guerrilla – PlayStation.Blog https://blog.playstation.com Official PlayStation Blog for news and video updates on PlayStation, PS5, PS4, PS VR, PlayStation Plus and more. Tue, 09 May 2023 12:00:15 +0000 en-US hourly 1 https://www.altis-dxp.com/?v=5.9.5 https://blog.playstation.com/tachyon/2019/03/cropped-pslogo.png?X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Security-Token=IQoJb3JpZ2luX2VjEEYaCXVzLWVhc3QtMSJGMEQCIHQf4VlW%2B2h9wYNpSrDfa73sxJNZL5tGxDqDY28yLP0iAiAPWXHgijyG%2BrIErzbPRZDHUwSEAlQj0gcV2nMgxjORlyr9AwhvEAAaDDU3NzQxODgxODQxMyIMsH%2F67GJ38uDRTs%2BlKtoDq9vmNGz5C4mqpfggCfLilzMfRRkBaVwJXejeT6gPwzptXGNrXsplIANg3DYttVCV4%2F6yeU8woAZt6QGXg5mLOyRIFWsc3jowoi0MmtiE4fqjWqrjK2c7blU%2BV3g%2B2MLpDGIyH7Mesk0Oez7V0Bw9CabTPXJaMl9AUKY6EeTmV%2FIKYHY%2F%2BQKWnhf%2F3SsxS5e9Fy%2BBd77k%2B60nrTWYDe1cCVdpCx5pBvzZKSvgmddEIkoNcmqE8WlcGHEQQf7XDkik%2F0hnhR6Oat8mszHHZJZ%2BU0yDkHHQSsjxhVBShd5XV9TvFx5cgRyXlEUCWNHVpqKyATq94Fags%2B8vPw%2B6mSgiYsuz5UfwETo%2BC0ZuyyPvnkljP%2F5XZaIW3x2Ka%2BLiEW49LKzKUxNS0vxNbGewSQY65tws1ZmqZ5sK5jFLbIzIc61MiNQ1lBUH%2BNCx%2BdjBUwsHJDKSrVebchivS7VmDQk4ygUgd548xYLWfOkLfb3ni67hpxtR3mDuepMDBRjwNThB5K8dA51MR0SVswhMwp7wXxTAWhMJ0OgJSRVtS2Mdb8JU1oN%2BZwJqKodAW8tciWEaOcRocJ6525zY1M0LbxRh3ePtLq9xHC99lsyhfE2tv%2Fvyy%2FBRQhaI3v9iMI2inKMGOqYBTxztROsfQl4sM6rikuztkyH4BAfl89m%2FA0cwCZET8OQbDEMqpNMiz0jnxYTr6xFfCsVK%2FNKhfKbrFr9HJ9UadI09mT6TCGpW6AeL2yaVNOXnR%2F5HyTHhs9hPuJw3JlOKDZkvejszxMz8V4fK0dzCnqFV1c48tUE4RBnllB2hrUItGijDgcyHLmD2wrU0DAkaG8lqBxGJHHk4uf3rTcUsdtBWepuFYg%3D%3D&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=ASIAYM4GX6NW2LCK3LGZ%2F20230519%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20230519T084648Z&X-Amz-SignedHeaders=host&X-Amz-Expires=900&X-Amz-Signature=f6552a1b51ec74c6ea8e1880e9521e8774e1ee23bd31ac46f206708a22039cee&fit=32%2C32 guerrilla – PlayStation.Blog https://blog.playstation.com 32 32 20 Years of Guerrilla: The Story of a PlayStation Studio https://blog.playstation.com/2023/05/09/20-years-of-guerrilla-the-story-of-a-playstation-studio/ https://blog.playstation.com/2023/05/09/20-years-of-guerrilla-the-story-of-a-playstation-studio/#comments Tue, 09 May 2023 12:00:10 +0000 urn:uuid:ea3bb175-7243-4107-b3a5-b9c2e4a2a080 The year we formed Guerrilla, 2003, was an interesting time for gaming. The PlayStation 2 had launched three years earlier to critical acclaim. People were losing their minds over the technological feats being achieved with all the power it offered (six whole GFLOPS!).

Early days of development

Meanwhile, we were working hard in the Netherlands – some of us making Game Boy Color games. We were called Lost Boys, we were scrappy, maybe flying by the seat of our pants a little, but we were also ambitious. So, when the opportunity came up to create these new experiences that push boundaries and steer the industry, we grabbed it with both hands.

