{"id":421287,"date":"2025-11-04T07:11:41","date_gmt":"2025-11-04T07:11:41","guid":{"rendered":"urn:uuid:01bac7c0-c4e8-4c41-bd92-04161c9eb464"},"modified":"2025-11-04T07:11:41","modified_gmt":"2025-11-04T07:11:41","slug":"horizon-forbidden-west-an-authentic-world","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/horizon-forbidden-west-an-authentic-world\/","title":{"rendered":"Horizon Forbidden West: An authentic world"},"content":{"rendered":"\n<p class=\"\">The Forbidden West is vast and deadly, filled with ancient ruins, awe-inspiring machines, and hidden threats. Surrounded by danger, its human inhabitants need places to train, rest, and improve their gear. The game\u2019s settlements form these sanctuaries, and they are just as vital to Aloy as they are to the tribes that live in them.<\/p>\n<p class=\"\">The living world in these settlements is a complex character of its own. Every detail establishes credibility, creating an authentic environment through visual storytelling. For example, the Nora live in relative solitude in the isolated valley of the Sacred Land, making it difficult for them to communicate with the outside world. As a result, they are less technologically advanced than other tribes, and more wary of outsiders. Their settlements are made of wood and rope, featuring minimal furnishings other than what is needed for daily life. Food and resources are obtained through hunting and gathering, so there\u2019ll be pelts, baskets, or sheaths full of arrows lying around. All the objects and people within such a settlement feel like they belong, and more so: like they\u2019ve always been there.<\/p>\n<hr class=\"ps-block-separator 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>Please note this article may contain some spoilers for Horizon Zero Dawn and its storyline.<\/em><\/p>\n<hr class=\"ps-block-separator has-max-width-85\" \/>\n<h2 class=\"\">World building with intention<\/h2>\n<p class=\"\">With hours and hours of exploration in the Forbidden West, how do you create a lush and thriving world filled with activities, but without overwhelming people, or detracting from the overarching story? Espen Sogn, Lead Living World Designer at Guerrilla, explains how his team is central to this very question.<\/p>\n<p class=\"\">\u201cWhen you walk through the Forbidden West, everything should feel like it belongs there. The Living World team at Guerrilla works on aspects of the game that make the world feel authentic and alive: &nbsp;the tribes, the settlements, and the people within them. There\u2019s an intention behind everything we place within the world.\u201d<\/p>\n<p class=\"\">Clarity on those intentions comes from collaboration with the narrative team.<strong> <\/strong>\u201cAt the start of a project, we put a lot of thought into every tribe we\u2019re going to encounter,\u201d says Annie Kitain, Senior Writer at Guerrilla. \u201cWhat their conflicts are, how they fit into the story, and how they interact with the world around them. Take the Tenakth, for instance. Many of their beliefs are influenced by the ancient ruins of the Forbidden West, and unlike other tribes, they\u2019re comprised of three distinct clans. Their shared history, convictions, disputes \u2013 all of that is important to developing the characters that Aloy will meet on her journey.\u201d<\/p>\n<p class=\"\">\u201cOur main challenge is translating this narrative framework &nbsp;into visuals that are integral to the world itself,\u201d says Espen. \u201cFor example, the Tenakth are known to be competitive and combat-focused, but so are other tribes. So how do we distinguish them, and how do we communicate that visually?\u201d<\/p>\n<p class=\"\">\u2018It then becomes all about the details, the animations, and the behaviors. Within their settlements, you\u2019ll see the Tenakth working out, readying themselves for battle. They\u2019re often younger because they need to be capable warriors. Their base is an ancient ruin, from which they\u2019ve picked up certain Old World gestures that they may not fully understand \u2013 like using a military salute to say hello.\u2019<\/p>\n<p class=\"\">\u2018Ultimately, our goal is to make sure NPCs feel connected to where they live, and we work closely with other internal teams, such as Narrative, Quest, and Environment, to make sure that every location feels authentic.\u201d<\/p>\n<p class=\"\">\u201cThe Living World team does a fantastic job, and it\u2019s so great to see it all come together,\u201d says Annie. \u201cEach tribe starts as a bunch of ideas, then is translated into these amazing settlements. Like the Utaru, who were imagined as an agrarian society that\u2019s deeply connected to the land around them. Once the tribe is in-game and the Living World team has done their magic, you\u2019re walking around the Utaru\u2019s fields, interacting with them, and you think, \u2018whoa, they nailed it.