{"id":36436,"date":"2023-10-04T13:00:03","date_gmt":"2023-10-04T12:00:03","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/horizon-forbidden-west-complete-edition-arrives-oct-6-on-ps5-bringing-the-characters-to-life\/"},"modified":"2023-10-04T13:00:03","modified_gmt":"2023-10-04T12:00:03","slug":"horizon-forbidden-west-complete-edition-arrives-oct-6-on-ps5-bringing-the-characters-to-life","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/horizon-forbidden-west-complete-edition-arrives-oct-6-on-ps5-bringing-the-characters-to-life\/","title":{"rendered":"Horizon Forbidden West Complete Edition arrives Oct 6 on PS5 \u2014 bringing the characters to life"},"content":{"rendered":"<div>\n<p class=\"\">The world of Horizon Forbidden West brims with life across its spectacular landscapes, fierce roaming machines, and thriving cultures that populate a renewed land once ravaged by the biomass-consuming machines of the Faro Plague.<\/p>\n<p class=\"\">And though the wilds are breathtaking, and the machines are massive, Horizon\u2019s third essential element is its authentic tribal inhabitants. On her mission, Aloy meets a varied and colorful array of compelling characters, each with their own hopes, journeys, and motivations.<\/p>\n<p class=\"\">Weaving real personalities and genuine humanity into these characters was a feat accomplished together by many teams at Guerrilla. This PlayStation Blog explores those processes, from the narrative foundations of character development to capturing the perfect performance and ultimately implementing them through cinematics and conversation design.<\/p>\n<p class=\"\">Each stage is crucial to ensure the characters of Horizon are as realistic and full of depth as the world around them.<\/p>\n<hr class=\"ps-block-separator has-alpha-channel-opacity has-max-width-85\">\n<p class=\"has-text-align-center has-medium-font-size has-max-width-80 has-margin-bottom-25\"><em><strong>Spoiler Alert: <\/strong><em>Please note this article may contain some spoilers for Horizon Forbidden West, Horizon Forbidden West: Burning Shores, and their storylines.<\/em><\/em><\/p>\n<hr class=\"ps-block-separator has-alpha-channel-opacity has-max-width-85\">\n<h2 class=\"wp-block-heading\">Building compelling characters<\/h2>\n<p class=\"\">When players meet a character in Forbidden West, their place in the world of Horizon is entrenched and clear: we quickly understand their personality, desires, and fears. We may learn they hold certain beliefs due to their upbringing, why they may be rebelling against the status quo, and ultimately, we see how their task crosses over with Aloy\u2019s.<\/p>\n<p class=\"\">For the narrative team, each character starts with a fundamental question: what does this person want?<\/p>\n<p class=\"\">\u201cWe always start with conflict,\u201d says Annie Kitain, lead writer. \u201cOnce we have a pretty good idea about this, we are able to figure out the rest of their character and how we can experience this conflict in the story.\u201d<\/p>\n<p class=\"\">By starting with a character\u2019s desires and identifying obstacles in their path, the writers establish direction for penning dialogue and seeding subtext\u2014not solely what the character says, but also what they left unsaid and what that may truly mean.<\/p>\n<p class=\"\">When examining motivation, the narrative team assesses the circumstances that would determine a person\u2019s personality. One example is considering a character\u2019s relationship with others or their surroundings. This approach makes for developing cohesive worldviews and believable interactions, ultimately informing each character\u2019s treatment of Aloy.<\/p>\n<p class=\"\">\u201cFor the writing team, a fun task was accounting for a character\u2019s evolving attitude towards Aloy throughout the main story. A character could have two (or more) different sets of dialogue depending on how well-known Aloy is due to her actions.<\/p>\n<p class=\"\">\u201cWe see characters as a reflection of their tribe\u2019s beliefs, customs, and conflicts, and to better understand them, we need to spend more time with them. You\u2019ll notice that characters will come with Aloy on a quest more often than before. This allows us to get to know them better than if they were only present in cutscenes.\u201d<\/p>\n<p class=\"\">The growth and development of Aloy\u2019s companions were also closely tied to and paced alongside the huntress\u2019 own conflict in the main story. Each of Horizon\u2019s tribes has distinctive beliefs and disputes, but the imminent threat at the center of Forbidden West affects them all, albeit in unique ways.