It was a time of experimentation, and it was exciting to be at the forefront of innovative, interactive technology. I think it’s clear that’s still in our DNA – in Decima, especially.

As Guerrilla, we made a lot of work for ourselves right off the bat, creating 3D immersive games with Shellshock: Nam ‘67 and Killzone. Unexpectedly, our small studio was quickly catapulted to the global stage. Killzone’s gritty galactic war captured the imagination of gamers, and we were proud of having made a mark in the industry and having developed a first-person shooter for Sony.

20 Years of Guerrilla: The Story of a PlayStation Studio

It wasn’t long until we jumped to work on the sequel. By this time, consoles were taking the world by storm, and PS2 players especially. By that point, we knew what we were doing a little bit more, and Killzone 2 raised the quality bar for us. It’s nice to see it considered a ‘classic’ of that generation – even if it makes me feel a little old reading that back.

Around when the PlayStation 3 console was launching, we became a first-party studio for Sony. They were really supportive of our creative visions, and their new technology was, as always, best-in-class. We experimented with the latest tech, like the PlayStation Move motion controllers, and we expanded the world of Killzone into handheld experiences.

This period was truly one of growth for us at Guerrilla in every sense. We navigated what it meant to be a first-party studio for Sony, growing and having visibility on the global stage. We were regularly producing games. They were popular. But it only pushed us into wanting to spread our creative wings, staying true to the motivation of our early years.

A new generation for Guerrilla

By the time we released Killzone Shadow Fall (2013) for the PS4, we were at a turning point. We had been developing Killzone successfully for almost ten years, and putting that aside was obviously a little scary. But we were feeling the itch to do something new, unlike anything we’d done before.

The whole story of how Horizon came to be is (flatteringly) covered in a Noclip documentary. Essentially, we opened the floor to the team. We asked the team what they wanted to make.

We knew it had to be incredible, stunning, and hopeful. Horizon itself really came from a visual idea of these primitive tribes, fighting to survive in a lush landscape dominated by great machines, long after the collapse of our current civilization. And we wanted an iconic franchise-worthy protagonist. The pitch had all of that. But the details of the story came later.

When production ended, even though we were proud of what we were creating with Horizon Zero Dawn, we all felt that sort of anxiety. Once you show it to the world, will people like it? Will they hate it?

The first sign that we might really have something was when Hermen Hulst (then managing director of Guerrilla, now head of PlayStation Studios) revealed the first trailer.

Let’s imagine this: E3 in 2015. Behind the scenes, we had been secretly working on Horizon Zero Dawn for several years – but now we were going to show it to the world. As we were waiting in line to get into the 5000-seat hall where PlayStation events were held, I turned to Hermen and said, “What if it doesn’t work? What if the whole idea of cave people fighting robot dinosaurs is just too silly?”

Hermen looked at me with a big grin and as he stepped into the event hall said, “Well, too late to worry about that!”

As the trailer played, we were glued to the live reaction – and totally floored by the passionate response.

Since Horizon Zero Dawn, our journey with Aloy has grown. With Forbidden West, we looked at every aspect of the first game and improved it. I think you can see that hard work in the excitement from fans since the launch. But during production, we were growing so much as a team and as a studio.

At one point, it was pretty clear we’d outgrown our beloved, almost-collapsing, canal-house office on the Herengracht; we had to have two diesel generators craned in because the building’s infrastructure just couldn’t support all our machines as well as air conditioning.

Growing into a positive future

Our studio’s grown from those early scrappy days to a massive group of hundreds of talented developers. And with us, the world of Horizon has also grown. Players have come face-to-face with our awe-inspiring machines in VR with Call of the Mountain. Comic books and board games are expanding the world. It’s truly humbling.

Of course, we can’t overlook the significant impact that our dedicated community has had on our games, studio, and people over the years. Guerrilla wouldn’t be where it is today without the support of our players.

As of April 16, 2023, the Horizon franchise has sold through more than 32.7 million units worldwide, of which Horizon Forbidden West has sold through over 8.4 million units. Millions more around the world have discovered Horizon thanks to PlayStation’s subscription services and initiatives, including PlayStation Plus, and Play at Home. All told, it’s a milestone we never imagined possible twenty years ago when we first started making games.

