Guerrilla Games has long been renowned for creating immersive first-person shooter experiences and pushing boundaries with tech, most notably with the Killzone franchise on PlayStation. Up until six years ago, the Netherlands-based developer had less opportunity to experiment with new genres and gameplay. Now its most ambitious project yet, Horizon: Zero Dawn, is ready for release and looks set to prove the studio's talent and versatility in game design.
The transition between linear shooter to open-world action RPG is one of the more drastic shifts we've seen from a first-party studio of late (Creative Assembly's work on Alien: Isolation being a similar example, if this goes as well as that, we'll be happy). For ourmost recent preview we visited Guerrilla's studio in Amsterdam, where we were pleased to see the developers stepping out of their comfort zone, and impressed with the way that the Decima engine has been adapted to accommodate the new setting. This is a good looking game; sharp graphics and clever design combine to stunning effect. An eye-catching robotic ecosystem dominates the landscape, while humans scurry underneath, society scaled down to a tribal existence. Beyond even that, its open spaces and rolling hills offer a sharp contrast to the studio's PS4 launch title, Killzone: Shadow Fall.
Comparing Horizon to past works, the game's art director, Jan-Bart Van Beek, described to us the studio's previous titles as experiences which could be defined on paper as being step-by-step and finely-tuned. However, the player has more choice in this new open-world, something that makes the experience harder for its creators to control. This is a big departure, then, and Guerrilla has introduced lots of new features that further take them away from the corridor shooters of old and out into the open-world. Experimenting with RPG elements this time around, such as skill trees and interactive dialogue, he tells us Horizon is "much more systems designed on the foreground than an encounter design you would see in a more standard conventional linear game."
John Gonzalez, narrative director on the project, added that he believes this evolution is one the team boldly embraced, but the shift from linear and authored experiences to ones more focused on player expression and systemic gameplay hasn't been without its challenges. "Open world gives you broadest possible canvas for telling a story, but it obligates you to stock the world with a lot of content and variety," he explains. To meet the challenge of creating a rich, immersive world, the developers have tried to craft the gameplay systems around its narrative and themes.
The themes prevalent in Horizon are one of the title's biggest draws, offering a unique blend of sci-fi and tribalism. Jan-Bart Van Beek discussed the process of mixing the themes, dubbing the game's world as "post-post" apocalyptic. The story is set 1,000 years after humanity was nearly destroyed, essentially sending the race back to the caveman era, with nothing left of civilisation as we know it, just remnants of advanced technology, reminders of humanity's former place at the top of the food chain.
New species of robotic creatures are dominant now, and humanity is forced to live a tribal existence once again. "We have a world where humanity is living in the shadows of something much more powerful than they are, but not necessarily more clever than they are, and that changes everything about how they have to deal with the world," Van Beek explains. The concept of humans becoming a sub-species which has to fight and scavenge for survival is one not often explored and is certainly interesting from a gameplay perspective.