Horizon Zero Dawn DLC The Frozen Wilds Uncomfortably Borrows from Native Cultures
When I sat down to play the Horizon Zero Dawn DLC The Frozen Wilds, I expected many things. I expected new environments, a few new machines, some new weapons, outfits and characters, maybe an exciting new revelation or two. So far, I got what I came for. There are fresh hunting strategies to form, eccentric people to meet, and vertical challenges to explore.
But what I didn’t expect to encounter was the resurfacing of a topic first addressed following the original release of Horizon Zero Dawn: that of cultural exchange vs. appropriation. The game has always seemed to take some inspiration from Native culture, but The Frozen Wilds takes that a step further with its focus on the Banuk tribe. What is the difference between the two, and when does borrowing become theft? In the ensuing hours as I made my way through The Cut, I contemplated answers.
When I played the original Horizon Zero Dawn I hadn’t read a lot on Native identity in videogames, but having done so now, it’s a bit easier to pick up on some of the game’s problem spots in terms of the narrative, aesthetic and linguistic elements it borrows from other cultures. While as a white woman I am not the most qualified person to make this observation, even from a casual glance, the game seems to touch on Native, Scandinavian and Eastern (particularly Mongolian and Chinese) sources of inspiration, and of those, the Native elements come through the strongest. This trend not only continues throughout The Frozen Wilds, but is actually more emphasized than the base game, as Aloy tracks the long-lost Banuk to their northern mountain home, finding a tribe in self imposed isolation and deep spiritual conflict.

There are many elements specific to The Frozen Wilds that can be found in various cultures: a lost tribe in the “wild,” a spirit and daemon who dwell on a mountain, shamans, sacred rock paintings. However, combined with some key artistic and stylistic choices, these narrative choices make the primary Native influence on Horizon Zero Dawn, and its DLC, clear. This matters in particular because when a narrative is clearly an allegory for real people and situations, parallels will be drawn. In this particular literary context, the road between fiction and nonfiction is a two-way street, and it informs and exchanges both ways. Whatever is written, then, takes on a unique responsibility, in that, if the power structure is in favor of the author, they come to dictate the narrative of that entire perspective, for better or worse.
The game effectively makes a comment on Native identity, even if it doesn’t mean to, and that comment is often in conflict with how actual Natives feel. In particular, tribal societies in Horizon Zero Dawn are portrayed as the “primitive” result of a still-evolving culture, one that builds their beliefs and customs based around their attempt to understand the machine-based world around them. There was one scene in particular, a death ceremony featuring elaborate animal headdresses, that made me cringe. If the goal is to responsibly steer the conversation around tribe-based social structures away from the pejorative, moments like these do not help.
Additionally, both Aloy and the player are given knowledge that the Banuk are not privy to (that the machines are not divine, but rather, instruments of war created by greedy human capitalists), creating a intellectual power divide that impacts our perception of their belief systems. Aloy is herself an outcast, and not fully trusted by the Banuk or her own people, the Nora, but with this additional power imbalance, at times the narrative of The Frozen Wilds steers close to the White Savior trope; in one scene Aloy helps a Banuk woman, Ourea, to communicate with her god “the Spirit,” an advanced AI system, solving an elaborate puzzle on her behalf. Later in the dialogue, visibly awed and grateful for Aloy’s help, Ourea tells her, “You are the answer.”
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