Guerrilla Games' Journey to Horizon: Forbidden West
The development of Horizon: Zero Dawn marked a significant departure for Guerrilla Games, as the studio transitioned from creating linear levels and space-themed games to crafting an expansive open world with primitive weapons and robotic creatures. During a panel discussion at Develop:Brighton, key members of the studio's leadership team reflected on the journey that led to the creation of the Horizon series, highlighting the lessons learned from their previous work on the Killzone franchise. According to studio director and art director Jan-Bart van Beek, the Killzone series served as a testing ground for the studio's ideas, but ultimately, the team discovered that focusing solely on the antagonist was not conducive to effective storytelling. The introduction of Aloy, the protagonist of the Horizon series, was a crucial element in the game's pitch, and the team was thrilled to see fans embracing the character through cosplay, tattoos, and even naming their children after her. Van Beek also noted that the Killzone series may have been too focused on European themes, which may not have resonated with American audiences. In contrast, the Horizon series was designed to appeal to a broader audience, with a more universal story and setting. Angie Smets, formerly studio director and executive producer, now head of development strategy for PlayStation Studios, emphasized that creating a new IP requires significant effort and planning. The team approached the development of Horizon with the intention of creating a franchise from the outset, rather than a single game. The technical director at Guerrilla, Michiel van der Leeuw, described the Killzone series as a valuable testing ground for the studio's technical capabilities and processes. After the release of Killzone: Shadow Fall for the PlayStation 4, the team sought to create a new IP that was more expansive and positive, with a focus on nature and robotics. The team faced significant challenges in developing Horizon: Forbidden West, particularly in recapturing the magic of the original game. Van Beek noted that the biggest challenge was maintaining the sense of mystery and awe that defined the first game, while also introducing new elements, such as underwater and aerial exploration, which presented significant technical hurdles. Smets added that the development of Forbidden West was also complicated by the need to create a multi-platform title, with simultaneous development for the PlayStation 4 and 5. The team had to balance the quality of the game across both platforms, ensuring that the PS5 version was significantly better than the PS4 version. Van der Leeuw emphasized the importance of pushing the quality bar for the game, particularly in terms of visuals, to create a distinct difference between the PS4 and PS5 versions. The team succeeded in achieving this goal, but it also led to some players opting to wait for the PS5 version, rather than playing the game on the PS4. Van Beek discussed the core pillars that the Horizon games are built upon, including exploration, combat, and character development. The team established three key statements to guide the development of Zero Dawn, which focused on the game's exploration, combat, and storytelling. For Forbidden West, the team chose to build upon and strengthen these core concepts, rather than introducing new ones. The philosophy behind the game's development was encapsulated in the acronym ACE: Amaze, Challenge, Engage. The team aimed to create an experience that was more amazing, challenging, and engaging than the first game, with a focus on heightening the sense of wonder and excitement. Looking ahead, Van Beek confirmed that Guerrilla will continue to support the Horizon franchise for a long time, with an upcoming Netflix TV show and a multiplayer game set in Aloy's world currently in development.