This reception has been staggering, and we’re grateful to the community for the continued love and support for the franchise. We Guerrillas feel lucky to witness that support every day: we share community fanart and the cosplay. I want you all to know we are completely blown away by your enthusiasm.

Last of all, I’d like to share that we are so excited that Aloy’s adventures will continue. Her latest mission takes her to the ruins of Los Angeles in Horizon Forbidden West: Burning Shores, and we can’t wait for you to find out where she’ll go next.

Thank you for being on this incredible journey with us for the past 20 years. Here’s to the next 20!

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Horizon Forbidden West: Burning Shores is out now on PS5 https://blog.playstation.com/2023/04/19/horizon-forbidden-west-burning-shores-is-out-now-on-ps5/ https://blog.playstation.com/2023/04/19/horizon-forbidden-west-burning-shores-is-out-now-on-ps5/#comments Wed, 19 Apr 2023 12:00:06 +0000 urn:uuid:d39bdc99-4752-4e55-82c7-833886149775 We’re thrilled to announce that Horizon Forbidden West: Burning Shores is out today! The expansion sees Aloy pursue a sinister threat in the untamed wilds of a far-future, volcanic Los Angeles wracked by violent tectonic activity.

Explore a dangerous new region south of the Tenakth Clan Lands. Among these Burning Shores, you’ll experience a compelling new storyline that picks up Aloy’s journey right from where Horizon Forbidden West left off. You’ll interact with intriguing characters through exciting quests, do battle with never-before-seen machines, and master new weapons, tools, and skills. Along the way, you’ll also collect fresh outfits to aid you in battle and collectable relics that offer you a view into the ancient past.

On behalf of the entire team at Guerrilla, we want to thank you for your continued support, and we hope you will enjoy this new chapter in Aloy’s journey!

Horizon Forbidden West: Burning Shores is out now on PS5

Learn more about Horizon Forbidden West: Burning Shores.

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Pushing the envelope: Achieving next-level clouds in Horizon Forbidden West: Burning Shores https://blog.playstation.com/2023/03/29/pushing-the-envelope-achieving-next-level-clouds-in-horizon-forbidden-west-burning-shores/ https://blog.playstation.com/2023/03/29/pushing-the-envelope-achieving-next-level-clouds-in-horizon-forbidden-west-burning-shores/#comments Wed, 29 Mar 2023 13:02:27 +0000 urn:uuid:9a6cc636-0c73-4a8e-946c-38230bb62fdd The world of Horizon is vast and majestic, featuring lush landscapes crowned by seemingly endless skies. When the team at Guerrilla began creating this world, developers of various disciplines considered how to bring an immersive level of life to the world. For Guerrilla’s Atmospherics team, this meant populating the skies with lifelike clouds. 

This work was evolved for Horizon Forbidden West. And now, in Burning Shores, Aloy will soar through more breathtaking, realistic skies than ever before. 

The approach  

“When we think of a horizon, we imagine vast expanses like the open ocean and how the clouds and the sun arc down to touch them at some immeasurable distance,” says Andrew Schneider, Principal FX Artist at Guerrilla. “Open-world games present developers with metaphorically similar challenges. How do we push the experience so that the player feels that they are in an environment that could be endless?” 

It was one thing to ask the question but another to break it down into technical tasks. 

In the early 2010s, feature film and animation VFX started using volumetric rendering to create clouds. For video games, this technique took too long to render with high-quality results at interactive framerates, but developers knew it held game-changing potential.

With innovations in hardware, this began to change. At the nexus of the PlayStation 4 in 2015, Andrew partnered with Nathan Vos, Principal Tech Programmer at Guerrilla. Together, they developed the highly efficient open-world volumetric cloud system that can be seen in Horizon Zero Dawn. The intricately detailed clouds framed Aloy’s world as a hopeful, beautiful one. It supported changes to the time of day and realistic animations, creating the sense of a fully living, breathing world. 

This established the foundation the team would build upon for Horizon Forbidden West. 

The evolution 

In video games, clouds can help convey a mood. Along with the abundance of green, clear waters and cragged cliffs, the clouds of Horizon punctuate the world with emotion. To achieve this, they had to be more than white wisps far above the Aloy’s head; they needed movement, variety, and definition. 

“We looked to artists who were part of the luminism movement for inspiration, like 19th-century painter Albert Bierstadt. These painters had mastered the interplay between clouds and the land beneath, using light and detail to create space, producing truly dramatic landscape paintings.   

