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easier by the strong vision we had for Aloy and

the world in which she lived in – everyone was

really excited to get their ideas into motion.”

Having worked on the space sequences

and cityscapes synonymous with the Killzone

franchise, the enveloping wilderness of HZD

was relatively new territory for the studio.

“Some of the first challenges were the

technological ones – going from a linear world

to an open world meant we had to expand the

engine capabilities, especially in order to show

settlements and Machines

that might be kilometres

away. There was a really big

drive to show nature taking

over the world 1,000 years in

the future. Rendering organic

models like trees and foliage

and everything is a lot more

difficult and expensive than

buildings and things like

that, so we had to come up

with technology that could

procedurally-generate those

kinds of things.

We came up with some really clever ways to

generate areas and climates, where the engine

would look at stuff like what would the climate

of the world be like, what would the height be

like, what kind of animals would live here, what

kind of plants would grow here, what would

the water flow be like? All those kinds of things

were taken into account, and that allowed us

to build a game that was huge, without having

to have actual hands touching every corner of

the map.”

Freedom of exploration was also an

important foundation that Eschler made sure

the team built upon.

“We had to hire a whole new team of

writers to craft this open world, and to make

it interesting and interactive. With first-person

shooters or more linear games, you can predict

where the player will go, and you know that

when a player goes around this corner, there’s

got to be this explosion. With HZD, players can

go everywhere, you can do anything; you can

decide to go down any particular skill tree with

Aloy, so we really had to try to think outside of

the box. We had to make sure no matter which

path they chose to go down with Aloy, that

it was fun and that the robots interact

51

FEATURE

GAMES

with the right things in the

right locations. There were

loads of new challenges,

but it was a real testament

to the team to see how

well they took it in their

stride and took control of

everything.”

The world that Guerrilla

have so lovingly crafted has

a mysterious past – what

caused the apocalypse

to begin with? – and

protagonist Aloy is equally as

intriguing. The stories of what happened to each

are intentionally interwoven.

“There’s two stories; our lead writer joined

a little bit after the main game had started

development, so there’s the background lore of

this world – what happened, who these tribes

are – that we built up beforehand.”

Eschler also notes that Aloy has troubles of

her own. “You start off playing Aloy as a child,

and you discover she is an outcast from her

tribe. Pretty early on you

discover why that is; early

sections of the game are her

trying to work out why she’s

an outcast in the first place,

what the politics of the tribe

are, and her trying to prove

that she’s worthy to explore.

In the beginning it’s really

about Aloy trying to discover

who she is, and once the

game opens up a little and

you get to explore this big

open world, there’s a kind of parallel between

Aloy discovering her capabilities and what she

can do in the world, while there’s the player

discovering what they can do and how they fit

into the world at the same time. I think we did

a really good job at creating the same sense of

discovery between both Aloy and the player.”

Now that the game is in the hands of the

players, its reception will determine where the

studio takes its new IP. The senior producer has

high hopes for the future of

Horizon Zero Dawn

.

“A lot of effort went into the world-building

and the concept art for HZD, that didn’t even

make it into the final game – especially for the

tribes and some of their stories that just didn’t

make sense once we put the finishing touches

on. We really hope this resonates with people,

because I certainly think there are a lot of

stories left to tell.”

In the beginning it's

really about Aloy

trying to discover

who she is

Ganondorf

Link’s primary foe in most of the Legend

of Zelda games, Ganondorf isn’t one to be

trifled with – don’t get between him and

the Tri-Force.

Dr. Robotnik

Evidently Sonic devs have a soft spot for

redheads. Doctor Ivo “Eggman” Robotnik is

best known for his rad ‘stache.

Xxxxxx

is out xxxx

Knuckles

The most Australian of

Sonic’s gang, Knuckles

the Echidna’s trademark

red hair/spines give

him a fiery, short-

tempered attitude.

HZD's Aloy is one in

a long line of badass

gaming redheads...

Horizon

Zero Dawn

is out on

Mar 1

Gaming’s

redheads