{"id":49100,"date":"2024-05-13T16:00:15","date_gmt":"2024-05-13T15:00:15","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/horizon-forbidden-west-burning-shores-expansion-turns-one-building-the-massive-horus-battle\/"},"modified":"2024-05-13T16:00:15","modified_gmt":"2024-05-13T15:00:15","slug":"horizon-forbidden-west-burning-shores-expansion-turns-one-building-the-massive-horus-battle","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/horizon-forbidden-west-burning-shores-expansion-turns-one-building-the-massive-horus-battle\/","title":{"rendered":"Horizon Forbidden West Burning Shores expansion turns one \u2013 Building the massive Horus battle"},"content":{"rendered":"<div>\n<p class=\"\">Hi everyone! It\u2019s been just over a year since we released Burning Shores, the expansion to Horizon Forbidden West on PS5, and with it, we challenged you with one of our most elaborate boss battles to date! We talked to our developers at Guerrilla to find out about the ideation and creation process of this epic fight.<\/p>\n<p class=\"\"><strong><em>SPOILER WARNING: Please note that this behind-the-scenes feature contains major spoilers for the storyline and gameplay elements of Horizon Forbidden West: Burning Shores. To get the most out of this in-depth article, we strongly recommend completing the quest \u2018His Final Act\u2019 prior to reading.<\/em><\/strong><\/p>\n<div class=\"shortcode shortcode--youtube\">\n<div class=\"youtube-video\" data-youtube-id=\"x4a21JvbDbw\" data-title=\"\">\n\t<button class=\"youtube-video__load-button\"><br \/>\n\t\t\t<svg class=\"icon icon--play icon--26 icon--play icon--blue\" aria-hidden=\"true\" viewbox=\"0 0 20 20\" focusable=\"false\" version=\"1.1\">\n\t\t<title><\/title><path fill-rule=\"evenodd\" class=\"icon-primary-color\" d=\"M0 1.75v17l20-8.5z\"><\/path>\t<\/svg><br \/>\n\t\t\t\t\t<span class=\"screen-reader-text\">Play  Video<\/span><br \/>\n\t<\/button><\/p>\n<div class=\"youtube-video__iframe\"><\/div>\n<\/div><\/div>\n<h2 class=\"wp-block-heading\">A threat from the Old World<\/h2>\n<p class=\"\">The Horus can be seen throughout our journey with Aloy, both in Horizon Zero Dawn as well as Horizon Forbidden West, albeit at first in a dormant state \u2013 and the continuation of Aloy\u2019s story in Burning Shores felt like the perfect moment to bring it to life, says Misja Baas, Senior Art Director at Guerrilla.\u00a0<\/p>\n<p class=\"\">In the ideation stage, it was clear that the design of the Horus needed to serve two purposes: First of all, to tell the story of the end of the world in the universe of the Horizon franchise.\u00a0<\/p>\n<p class=\"\">\u201cFor something that monumental, you need something that fits, something epic to go with that theme,\u201d says Baas. \u201cImagine these giant machines crawling through the landscape, drilling holes in bunkers and wiping entire cities off the face of the earth. They also served as mobile factories producing Corruptors and Deathbringers to do the groundwork. Together they would form the swarms that ended up destroying the world as we know it. Secondly, we also wanted something that would look impressive and amazing in the landscape. For the final design, we settled on these colossal, almost insectoid machines. It allowed us to really drape the machine on the landscape and make it look very dynamic, as if you\u2019re seeing the last moments of life on earth.\u201d\u00a0<\/p>\n<p class=\"\">Leaving the Forbidden West, Los Angeles was the next obvious destination with the Hollywood sign as the perfect stage for an epic machine confrontation with this titan.\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53707160331_6243af945b_o.png\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53707160331_6243af945b_o.png\" alt=\"\"><\/a><\/p>\n<h2 class=\"wp-block-heading\">Force of nature<\/h2>\n<p class=\"\">When Arne Oehme, Principal Game Designer was tasked to design the penultimate battle that Aloy and Seyka are challenged with in their efforts to put an end to Londra\u2019s devious plans, he knew he had an important task at hand.\u00a0<\/p>\n<p class=\"\">\u201cWe had to complete the story arc of Horizon Forbidden West, as it was the final quest of the expansion and as such, we had to deliver a level that was worthy of being its grand finale,\u201d says Oehme. \u201cAs we are fighting a machine that was responsible for the destruction of civilization, it felt like it shouldn\u2019t be easy to take down with just your bow and arrows. We wanted to challenge all of Aloy\u2019s abilities in this conclusive fight: her ability to sneak in unseen and stay hidden, her agility and ability to climb and swim, and also to collaborate with her friends.\u201d\u00a0<\/p>\n<p class=\"\">Oehme points out that the quest is built up in several sections. \u201cThe goal of the first section of the level was mostly to establish the Horus as an overwhelming force of nature, but we also wanted to pace ourselves and give us the potential to escalate the intensity throughout the fight,\u201d he says. \u201cStarting with a stealth section felt right to set the tone: The Horus is high up on the hill, it sits in an imposing position looming over you as you approach the area and this section gave us the potential to deliver the narrative and allow the characters to formulate a plan of attack.