<\/p>\n<p class=\"\">\u201cMany characters\u2019 understandings of the world grows so much over the course of the game \u2013 something that, previously, Aloy was practically alone in knowing.\u201d<\/p>\n<p class=\"\">The narrative team collaborated closely with other disciplines to ensure story beats paired with character development so this parallel growth felt organic and natural.<\/p>\n<p class=\"\">\u201cWe work closely with design, cinematics, art, and audio to make sure these emotional beats land and the pacing works,\u201d says Annie. \u201cIt\u2019s a very iterative and collaborative process that continues throughout development, with a lot of feedback and adjusting. We all want to get it right so that, in the end, the story lands with players.\u201d<\/p>\n<p class=\"\">Once the narrative team sets the groundwork, other teams at Guerrilla bring the vision\u2014and the characters themselves\u2014to life. Jochen Willemsen, associate cinematic director, notes that this all starts with casting.<\/p>\n<p class=\"\">\u201cCasting is crucial. We have a very specific process we follow on how to cast important roles,\u201d Jochen says. \u201cFor the parts, I always spend a lot of time figuring out what the narrative team is after and how to find talent that can get that across or even add to it in a way the writer may not have imagined.<\/p>\n<p class=\"\">\u201cOnce you\u2019ve found the right actor, you focus on truly understanding the scene, the subtext, and what the outcome of the scene should be: what function does the scene have for the story and\/or the gameplay.\u201d<\/p>\n<p class=\"\">Working with actors in video games presents a unique challenge. Jochen emphasizes that, unlike some TV and film performances, actors cannot rely on elements like costumes or sets to get into the character; it\u2019s more similar to a green screen set.<\/p>\n<p class=\"\">\u201cIn a way, as a director, you must work a bit harder to give them context and get their imagination going. You have to be vigilant to ensure the talent understands why their character says certain things. Keeping the actor engaged with the material is crucial and constant hard work.\u201d<\/p>\n<p class=\"\">As a director, Jochen remained focused on capturing the performances the scene needed. Even one of his favorite scenes to work on\u2014Aloy and Morlund crashing in Morlund\u2019s hot air balloon\u2014was a challenge. Due to the stage of the project, the voice-overs needed to be recorded separately, but his understanding of the vision for the scene allowed him to help the actors click, even though they couldn\u2019t be in one another\u2019s presence.<\/p>\n<p class=\"\">Beyond capturing performance, Jochen simultaneously considers how the cinematics team will work with the material, keeping camera angles and techniques in mind when working with actors.<\/p>\n<p class=\"\">\u201cAssembling a sequence requires lots of individuals from different departments to realize what the narrative team has put on paper,\u201d explains Alexander Hush, senior cinematic animator. \u201cThe actors\u2019 captured performances are translated to the digital versions of the characters and assembled together to create cinematic moments and relationships between Aloy and the characters she encounters.\u201d<\/p>\n<p class=\"\">The collaboration in this process is crucial. A key aspect of capturing the right emotional tone in cinematics came from the actor\u2019s performance, and it was up to the cinematics team to ensure that the compositions and lenses they used complemented the emotional state of performances.<\/p>\n<p class=\"\">\u201cAuthenticity is an important factor that [Isma\u00ebl Auray, former cinematics director] looked for, and he worked closely with the actors to get natural performances in which each character has a life and story,\u201d adds Ari Teger, senior animator on the team. \u201cHow they interact with Aloy during her journey can create unexpected and interesting character moments that make a scene much more interesting.