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STACK

GAMES

How long has the game

been in development for?

JOEL ESCHLER:

The full

development of the game

was six years, but back at

the beginning it was just a

small team, initially around 6-30

people during the production. It wasn’t

until around after we really finished with

Killzone Shadowfall that the whole team

really jumped on HZD.

Can you tell us what the title means?

I definitely can’t. It’s something that

you’ll discover when you play the game - if

I gave that away now I would have some

very angry writers.

Was Aloy a female from the beginning?

From the very beginning, when the

pitches were being made, for Horizon

in particular there were these three

pillars. One was this kind of natural,

lush environment that has taken over

the world, and of course the machines.

Then there

was Aloy - she

was less of a

conscious effort

or a focus-tested

decision, than that

she existed for as

long as Horizon existed.

Everyone in the studio

just kind of latched on

to those early visions of

her. Internally, everyone’s

been really happy, and

we’re happy with the

response so far.

What was it like working with Ash

Burch?

Unfortunately, I didn’t actually directly

work with her. I’ve worked with her in

the past on the Borderlands games, and

she’s such a pro. She has this great kind

of range that she can just deploy willingly.

Some of the writers that were in the

recording room when the sessions were

going on just had really positive things to

say about her; she really helped bring Aloy

to life.

How did the story come to life?

There’s two stories in the game, in the

sense that our lead writer joined a little bit

after the main game started development;

there’s the background lore of this world,

what happened, who these tribes are, and

we built up those backstories so we

could build the concept art, to try and

We caught up with Guerrilla Games’ Joel Eschler to chat about

everything

Horizon Zero Dawn

in the lead-up to release.

Words

Alesha Kolbe

Joel Eschler