\u201d\u00a0<\/p>\n<p class=\"\">During this section you sneak past the Horus\u2019 giant tentacles, which are being used as search lights, while you are surrounded by Corrupters that Londra created using the active Horus. As you sneak past these machines (or choose to take them out head on) you make your way up to sabotage the pump used to cool down the Horus together with your companion, Seyka.\u00a0<\/p>\n<p class=\"\">\u201cThis section was also a perfect moment for us to help build Aloy and Seyka\u2019s relationship,\u201d Oehme points out, \u201cBefore things get hectic!\u201d<\/p>\n<h2 class=\"wp-block-heading\">Up close and far away<\/h2>\n<p class=\"\">Getting closer, you transition from the hilly mountains to the beach with a cinematic that seamlessly flows over into gameplay.\u00a0<\/p>\n<p class=\"\">\u201cIn order to create structure in the fight and to give it good pacing and rhythm, we tried to separate the player and the Horus throughout the encounter,\u201d says Baas. \u201cIf we were only going to fight the Horus up close, it felt like we were \u2018clipping its toenails\u2019 so to speak. You would constantly be really close and you wouldn\u2019t see a lot of it and we wanted to make sure that players get a chance to see the machine and observe its abilities. We also wanted players to witness its ability to move around and notice the destruction it causes to the landscape in its path. It was really important to us to give the Horus this moment of presentation to give players a demonstration of its power.<\/p>\n<p class=\"\">\u00a0\u201cTo make this part of the fight feel more spectacular and dramatic we had to do completely the opposite of what we always do,\u201d Baas recalls, referring to the lush and vibrant nature that the Horizon franchise is known for. \u201cOur environments and settings are usually places you really want to go to and spend time in. But here, because we\u2019re dealing with this final moment and we are showing what could be described as a flashback of the end of the world, we decided to do a 180 and go for gray and dark. A very different mood compared to what we usually aim for in Horizon.\u00a0<\/p>\n<p class=\"\">\u201cDuring the anniversary of Burning Shores last month, many players in the Horizon community pointed out that this moment was one of their highlights when playing the expansion. Senior Creature Animator David Vince was responsible for establishing the look and feel of the movement of the Horus making its way to the beach.\u00a0<\/p>\n<p class=\"\">\u201cWhen we had to figure out the movement theme for the Horus, we wanted it to feel like we were bringing it back from the dead,\u201d says Vince. \u201cThis machine has been there for a thousand years, and now it\u2019s being reanimated and controlled by something that\u2019s not itself, so it\u2019s basically a zombie! That became our theme for the Horus and you see this in this transition as it crawls its way down the beach: It\u2019s not powering through, it\u2019s struggling to get there as it\u2019s clawing with its tentacles and pulling itself along. It really is lurching and lumbering forward in an uncoordinated manner, like a shambling zombie would. So that was our goal, to make sure it looked like it wasn\u2019t a fully sentient titan, but one that had been hijacked and doing somebody else\u2019s bidding.\u201d<\/p>\n<p class=\"\">You follow the Horus down to the beach, traversing the cliffs and ruins of Los Angeles along the way. Oehme further explains how this was a very deliberate choice when designing the quest: \u201cThe idea behind moving to different locations in that fight comes from the fact that a quest almost always wants to be a journey.\u201d\u00a0<\/p>\n<p class=\"\">As both Oehme and Baas mentioned earlier, it was important to show the player how much impact this machine had on its environment.\u00a0<\/p>\n<p class=\"\">\u201cIt didn\u2019t feel good if we were tied to only one location in the world, we felt like it needed to move around to actually show you this destruction,\u201d says Oehme. \u201cThe beach also gave us a reasonably flat space for the continuation of the combat encounter, with enough room for the Horus to stomp and splash around in the water.\u201d\u00a0\u00a0\u00a0\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53706253772_8cdef1f9a1_o.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53706253772_8cdef1f9a1_o.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\">Baas points out that working on an expansion to the main game meant that we could focus all our efforts on a single encounter and make it as awesome and epic as possible. For this all to come together, Oehme worked with multiple disciplines across development.<\/p>\n<p class=\"\">\u201cThis was very different content from what we were used to building, so it required a new approach,\u201d says Oehme. \u201cWe worked together with an awesome team of specialist developers from Game Tech, Art, VFX, Animation and Sound Design to tackle the unique challenges that surfaced during development of this quest.