\u201d<\/p>\n<h2 class=\"wp-block-heading\">Crafting memorable moments<\/h2>\n<p class=\"\">The cinematics team at Guerrilla is responsible for conveying the story beats of Horizon Forbidden West through non-interactive cutscenes. Going into the project, they wanted to elevate the quality of the scenes far beyond those of Horizon Zero Dawn. Motion capture technology had improved significantly since 2017, so the team focused on cinematic camera work. They implemented subtle pans and intentional movement, achieving the more grounded, real-world feel of Forbidden West.<\/p>\n<p class=\"\">Michel Lef\u00e8vre, senior cinematic animator, explains that this all starts in the layout phase. \u201cWe initially assemble the base elements of what makes a cinematic scene: the motion capture data, the dialogue audio, and the environment geometry. We try variations of the scene to find the best possible version. It must communicate the story in the clearest way possible \u2013 that way, the player can get back to the action without lingering, and the immersion is preserved.\u201d<\/p>\n<p class=\"\">Similar to the narrative team\u2019s approach, they looked at how a scene between characters fit into the context of Aloy\u2019s story, with their techniques dictated by this goal.<\/p>\n<p class=\"\">\u201cOur director had determined a set of prime camera lenses that we used throughout production,\u201d says Ari. \u201cThis includes wider shots when we need to see more of the environment, such as when Aloy is entering a new area for the first time. Longer lenses are used when we need more intimate closeups of characters and when we are focusing on more emotional moments.\u201d<\/p>\n<p class=\"\">Ari notes that this was one of the team\u2019s core principles: that everything should be portrayed from Aloy\u2019s perspective. This approach ensures the player\u2019s connection to the events and characters surrounding Aloy\u2019s journey, ultimately conveying the intended emotional tones and deep connections between the protagonist and those she meets.<\/p>\n<p class=\"\">\u201cAll the needed information is coming from the performance,\u201d adds Michel. \u201cA wide shot would be used to show conflict between two characters, showing the space that separates them. The camera can stay longer on a character after a line to communicate their thought process or show the listener instead of the speaker to reveal an important reaction.<\/p>\n<p class=\"\">\u201cAnd to convey a character\u2019s feelings and show them as human and believable, we would prioritize facial animation\u2014eye darts to convey a thought process, blinks to show doubt. The goal of the layout phase is to find the key moments of the performance and show them at the right time to convey the story beats in the best possible way.\u201d<\/p>\n<p class=\"\">Michel compares their approach in Horizon Forbidden West to classic Hollywood movies, where the camera movement is driven by the actor\u2019s motions. This movement doesn\u2019t attract attention but naturally complements the blocking and serves the actor\u2019s performance. He particularly enjoys the scene when Aloy first meets the Oseram delvers in Vegas. Right away, the player understands that Aloy and Morlund are off to a great start \u2013 not just because their missions align but also because the camera emphasizes their interaction and collusion.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53231218901_6773a3b1e2_4k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53231218901_6773a3b1e2_4k.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">\u201cIn that scene, Aloy and Morlund start to connect. The camera is close to them as they look at each other. In the background between them stands Ababund, who doesn\u2019t like Aloy and Morlund getting friendly so quickly. He interrupts them and drags Morlund away from Aloy.\u201d<\/p>\n<p class=\"\">When capturing emotion in a scene, Ari calls out a scene he loves from Horizon Forbidden West\u2019s DLC, Burning Shores. Set against a beach, Aloy attempts to console her companion, Seyka, after a shocking revelation has shaken Seyka to her core. This moment leads up to Aloy realizing she has feelings for Seyka.<\/p>\n<p class=\"\">\u201cIt\u2019s always a fun challenge to construct a scene in various ways to see what affects the emotional tone of a scene. Letting a moment breathe can really drive an emotional beat home,\u201d says Ari. \u201cWe really wanted to build Aloy and Seyka\u2019s relationship over the course of the story. We wanted to play up that moment, building up to closeups as they shared a tender moment. The animation team did a great job adding an extra level of polish and detail to these scenes, where we really get a sense of what Aloy and Seyka are thinking at that moment.