Skip to playerSkip to main content
  • 2 years ago
Join members of the development team at Guerrilla for a deep dive into the creation of the Horizon Forbidden West Horus boss battle in the Burning Shores DLC. Horizon Forbidden West Complete Edition is available now on PS5 and PC.
Transcript
00:00Knowledge has its rewards, don't you think?
00:06Well, let's begin.
00:08DLC
00:27When we started DLC, right from the beginning, we knew we wanted to do something with the Horus.
00:32Because it's a machine that we've seen throughout both games, this seemed like the perfect moment to bring it to life.
00:37The Horus was an interesting design. Right from the get-go, it served two purposes.
00:42One is to show the end of the world as it happened.
00:45We also wanted something that would look impressive and amazing in the landscapes.
00:49We settled on this ginormous insectoid machine that's at the same time also a mobile factory.
00:59The goal of the first section was to establish the Horus as a force of nature.
01:05But we also wanted to give ourselves some potential to escalate, to build up slowly.
01:10So starting with a stealth section felt really good to us.
01:14It also gave the characters the option to formulate a plan to collaborate with Seika along the way.
01:28To make the beach encounter feel a lot more spectacular and dramatic,
01:32we kind of had to do completely the opposite from what we always did.
01:35Horizon is very much about celebrating beautiful nature, and everything is lush.
01:39But here, because we're dealing with this final moment, we decided to do a 180 and go for just grey and dark.
01:46A very, very different mood from what we usually did.
01:49We wanted to structure the fight, and to do that we separated the player and the Horus
01:55to give the player the opportunity to observe the Horus in its entirety.
02:00It really gives you an impression of its power.
02:02And of course, the beach gave us a reasonably flat space for that big guy to stomp around and splash around in the water.
02:11When we had to figure out the movement theme for the Horus Titan, it's basically a zombie.
02:17You'll see this in the beach transition as it crawls its way down the beach.
02:21It's clawing with its tentacles, pulling itself along, lumbering forward like a shambling zombie would.
02:26This was a very, very different content from what we used to build.
02:31We needed a new approach.
02:33We had to create a strike team of specialists from all departments, tech, art, animation,
02:40to come together and create this experience in the production environment of a DLC.
02:46It allowed us to put all the focus on a single encounter and make it as awesome and as epic as we could make it.
02:53Horus was the most complex machine we ever made.
02:56It contained 1,300 joints.
02:59This required updates for engine to handle that complex skeleton.
03:04One of the challenges was making climbing on the moving machine.
03:08We already had the support for climbing on moving objects,
03:12but we had to improve quite a lot to make it look better for a Horus.
03:20The Horus is massive.
03:22It takes up so much of your screen.
03:24Quite a lot of Seika's actions that are tied to what the Horus is doing often go unnoticed.
03:29Seika is actually up there flying around like this sort of aerial ballet.
03:34He's dodging tentacles, taking missile fire,
03:37and the player's not really looking because they have to contend with the Horus itself.
03:41One of the biggest animations we actually had was when Seika causes the Titan to trip.
03:45She actually flies under the Titan, causing the tentacles to crash into its legs,
03:49becomes entangled, it's incredibly hard to animate, and most players miss it.
03:53But Seika actually will help Aloy in every section of the fight, even if you don't see it.
03:59The fight builds up towards something as the Horus starts to become more and more overheated,
04:05as the fight becomes more and more intense and we get closer and closer to it.
04:09It builds up a sort of crescendo that really goes all in,
04:13in terms of animation, visual effects,
04:17all the abilities of the player will be challenged.
04:20We're really trying to push Horizon and our engine to the limits of what it can give you.
04:26When I first saw the PC version, I saw it on one of our ultra-wide screens and I was blown away.
04:34When you see it on ultra-wide, it's very difficult to go back again. It's very spectacular.
04:40Run!
04:42Horizon already looks wonderful, but seeing that on widescreen just hits different.
04:48He's heading for the bay!

Recommended