Passing Storm over the Sierra Nevadas by Albert Bierstadt, 1870

“To recreate this effect in 3D, we had to develop a way to model clouds. For Horizon Zero Dawn, we’d explored various methods for creating cloudscapes. Voxels are blocks that can build volumetric 3D clouds. We’d actually made a cloud simulator and experimented with rendering three-dimensional ‘voxel’ data in real time.” 

“But technologically, it was too early for this,” Andrew recalls. “The hardware and software just weren’t at the right stage of development. So, we settled with modeling clouds in an efficient-to-render way that still yielded high-quality results, but with more modeling effort than simulation.” 

The solution was to paint fixed layers of clouds rather than individual formations. But this process would need to be expanded to support the addition of flying mounts in Horizon Forbidden West. 

For the sequel, Andrew and Nathan upgraded the rendering quality of the base system used in Zero Dawn, expanding it to support a new fog-like cloud that the player could fly through at low altitudes. This allowed for awe-inspiring atmospherics, like a superstorm with sinister vortex motion and internal lightning effects. Now, the clouds were a character of their own, rumbling with atmospheric tension. 

The next technical challenge 

Naturally, the next step was to continue innovating this system for Horizon Forbidden West: Burning Shores. For the expansion, the team has elevated the experience using voxel technology, among many other technical improvements throughout the world. 

“The cloud systems that we developed for Horizon Zero Dawn and Horizon Forbidden West were fast because they didn’t store clouds as 3D objects, but rather instructions on creating 3D clouds from limited 2D information. The PlayStation 5 can handle larger datasets. So, after Forbidden West wrapped, we set to work writing a voxel cloud renderer prototype that could live up to our standards for quality, and actually allow the player to fly through highly detailed cloud formations.” 

Achieving the balance between performance and quality when the player can be on the ground, and high up in the air was an ambitious challenge. Yet the prototype paid off, generating dense, dynamic results at low and high altitudes, a feat made possible by hard work, as well as the increased power of the PlayStation 5. 

But creating a single cloud was a long way from building an entire cloudscape. 

Andrew had created what he called “Frankencloudscapes” — large cloud formations so that the sky could be treated like as a landscape would by a terrain modeler. As a result, the cloudscape acted as both a background element and an environment to explore. 

To make this work at the scale needed for Burning Shores, a strike team at Guerrilla tackled the challenge of flying through clouds – the real test of performance and quality. Andrew teamed up with Nathan and brought in Hugh Malan, a Senior Principal Tech Programmer. 

The first hurdle they encountered was deeply technical: how do you handle a huge quantity of volumetric voxel data? 

“Hugh and I divided this issue to conquer it. I developed a way to take low-detail voxel data and add detail during rendering. Meanwhile, Hugh worked on compressing the data so it could be accessed faster from memory. Together, these processes made rendering Volumetric Voxel Clouds exponentially faster.” 

“But it still wasn’t fast enough,” Andrew recalls. “The costliest part of this process was calculating cloud lighting, which, in itself, is complicated. To get around this, Nathan engineered a method to reduce rendering time to a speed that would work for both standard and high frame rate modes.” 

“This was also one of those rare situations where an optimization produced a better visual result. It allowed us to cast cloud-to-cloud shadows over a much larger distance, improving realism. At this point, we had a method to render volumetric clouds from the ground and in the air, right up next to them.” 

The second challenge was balancing. “There is a dance that real-time graphics engineers do to balance quality and performance,” Andrew continues. “Quality usually comes at a ‘cost’ in terms of processing. So, every time we improve the quality of our clouds, we need to do so in a way that costs either as much as, or less than, the current cost of the cloud system.” 

To find this balance, Senior Principal Tech Programmer and graphics engineer James McLaren helped the team understand how the code behaved at a low level on the PlayStation hardware itself. His expertise allowed them to take full advantage of the hardware by optimizing code for the PlayStation 5. “James’ contributions were fundamental in the early stages of development, allowing Guerrilla to push the boundaries during production,” recalls Andrew.  

In the end, the pieces add up to give the player the awe-inspiring feeling of soaring through and around a cloudscape as accurate and varied as the land below. All on the back of their Sunwing. 

What awaits in Burning Shores 

When heading to the Burning Shores, Aloy will run into familiar machines and faces. But she will also discover new ways to explore her world. 

