with a thousand years of technological advancement and getting beat by a handful of people just didn't land at all for me. Sylens knowing how to deal with them just didn't feel earned. Doubly so for Nemesis, it just feels like a boogyman to chart into the sequel. There's no agency or attachment to it.
Not showing Ted Faro was also a big miss for me. You can't build up this character for so long and how terrible he was, and reveal he's alive and not show him. There didn't have to go all out Resident Evil style mutations on him with the holo showing he's sprouted around the entire reactor, just make him something like a super mutant from Fallout. The ending boss had pretty much zero impact for me. I cared more about killing Erik given he killed Varl. The final level where Beta takes over the printer also felt a bit frustrating. The first game, you fought through the rampage of Meridian. This one, you get a short cutscene. I wanted to be out there fighting the Zeniths with Slaughterspines and Thunderjaws as backup. Companions and the base felt a bit under utilized, but talking to your allies and getting to know their personality was fun.
Gameplay wise, everything felt really tight and controlled. I felt like some of my shots that should have hit a piece I was aiming for didn't, but I just chocked it up to so much more armor and such being on machines blocking it. I'm really disappointed in the direction they went with weapons. The first game, I was annoyed that I needed multiple bows for the different arrow types, but it at least had a progression path of each new tier adding a new arrow type that made sense. This time, upgrades weren't always upgrades due to ammo types being lost. Nothing worse than getting some fancy new weapon with better stats, but you lose an ammo type you're really clicking with. The weapons that have a wasted slot on some junk type also felt like such an obvious missed opportunity. Really wish they'd just lock things down to weapon types and you learn how to make different ammo types as you go, and you can assign them to your weapon wheel as you wish, with new weapons and stuff just giving modifiers and extra damage to certain types.
At least the game wasn't flooded with spear mods and you didn't get an augmentable spear until the end of the game like the first. Instead, your spear is just stuck at base level. I was super excited the first time I went into my inventory and saw a dozen different % mods and stuff on my spear, but it's all for naught. Food felt like a good idea in conception, but it was silly easy to cap out the skills that you wanted without it. Definitely preferred the weaves and mods here to the mess that was the first game.
Legendary items were...annoying. The sound effect you got when getting one was hype inducing, but it was so over used on materials and sellables. Legendary mods felt pretty terrible, and legendary weapons, while generally useful and great, lacked personality. If something is going to be legendary, I expect special abilities, a unique skin, etc. They were all just reskinned versions of existing weapons with 5 mod slots and generally, a good ammo load out. I dunno, they just missed for me. They didn't feel worthy of being called legendary. In my mind, something legendary should be some Oseram weapon you come across where they mounted a Ravager cannon to it or something and it's totally unique.
Exploration was one of the best parts about the game for me. The verticality and options afforded to you to get around were really nice. The vistas and just how far and detailed the view was really felt next gen. Only real complaint here was the metal flowers, by time you can handle them, just about nothing locked behind them matters. It felt like something that should have definitely come right after firegleam unlock. Side activities were pretty spot on, I liked the racing, machine strike, and just odds and ends that got you out in the world. Machine contracts felt a bit under baked. There were a few really unique ones where you had to do things a certain way, but the majority were just kill x. I think I missed findings old world relics like the mugs and stuff. That sort of stuff added personality to the past, and gave you something extra to track down and get rewarded for.