\u201d<\/p>\n<p class=\"\">One of these challenges was climbing the moving legs of the Horus to expose and destroy its heat sinks. \u201cWe wanted Seyka to distract the main armaments of the Horus to give Aloy windows of opportunity to dart in and strike, says Oehme. \u201cAs a player, being below the Horus already gives you the desire to climb it, so we wanted to make sure you could actually do that. But of course, something of that scale, and moving around and shooting you, that\u2019s something that\u2019s quite different from anything we had done before \u2013 but we felt like we had to do it.\u201d<\/p>\n<p class=\"\">Senior Technical Designer Marcin Matuszczyk remembers tackling this specific challenge. \u201cWe already had support for climbing objects and machines like the Tallneck, but we had to improve quite a lot to make it look better for the scale and size of the Horus,\u201d he says. \u201cWe had to create some new tech to make sure that Aloy\u2019s hands and feet look nice against the machines\u2019 climbing points that were placed on the leg. The Horus turned out to be the most complex machine we ever made in terms of design, scale, and collaboration between teams.\u201d\u00a0\u00a0<\/p>\n<p class=\"\">Vince expands on animating the behemoth boss. \u201cFor animation, some of the complexities that came with the Horus weren\u2019t necessarily the model itself, but more the joint-count that was in it,\u201d he says. \u201cAll of our machines have orientation or articulation joints that enable us to animate them. For comparison, the Slitherfang used to be our highest joint-count machine capped at around 240 joints. The Horus has over a thousand more joints than that! The Horus has its legs and tentacles, and having it turn around takes a very long time to do. It takes about 50 seconds to do a full rotation with around 1400 frames of animation, which is one animation of the 200 animations that it has.\u201d\u00a0\u00a0\u00a0<\/p>\n<p class=\"\">\u201cThe Horus is massive! It takes up so much of your screen,\u201d adds Vince. \u201cThroughout the beach encounter, Seyka is up there flying around dodging tentacles and missile fire. The player isn\u2019t always looking because it\u2019s contending with the Horus itself. Quite a lot of Seyka\u2019s actions that are tied to what the Horus is doing often go unnoticed. One of the biggest animations we had is when Seyka causes the Horus to trip. She flies under the titan, causing the tentacles to crash into its legs and it becomes entangled \u2013 which is incredibly hard to animate. Most players might have missed it as they are busy dodging attacks, but Seyka will help Aloy in every section of the fight, even if you don\u2019t see it.\u201d\u00a0\u00a0\u00a0<\/p>\n<p class=\"\">Oehme points out that some of the fights most memorable moments are too good to risk spoiling here, and invites players to dive in.\u00a0<\/p>\n<p class=\"\">\u201cThere\u2019s actually another part to this fight that we haven\u2019t even touched on yet,\u201d he says. \u201cBut for those who haven\u2019t played yet, it might be better to experience it for yourself!\u201d\u00a0<\/p>\n<p><a href=\"https:\/\/live.staticflickr.com\/65535\/53707492039_7035a25d27_o.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/live.staticflickr.com\/65535\/53707492039_7035a25d27_o.jpg\" alt=\"\"><\/a><\/p>\n<p class=\"\"><em>Horizon Forbidden West Complete Edition is available on<\/em><a href=\"https:\/\/www.playstation.com\/games\/horizon-forbidden-west\/\"><em> <\/em><em>PS5<\/em><\/a><em> and<\/em><a href=\"https:\/\/www.playstation.com\/games\/horizon-forbidden-west\/pc\/\"><em> <\/em><em>PC<\/em><\/a>.<\/p>\n<\/div>\n<p><a href=\"https:\/\/blog.playstation.com\/2024\/05\/13\/horizon-forbidden-west-burning-shores-expansion-turns-one-building-the-massive-horus-battle\/\">Go to Source (PlayStation.com)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hi everyone! It\u2019s been just over a year since we released Burning Shores, the expansion to Horizon Forbidden West on PS5, and with it, we challenged you with one of our most elaborate boss battles to date! We talked to our developers at Guerrilla to find out about the ideation and creation process of this<\/p>\n","protected":false},"author":4,"featured_media":49101,"comment_status":"registered_only","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,4,7],"tags":[11803,3097,161,1230,402,315,563,30,15,109,12160,904],"class_list":["post-49100","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-new-releases","category-playstation","tag-burning","tag-everyone","tag-expansion","tag-forbidden","tag-horizon","tag-its","tag-just","tag-pc","tag-playstation","tag-released","tag-shores","tag-since"],"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 Burning Shores expansion turns one \u2013 Building the massive Horus battle | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Horizon Forbidden West Burning Shores expansion turns one \u2013 Building the massive Horus battle for free, here on XtremeServers. 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