\u2019 Now this tribe feels real.\u201d<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-gfycat wp-block-embed-gfycat\">\n<div class=\"wp-block-embed__wrapper\" style=\"margin-bottom: calc(-18.75% - 10px)\">\n<div style='padding-bottom:calc(56.25% + 44px)'><\/div>\n<\/div>\n<\/figure>\n<h2 class=\"\">Authenticity through behavior<\/h2>\n<p class=\"\">With a world as vast as the Forbidden West, it was important for the team to maintain the level of authenticity that was achieved in Horizon Zero Dawn. \u201cEvery non-combat NPC in Horizon Forbidden West is part of a crowd system,\u201d says Espen. \u201cWithin that system, you can create rules such as reactions, walking paths, and other animations. We then also have the attitude system, which determines a personality. This means we can create unique people who behave like individuals within the world.\u2019<\/p>\n<p class=\"\">\u2018We are constantly adding layers of authenticity within the world through animations and behaviors. When members of a tribe are in their settlement, their safe spaces, they can act like themselves. The Oseram are a social and historically patriarchal tribe, so their animations are more about shoulder punches and high fives. The Utaru, on the other hand, are laid back, so they will often sit down together and be a bit more touchy-feely. As the player moves around, these are potential subconscious hints that will help you visualize where in the world you are.\u2019<\/p>\n<p class=\"\">\u2018All of this happens within the game\u2019s narrative framework. You should be able to identify from a distance which tribe you\u2019re looking at. The way that different tribes hold or transport water: the strong Tenakth will carry it on their shoulders; the peaceful Utaru will hug it closely; and the crafty Oseram will carry it with their hands.\u201d<\/p>\n<h2 class=\"\">Heading to Chainscrape<\/h2>\n<p class=\"\">One of the first places Aloy will visit as she travels west is Chainscrape, an Oseram outpost settlement on the border. It offers abundant natural resources and opportunities for adventure and risk. Its tenants have come here for many reasons: to flee problems back home in the Claim, to make a few quick shards, to embrace a dream, or for the thrill of exploration. It\u2019s a busy hub, featuring a town bar where Aloy can meet some interesting new characters.<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-gfycat wp-block-embed-gfycat\">\n<div class=\"wp-block-embed__wrapper\" style=\"margin-bottom: calc(-18.75% - 10px)\">\n<div style='padding-bottom:calc(56.25% + 44px)'><\/div>\n<\/div>\n<\/figure>\n<p class=\"\">Espen continues: \u201cWith so much activity, so many visual cues, Chainscrape was a place where we could demonstrate many new systems and animations that make the world and its people feel much more alive. In Horizon Zero Dawn, there were a lot of assets and things in the background. In Horizon Forbidden West, they\u2019re not just textures: they\u2019ve been elevated into actual objects that are being used by people in-game.\u2019<\/p>\n<p class=\"\">\u2018Where you previously saw a person standing in front of a forge, they will now actively engage with what\u2019s around them: moving materials, leaning on walls, drinking from cups, talking to friends, and just living their daily lives. They move and exist with purpose.\u201d<\/p>\n<h2 class=\"\">Settlements of the Forbidden West<\/h2>\n<p class=\"\">Of course, the world isn\u2019t just visually detailed \u2013 it\u2019s a constant threat. Aloy relies on settlements and NPCs to sustain and equip her. Progression, skills, upgrades, health, and tools are all part of a larger&nbsp; ecosystem that structures the huge and intricate open world of the Forbidden West.<\/p>\n<p class=\"\">\u201cWhen designing the core features that form the progression systems of a game, these features always have to be built in dialog with the rest of the game\u2019s design!\u201d says Steven Lumpkin, Senior Designer at Guerrilla. \u201cBeyond the narrative of Horizon, it\u2019s imperative that all our systems work together in harmony to give our players a fantastic experience from the first time they pick up their controller.\u2019<\/p>\n<p class=\"\">\u2018Balancing progression is a leading focus for us,&nbsp; making sure that every player is readily able to acquire a set of gear that feels great to them in combat, while remaining powerful enough to tackle all of the challenges over the course of the game. We\u2019ve built an ecosystem that rewards the player for engaging deeply with the whole world of Horizon Forbidden West, while remaining friendly for those who want to stay focused on the core narrative.