“It was important to us to make the experience fun and joyful on its own outside of the main gameplay. The clouds are not simply immersive scenery but an explorable landscape in themselves. Among the clouds, players will be able to explore tunnels, caves, and other surprises that make for fun flying,” says Andrew. 

“The best part is that depending on when you try any of these features, the experience will be different. As the day progresses, the quality and direction of light change, hiding and revealing some of these features and changing the feel of each journey. 

And I don’t want to spoil anything – but we hope you aren’t afraid of a little lightning.”

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Horizon Forbidden West: Burning Shores is available to pre-order today, pre-order bonuses detailed https://blog.playstation.com/2023/03/22/horizon-forbidden-west-burning-shores-is-available-to-pre-order-today-pre-order-bonuses-detailed/ https://blog.playstation.com/2023/03/22/horizon-forbidden-west-burning-shores-is-available-to-pre-order-today-pre-order-bonuses-detailed/#comments Wed, 22 Mar 2023 13:00:17 +0000 urn:uuid:8d8b8c53-1fbb-4abf-9fc6-26b6fcb9b515 Aloy’s journey continues in Horizon Forbidden West: Burning Shores — an expansion which sees the fierce Nora hunter pursue a sinister threat in the untamed wilds of a far-future, volcanic Los Angeles which has been wracked by violent tectonic activity. Pre-orders for Burning Shores, which launches on the PlayStation 5 console on April 19, 2023, are available as of today.

Horizon Forbidden West: Burning Shores is available to pre-order today, pre-order bonuses detailed

Pre-ordering will give players access to the following digital bonuses:

  • Blacktide Dye Outfit (available at the first dye merchant)
  • Blacktide Sharpshot Bow (available from the first merchant in the Burning Shores)

The story picks up Aloy’s story right where Horizon Forbidden West left off – so, to enter the Burning Shores, you must complete the main quest (up to and including the final quest Singularity) in Horizon Forbidden West. Following the events of Singularity, she will receive a call over her Focus, beginning the DLC.

Aloy will then be able to travel to a dangerous new region south of the Tenakth Clan Lands, where players will experience a compelling new storyline featuring new characters, machines, and adventures – we look forward to sharing more details with you very soon!

Horizon Forbidden West is available now in the PlayStation Plus Game Catalog.

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Horizon Call of the Mountain launches today on PS VR2 https://blog.playstation.com/2023/02/22/horizon-call-of-the-mountain-launches-today-on-ps-vr2/ https://blog.playstation.com/2023/02/22/horizon-call-of-the-mountain-launches-today-on-ps-vr2/#comments Wed, 22 Feb 2023 14:30:45 +0000 urn:uuid:fcee24a5-f25e-4963-bddc-7a8dbe743069 A few years ago, alongside Horizon Forbidden West’s development, Guerrilla and Firesprite began collaborating on a new journey in the Horizon universe. Throughout this time, we’ve worked closely together to develop an innovative and action-packed adventure we’re proud to add to the franchise: Horizon Call of the Mountain, designed from the ground up for the PlayStation VR2 with gameplay that’s satisfying to VR veterans and newcomers alike. 

Stepping into the world of Horizon and exploring it from a true first-person perspective is spectacular. Players will interact with the world in a more immersive way than ever before, down to the tiniest detail. Even subtle sensations, like running your hands through a flowing stream, or the tension when you pull back your bow string, can be felt by players through the PS VR2 Sense controllers’ precise haptics.  

The journey itself takes place between two quests in Horizon Zero Dawn, transporting players into the shoes (well, climbing gloves) of Master Climber and disgraced Shadow Carja soldier, Ryas. Imprisoned, he hopes to earn his freedom and redemption by investigating a mysterious new threat to the Sundom and the world. 

The team did a fantastic job crafting these majestic and deceptively peaceful wilds where deadly machines could lurk around any corner. Players will feel an incredible sense of presence in this wilderness thanks to the PS VR2’s incredibly clear 4K HDR displays and 110-degree field of view. And beyond the environment, there’s truly nothing like seeing Horizon’s awe-inspiring machines up close. 

Taking on these ferocious machines will have our players calling on every skill they’ve learned throughout their playthrough, with every attack feeling critical. We’re looking forward to seeing how our community faces up to these formidable challenges.  

While combat with deadly machines will make players’ hearts race, the sheer spectacle of Horizon’s striking environments, viewed from the high vantage only a Master Climber could reach, will stop players in their tracks as they take it all in. 

