Guerrilla Games began developing
Horizon Forbidden West in 2018, a year after its predecessor,
Horizon Zero Dawn, was released. It was published by
Sony Interactive Entertainment for the
PlayStation 4 and
PlayStation 5. According to documents from Sony, the five-year development peaked at over 300 full-time employees and cost around , making the game one of the
most expensive ever to develop. The studio was split into three subteams: the Core Design team responsible for combat, player system, and
user interface; the Quest Design team responsible for the design of the game's main quests, side quests, and tutorials; and the World Design team responsible for creating an immersive game world and populating it with activities.
Gameplay design The goal for Guerrilla for the sequel was to retain the core qualities of the original game. As with the original game, the team identified three main pillars for development: having strong and memorable characters, exploration emphasizing the majesty of nature and ancient ruins, and strategic combat. The team wanted to ensure that "there is always a mystery" for Aloy to discover, and "always more for her to explore". As a result, underwater and aerial exploration were added to the game, though the development of both were noted to be challenging from a technical perspective. Quest designer Samantha Schoonen described underwater exploration as a "natural extension to traverse long-lost unknown places", and the team intentionally avoided the oppressive tone typically found in these levels in other video games and instead focused on agile traversal and stealth gameplay. The gameplay was designed to promote the player's choices. For instance, new tools were introduced to aid transversal and exploration as well as provide multiple ways to solve environmental puzzles; various playstyles were supported, enabling players to choose how they engage with enemies and switch between playstyles at will; The gameplay team identified Aloy as a "smart, fast, agile, precise, and resourceful" character and had to translate these personal qualities into gameplay mechanics. Melee and ranged combat were more interweaved together, with special abilities allowing players to quickly change from melee to ranged combat. The team introduced more variety to human enemies, such as armored enemies; their
artificial intelligence was also designed to be more aggressive. Additional textures were added to each machine so the player could better identify their weak points visually, and more audio cues were introduced to better signal their actions to the player. Machine hunting is more vital in
Forbidden West, as it was made a more integral part of crafting. The world in
Forbidden West is slightly larger than that in
Zero Dawn, though the studio focused on increasing its density to ensure that it was filled with content.
Story and characters Aloy returned as the game's protagonist. In
Forbidden West, she had to deal with another catastrophic extinction-level event, live up to the legacy of Elizebeth Sobeck, an esteemed scientist whom she was a clone of (as depicted in
Zero Dawn), and prove herself again in a foreign land. Writer Benjamin McCaw added that the overwhelming amount of pressure Aloy had to face was a significant part of her
character arc.
Ashly Burch returned to provide voice and
motion capture for Aloy, along with
Lance Reddick as Sylens,
John Hopkins as Erend, and
John Macmillan as Varl. Newcomers include Alison Jaye as Alva, Noshir Dalal as Kotallo,
Carrie-Anne Moss as Tilda, and
Angela Bassett as Regalla. Guerrilla invested more resources into creating the game's
cinematics. Advanced motion capture tools allowed the team to record dynamic movement and character expressions more extensively, enabling the team to create character-centric scenes across main quests and side objectives, though travel restrictions during the
COVID-19 pandemic forced the team to recruit local talents in Amsterdam to substitute certain cast members. According to McCaw, Aloy's dynamics with other characters were difficult to write, as her unique upbringing and aspiration meant that she often pushed away her friends as she felt she had to accomplish the mission alone. Aloy had to learn to integrate into society and accept help, ultimately understanding that instead of saving the world in the abstract, it was the people in the world who are worth saving. The team spent more time developing character-driven side quests in order to deepen Aloy's relationships with them. Far Zeniths were an important part of the story, and their role was envisioned by the team during the development of
Zero Dawn. Tilda, one of the surviving members of the Far Zenith, was created as a "Dutch technologist, authentication expert, and art collector", and the team collaborated with the
Rijksmuseum to select 10 art pieces and recreate them inside Tilda's mansion in the game. Ted Faro, the billionaire who doomed the world in
Zero Dawn, also returned in
Forbidden West. According to McCaw, he has become a "human cancer, a massive cancerous growth" due to the unnatural techniques used to extend his lifespan. The team made an intentional decision not to show Faro's face because
Forbidden West was not intended to be a
horror game, and the team felt that by only showing his silhouette, it left room for players to imagine what he would have looked like, making the encounter more frightening. As with the previous game, Sylens and Aloy shared an "adversarial" relationship, but the two learn to collaborate despite their mutual disdain for each other.
Technology Horizon Forbidden West was the first video game by Guerrilla since ''
Shellshock: Nam '67'' (2004) to not be released exclusively for a single console. The studio focused on pushing the game's visuals for the PlayStation 5 during the first half of the game's development, then pivoted to work on the PlayStation 4 version to ensure there would not be significant disparity. The goal for the studio was to ensure that
Forbidden West was one of the best-looking PlayStation 4 games while ensuring that the PlayStation 5 version would look even better with easily observable differences. Aerial exploration was nearly scrapped as the team felt that the PlayStation 4 version could not support this feature. This version has an optional "performance mode" at 60 frames per second with a lower base resolution and an updated version of the
Decima engine supporting
high dynamic range. ==Release==