\u201d<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/horizon-forbidden-west-an-authentic-world.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/horizon-forbidden-west-an-authentic-world.jpg\" alt=\"\"><\/a> <\/p>\n<p class=\"\">At the heart of that are the settlements in Horizon Forbidden West: bustling hubs where you can find weapons, outfits, and all the upgrades you need to continue your journey. \u201cWe wanted the towns and villages across the Forbidden West to feel lived in, vibrant, and useful,\u2019 continues Steven. &#8216;In each settlement across the world, you\u2019ll find opportunities for adventure. They are filled with merchants and vendors: Stitchers, who can sell Aloy powerful (and beautiful!) new outfits in exchange for shards and machine parts; Hunters, who offer an array of tactical new weaponry; Herbalists, who sell potent potions that Aloy is definitely strong enough to handle; and Cooks, who prepare invigorating meals that Aloy can carry with her for a boost.\u201d<\/p>\n<p class=\"\">For the Narrative team, it was also important that the merchants fit into the context of their respective tribes. \u201cA Hunter from the Oseram tribe might act more like a blacksmith, forging weapons for hunters to use in the wilds,\u201d says Annie. \u201cWhereas a Tenakth Hunter functions more like a quartermaster, ensuring that their clan\u2019s warriors are armed for battle.\u201d<\/p>\n<p class=\"\">\u201cYou\u2019ll see this reflected in the individual characters, as well. There\u2019s an Oseram Cook you meet in one of the early settlements who has a buoyant personality and puts a lot of emphasis into how food tastes. Later, you meet a stern Tenakth Cook who mainly focuses on how a well-fed warrior is better prepared for a battle. These differences make them feel like they\u2019re a part of a unique culture.\u201d&nbsp;<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-gfycat wp-block-embed-gfycat\">\n<div class=\"wp-block-embed__wrapper\" style=\"margin-bottom: calc(-18.75% - 10px)\">\n<div style='padding-bottom:calc(56.25% + 44px)'><\/div>\n<\/div>\n<\/figure>\n<h2 class=\"\">Customize to survive<\/h2>\n<p class=\"\">\u201cWeapons and outfits are even more potent and stylish than before,\u201d says Steven. \u201cWeapons now have extra perks to make them even more specialized \u2013 you can read more on that in <a href=\"https:\/\/blog.playstation.com\/2021\/10\/25\/horizon-forbidden-west-master-aloys-new-abilities\/\">one of our previous blogs<\/a>. Also, Aloy can now carry up to six weapons at the same time, along with her trusty spear.\u2019<\/p>\n<p class=\"\">\u2018Outfits do not only provide resistance to the many damage types Aloy will face in the Forbidden West, but also stack bonuses on top of Aloy\u2019s skills on the Skill Tree. With the right outfit boosting the right skills, the sky\u2019s the limit. Plus, you can swap weapons and outfits on the fly, so you can change your approach at any time.\u2019&nbsp;<\/p>\n<p class=\"\">\u2018The narrative of Horizon and the vibrant cultures that inhabit its world were a huge source of inspiration for Aloy\u2019s outfits. Clothing reflects a unique style, as well as the materials a tribe has access to and knows how to use. Hunters from the Nora tend to favor ranged combat and stealthy hunting. Carja excel at the use of traps and tripwires. The boisterous Oseram love fighting up close and personal with a hammer. The Tenakth and Utaru have their own preferences as well \u2014 and the outfits Aloy can acquire from each culture tend to reflect and support these unique approaches to combat.\u201d<\/p>\n<p> <a href=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/horizon-forbidden-west-an-authentic-world-1.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/11\/horizon-forbidden-west-an-authentic-world-1.jpg\" alt=\"\"><\/a> <\/p>\n<p class=\"\">In the Horizon Forbidden West <a href=\"https:\/\/www.youtube.com\/watch?v=wQATS4HOxdo\">gameplay trailer<\/a>, we mentioned a new feature called Workbenches, which can be found all over the world. Steven explains: \u201cAloy can forge the machine parts she\u2019s harvested into her weapons and outfits, upgrading them to be even stronger. As you travel the Forbidden West, take note of machines that have visible horns, claws, tusks, or tails. While early upgrades may just need a bit of braided wire or sturdy hardplate, if you want extra mod slots, the strongest perks, or the biggest resistances\u2026 you\u2019ll want to make sure you shoot off the Tremortusk\u2019s parts before you take it down.