Horizon Call of the Mountain launches today on PS VR2

We thank the exceptional team at Firesprite for joining us on this wonderful adventure to create a new addition to the Horizon franchise and for all of their expertise and talent. We are proud of the story we have created together.  

We’d also like to thank our brilliant cast and crew, the tremendous people at PlayStation Studios and Sony Interactive Entertainment, and all Guerrillas for all of their support and, of course, our wonderful community, who inspire us to keep making new adventures.  

We hope you enjoy exploring the wilds through the eyes of Ryas.  

“You have walked in the shadows, Ryas. Now, it is time to climb into the light.” 

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A thank you from Guerrilla: Horizon Forbidden West’s one-year anniversary https://blog.playstation.com/2023/02/17/a-thank-you-from-guerrilla-horizon-forbidden-wests-one-year-anniversary/ https://blog.playstation.com/2023/02/17/a-thank-you-from-guerrilla-horizon-forbidden-wests-one-year-anniversary/#comments Fri, 17 Feb 2023 13:00:03 +0000 urn:uuid:737f3a9e-2325-4af6-91b7-782fd2790966 It’s hard to believe that it’s already been one year since Horizon Forbidden West launched. On February 18, 2022, Guerrillas were eagerly waiting at their workstations as the game started rolling out to our global community. 

Describing the feeling of a game launch day is challenging, though any developer in our industry will inherently understand the mixture of excitement, nervousness, and anticipation as we start seeing your reactions come in. We spend most of the day refreshing social media, checking stats, and reading through initial feedback — whilst, of course, sharing a moment with the team, relishing in the incredible achievements and outcomes of over four years of work, now out in the world.

To build on this excitement, Horizon Forbidden West also joins the PlayStation Plus Game Catalog starting February 21, 2023.

This past year, saw more than just the launch of Horizon Forbidden West; we also released a LEGO Tallneck into the wilds, created a dedicated TikTok channel, and dropped a lot of new merch, like the OST vinyl and a collection with ASOS. We were even able to finally meet some of our fans in person again at Twitchcon and gamescom!

It’s been heart-warming to see the impact Aloy and her story have had on you, and we are so grateful for how our community expresses love and joy for our franchise.  One of my personal joys is to scroll through the #BeyondTheHorizon hashtag and see the breathtaking Photo Mode shots from the virtual photography community; did you know you all spent a collective 211,000 hours in Photo Mode?

As a thank you for one year of passion, support, and excitement about Horizon Forbidden West, we want to indulge you with a small token of appreciation in the form of new PlayStation avatars, which will be available to download from PlayStation Store tomorrow.

Thank you again from the bottom of our hearts for embracing Aloy and her continued story in Horizon Forbidden West. We are now looking forward to our Burning Shores expansion, coming to PS5 on April 19, which sees Aloy pursue a sinister threat in the deadly, volcanic ruins of Los Angeles. And if you want to experience the world of Horizon from a completely different angle, Horizon Call of the Mountain is launching next week on PSVR2.

I’ll leave you with this heartfelt message from Guerrillas at our studio in Amsterdam.

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5 ways Horizon Call of the Mountain adapts the world of Horizon to PS VR2 https://blog.playstation.com/2023/02/15/5-ways-horizon-call-of-the-mountain-adapts-the-world-of-horizon-to-ps-vr2/ https://blog.playstation.com/2023/02/15/5-ways-horizon-call-of-the-mountain-adapts-the-world-of-horizon-to-ps-vr2/#comments Wed, 15 Feb 2023 13:00:03 +0000 urn:uuid:40e71879-a2dd-4938-b691-9a3a8f7907f8 PlayStation VR2’s launch is fast approaching, and it’ll be bringing a whole new wave of stunning, wholly immersive experiences to the PlayStation ecosystem. Among the most anticipated launch-window titles is Horizon Call of the Mountain, an all-new adventure set in the world of Horizon. As you become Ryas, a disgraced soldier seeking a path to redemption, you’ll experience the beautiful landscapes and fearsome machines of Horizon like never before. Guerilla and co-developer Firesprite have specially crafted this PlayStation VR2-exclusive adventure to showcase PlayStation VR2’s features.

We talked with several members of the development teams at Guerrilla and Firesprite to learn about the processes and challenges of creating Call of the Mountain’s vast VR world, as well as what players can expect from this spectacular launch title.