\u201d<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53231599139_7371821817_4k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53231599139_7371821817_4k.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">\u201cI think the slower moments shine in our cinematics, whether when Aloy meets the charismatic Oseram craftsmen in Vegas or a more heartfelt moment between Aloy and Seyka,\u201d he adds. \u201cIt was great working with the narrative team through these moments, really seeing the characters come to life.\u201d<\/p>\n<h2 class=\"wp-block-heading\">Conversations about conversations<\/h2>\n<p class=\"\">The cinematics team had set a high bar for realism. That same eye for detail now needed to be cast over the equally essential interactions, and so Guerrilla assembled the conversations design team to elevate their quality.<\/p>\n<p class=\"\">Compared to a cinematic, Guerrilla defines a conversation as a dialogue-centric scene\u2014all the interactive moments where Aloy talks with non-playable characters (NPCs). The goal was to elevate conversations to a quality level comparable to full cinematics. That way, the difference between a conversation and a cinematic would be minimal, improving player immersion.<\/p>\n<p class=\"\">Marion Allard, senior conversations designer, describes this practice as being similar to movie-making. \u201cFor Horizon Forbidden West, the goal was to bridge the gap between mocapped, custom-made cinematics and character conversations\u2013and push the envelope by capturing bespoke mo-cap data for the entirety of the content.\u201d<\/p>\n<p class=\"\">\u201cA conversation typically takes place in a limited space in a single location,\u201d explains PJ Hughes, cinematics sequence lead. \u201cSo we work with the conversation system as a base, and then build on top of that, which then works similarly to working on cinematics.\u201d<\/p>\n<p class=\"\">Horizon Zero Dawn relied on a procedural generator that built conversations from a script automatically. PJ would then polish these scenes manually as the sole designer of conversations at the time.<\/p>\n<p class=\"\">\u201cFor The Frozen Wilds DLC, we experimented with adding motion capture to raise the quality closer to that of our cinematics,\u201d he says. \u201cPlayers responded well to the greater expression of the characters, which really enhanced the great voice performances. So for Forbidden West, we wanted to go a level further.\u201d<\/p>\n<p class=\"\">\u201cWe still used this automated system as a convenient basis to quickly have a basic version of every conversation in the game before adding properly timed-out voice lines, bespoke mocap, facial expressions, and custom cameras to every single one,\u201d adds Marion. \u201cBroadly speaking, you can say we switched from a procedurally generated approach to an entirely handcrafted approach to reach much higher levels of immersion and quality.\u201d<\/p>\n<p class=\"\">The great results the conversations design team came down to the level of detail they considered with each scene and character. \u201cFirst, we have plenty of character-specific considerations: what is their emotional state when Aloy meets them? Is there distress or urgency frequent for quest-givers? Do they have hidden motives? Do they know who Aloy is-\u2013are they impressed or wary?<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53231719145_3ce55198b5_4k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53231719145_3ce55198b5_4k.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">\u201cThe various tribes are a central part of Horizon\u2019s world-building. We made sure each tribe had its own culturally specific gestures and mannerisms. For example, the Utaru characters touch the seed pouch on their chest when showing emotional vulnerability.\u201d<\/p>\n<p class=\"\">These small details added to building the authenticity of the conversation and, by extension, the characters themselves. By seeking a complete understanding of a character in their design, they established each character as an active, sensical part of their world rather than simply a quest-dispenser for Aloy.<\/p>\n<p class=\"\">\u201cWe discuss the intentions further with the narrative team and make suggestions for adjustments. For example, the script mentions a prop. Do we need this to be bespoke? Or would an existing asset serve the purpose?