\u201d<\/p>\n<p class=\"\">Whether from downed machines, animals Aloy has hunted in her travels, plants she\u2019s harvested, or even rare crystalline growths called Greenshine that can be discovered around the world \u2014 every resource she comes across will be valuable in some capacity.<\/p>\n<p class=\"\">\u201cMore advanced upgrades will require resources from specific machines, and Aloy\u2019s Focus can help her scan the machine, identify key resources, and tag them for easy tracking,\u2019 Steven says. \u2018If you\u2019re ever short on supply, merchants will happily take valuables to sell off your hands. And if you need even more, external machine parts can be harvested and sold for a fair price. A consummate crafter, Aloy can use animal skins and bones to sew new Pouch and Quiver upgrades, letting her carry more ammunition or resources with her in the field. All of these systems reward Aloy for exploring the world even as she travels deeper into the Forbidden West.\u201d<\/p>\n<h2 class=\"\">An authentic, vibrant world&#8230;<\/h2>\n<p class=\"\">It\u2019s not easy to create an immersive open world, filled with adventure, culture, and opportunity, and sustained by detailed and well balanced systems of progression and commerce. It took a true team effort from start to finish.<\/p>\n<p class=\"\">\u201cWhen you\u2019re out in the Forbidden West, our hope is that the story is reflected in every detail of the world,\u201d says Annie. \u201cAnd we strive to make that happen through collaboration with the many talented teams at Guerrilla. Aloy\u2019s journey will take her through some really gorgeous settlements, allowing her to meet many interesting characters, trade for cool new gear, and prepare herself for the challenges ahead.\u201d<\/p>\n<p class=\"\">\u201cWe\u2019re very proud of what we have achieved together,\u201d says Espen. \u201cWe hope the player will encounter a world that feels more alive and more real than ever. We have put so much detail into the daily lives of our people: from groups of people gossiping on a street corner to rowdy customers in the bar who burst into spontaneous song. From children playing tag outside to play fighting with the town guard. We hope players will take a moment to watch what is going on around them and come away with their own favorite moments.\u201d<\/p>\n<p class=\"\">Steven adds: \u201cTo work with so many teams to make sure that everything sings just right all together has been such a highlight. Our goal was to make sure that Aloy feels embodied in and engaged with the world around her, whether she&#8217;s relaxing in our settlements or hunting in the wilds. We\u2019re proud of the results: from outfits and the boosts they give to player skills, to Workbench upgrading and hunting for machine parts \u2014 there are so many cool new systems that draw you into the world, and we hope you will love the game from start to finish.\u201d For more information on Horizon Forbidden West, please visit <a href=\"https:\/\/www.playstation.com\/games\/horizon-forbidden-west\/\">here.<\/a><\/p>\n<p> <a href=\"https:\/\/blog.playstation.com\/2021\/11\/22\/horizon-forbidden-west-an-authentic-world\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Forbidden West is vast and deadly, filled with ancient ruins, awe-inspiring machines, and hidden threats. Surrounded by danger, its human inhabitants need places to train, rest, and improve their gear. The game\u2019s settlements form these sanctuaries, and they are just as vital to Aloy as they are to the tribes that live in them. The living world in these settlements is a complex character of its own. Every detail establishes credibility, creating an authentic environment through visual storytelling. For example, the Nora live in relative solitude in the isolated valley of the Sacred Land, making it difficult for them to communicate with the outside world. As a result, they are less technologically advanced than other tribes, and more wary of outsiders. Their settlements are&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/horizon-forbidden-west-an-authentic-world\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":421288,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[316],"tags":[4305,827,44,45],"class_list":["post-421287","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-official-playstation","tag-guerrilla","tag-horizon-forbidden-west","tag-ps4","tag-ps5"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Horizon Forbidden West: An authentic world | Arcader News<\/title>\n<meta name=\"description\" content=\"The Forbidden West is vast and deadly, filled with ancient ruins, awe-inspiring machines, and hidden threats. 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