"Horizon: Zero Dawn" developers have recently released a video that features the team talking about the creation first-person Killzone to the making of an open-world action RPG. In this video, the team talks about the challenges they have encountered in the creative process for the past five years, as well as the optimism and confidence they feel about the possible outcome of the game.
According to GameRant, the game is set to be released in the last week of February this year. Fans have been very excited since the announcement has been made. The game features players guiding a tough female protagonist by the name of 'Aloy' while she scavenges for parts, engages in negotiations with savage tribes, and annihilates robotic dinosaurs. The game is expected to be partly exploration, partly survival, and partly action. This can be surmised in the video as Hermen Hulst, the managing director of Guerilla games, mentions that the game is "the single most ambitious project [the studio] has ever taken on."
The trailers of the game alone hint at the grandiosity of the project, particularly its awesome design and the vast landscapes appearing in it. The essence of the game remains as combative. As Hults said, "our background tends to be that of a first-person shooter developer...so logically when we start making this open-world action RPG it's filled with what we're good at and that is intense combat."
Given the hints and teasers being presented to the fans, they are excited to play the game and are sure to enjoy the hit reaction system that the game employs in which players can shoot off bits of their enemies. For instance, if a particular piece of armor plating protects an opponent from a kill, a well-aimed shot can get rid of it and allow players to concentrate on the machinery that is underneath the said armor.
While the game's art director, Jan-Bart van Beek admits the difficulty of the project, he nevertheless said that "it wasn't an easy transition going from Killzones to Horizon...we went from something we knew very well to something we knew very little about initially and it's been five years of learning how these games work, how these systems work, how the design of it works." The difficulty of the project is highlighted when it necessitated the hiring of story writers and quest designers to provide aid in those areas of expertise.
Guerilla Games was able to adapt their Decima engaging in developing Killzone, particularly in bringing t to the open world of its new game. With these promising features, the future looks bright for the game and fans could no longer hide their anticipation.
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