\u201d PJ explains. \u201cWe discuss the location with environment art to find a good place for it to help tell the story. We work with the quest team on the technical details. What state does the scene start and end in? What direction do we want to leave the player looking in?\u201d<\/p>\n<p class=\"\">An excellent example of this approach was Aloy\u2019s conversation with Gildun, an Oseram delver that players first met during The Frozen Wilds. Gildun returns in Burning Shores, reuniting with Aloy after being trapped during an expedition. The two search for his missing delving partner, Olvar, while they joyfully work together to overcome the area\u2019s puzzles.<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53231523063_f50fc8282d_4k.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53231523063_f50fc8282d_4k.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">\u201cWe look for opportunities to make the conversations more dynamic. We avoid static talking heads,\u201d PJ adds. \u201cGildun is great fun to work on. He is so boisterous and in his own world. The thing that I think makes him great are those emotional moments where you see the bravado. Getting those moments right makes for an interesting, endearing, rounded, believable character.\u201d<\/p>\n<h2 class=\"wp-block-heading\">The end result<\/h2>\n<p class=\"\">The goal of bringing the characters of Horizon Forbidden West to life was a shared one. With several disciplines in game development working in parallel, the teams needed to stay focused on how the player would experience the world of Horizon through the characters they meet.<\/p>\n<p class=\"\">\u201cWe need to balance flexibility and immersion,\u201d says Marion. \u201cHorizon Forbidden West is an open world: players might do things in any possible order, and to remain immersive, the world and characters should account for that.\u201d<\/p>\n<p class=\"\">In the end, many teams at Guerrilla brought together their technical expertise to realize their vision: a world where everything the player engages with\u2014the wilds, the machines, the settlements, and finally, the people\u2014feels full of life.<\/p>\n<p class=\"\">\u201cWe like to view getting to know the characters that Aloy meets as an opportunity to gain insight into their world,\u201d says Annie. \u201cSo whether players love a character or love to hate them, we hope they enjoy getting a deeper understanding of the world of Horizon and the hopeful, funny, flawed, and complicated people who inhabit it.\u201d<\/p>\n<p class=\"\">\u2014<\/p>\n<p class=\"\">Horizon Forbidden West Complete Edition arrives on PlayStation 5 on October 6 and PC in early 2024. You can wishlist this for PC now:<\/p>\n<ul>\n<li><a href=\"https:\/\/store.steampowered.com\/app\/2420110\/Horizon_Forbidden_West_Complete_Edition\">Wishlist now on Steam<\/a><\/li>\n<li><a href=\"https:\/\/store.epicgames.com\/en-US\/p\/horizon-forbidden-west-complete-edition\">Wishlist now on Epic Games Store<\/a><\/li>\n<\/ul>\n<\/div>\n<p><a href=\"https:\/\/blog.playstation.com\/2023\/10\/04\/horizon-forbidden-west-complete-edition-arrives-oct-6-on-ps5-bringing-the-characters-to-life\/\">Go to Source (PlayStation.com)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The world of Horizon Forbidden West brims with life across its spectacular landscapes, fierce roaming machines, and thriving cultures that populate a renewed land once ravaged by the biomass-consuming machines of the Faro Plague. And though the wilds are breathtaking, and the machines are massive, Horizon\u2019s third essential element is its authentic tribal inhabitants. On<\/p>\n","protected":false},"author":4,"featured_media":36437,"comment_status":"registered_only","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[1967,10338,10340,1230,402,10339,103,30,15,1531,1231,346],"class_list":["post-36436","post","type-post","status-publish","format-standard","has-post-thumbnail","category-playstation","tag-across","tag-brims","tag-fierce","tag-forbidden","tag-horizon","tag-landscapes","tag-life","tag-pc","tag-playstation","tag-spectacular","tag-west","tag-world"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Horizon Forbidden West Complete Edition arrives Oct 6 on PS5 \u2014 bringing the characters to life | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Horizon Forbidden West Complete Edition arrives Oct 6 on PS5 \u2014 bringing the characters to life for free, here on XtremeServers. 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