Haptic feedback and headset feedback immerses you in the world:

Alex Barnes, Associate Game Director at Firesprite, was chomping at the bit to integrate PS VR2 features into the game in a big way. “The PS VR2 Sense controllers and headset haptic feedback have been integral for us in building a world that feels alive around you in PS VR2,” he says.“From feeling the weight of an enormous Thunderjaw slam down beside you to the building tension as you pull back a bowstring to unleash an arrow, the state-of-the-art haptics allows us to show what it feels like to be fully immersed in the world of Horizon. This is a whole new medium to give feedback to the player in VR that feels incredibly rewarding.”

Seeing players and their reactions to all the big and small events is particularly satisfying to Barnes. “It’s always special seeing people react to moments like the sensation of a Stormbird’s wings beating as it flies by,” he adds.

Redesigning machines for a new POV:

Since you see the action from the eyes of Ryas, the developers had to make some adjustments to Horizon’s famous mechanical terrors. “The team wanted to ensure that the impressive machines were elevated to new heights in Horizon Call of the Mountain,” notes Richard Oud, Studio Animation Director at Guerrilla. “When seeing them up close, they feel even more imposing and realistic thanks to the added sense of scale. This level of immersion, achieved by the virtual reality space, brings each machine to life in a way players haven’t experienced before.”

Because of the first-person, all-surrounding point of view, the models and animations for several machines had to be re-adjusted, Oud explains.“The VR headset allows for a more detailed and interactive experience and for players to see the machines from new angles. A lot of work went into redesigning the combat and animations to allow for this. And even more attention has been put into readability during combat to make sure the attacks and behavior of machines are clear from a new perspective. Players can now use their physical movements to strafe around, aim, and shoot, adding an extra level of realism and action to the battles.”

What it’s like working with a new composer to create a new soundscape:

As Guerilla’s Audio Director Bastian Seelbach describes, making new audio that fits the mood and style of the Horizon series for a VR game like Call of the Mountain was another challenge. “We wanted our approach to Horizon Call of the Mountain’s soundtrack to connect closely to the style we established for Aloy’s adventures in Horizon Zero Dawn and Horizon Forbidden West.”

The team sought out the expertise of composer Alistair Kerley. “Our goal was for players familiar with the franchise to feel at home instantly. [Kerley] quickly convinced us with his take on our themes that beautifully found that balance between Aloy’s journey and what we were doing with Call of the Mountain. Ryas’ Theme immediately fits into the Horizon world while having its own fresh, recognizable, distinct sound. We couldn’t be happier with the results, and we’re looking forward to our players experiencing the world of Horizon through the musical lens of Ryas.” 

Adapting the world of Horizon to VR:

The Horizon series is known for its beautiful landscapes and engaging gameplay, but it’s also known as a tightly-made third-person, flatscreen experience. Why bring the series out of its “comfort zone,” so to speak? “Horizon Call of the Mountain is a unique, new Horizon adventure that the team has built from the ground up for PlayStation’s next-gen VR hardware,” says Jan-Bart van Beek, Studio Director and Studio Art Director at Guerrilla. “VR tends to be an intense gaming experience, and it has been great to leverage the new PS VR2 hardware as it offers players an authentic experience where they’re immersed in the game world on a whole other level.”

The development team saw creating a new type of Horizon gameplay experience that stayed true to a series as an exciting prospect. “With Horizon Call of the Mountain, we challenged ourselves to make a game that would be a fantastic gaming experience, not just for veterans of VR but for newcomers as well,” van Beek points out. “We’re looking forward to players stepping into a world that feels alive and immersive and allows them to enjoy a deep level of interaction with the world through their own hands.”

Designing Ryas’ bow:

The weapon Ryas will be using most frequently is his trusty bow. With the player seeing the weapon frequently from a first-person perspective, nailing the design and functionality of the weapon was tantamount, as Firesprite’s Associate Art Director Rob Sutton explains. “When designing Ryas’ bow, we took inspiration from Horizon Zero Dawn’s Shadow Sharpshot Bow due to Ryas’ connection to the Shadow Carja. As time has passed, Ryas has made his own upgrades and customizations, partly to make a more effective weapon but also to distance himself from his Shadow Carja past.”

The designers knew that the bow would be one of the most common sights during the game and wanted it to feel like a character. “As the player would never see Ryas’ face, we started to think of the bow as a representation of him. We knew it had to feel awesome and realistic in VR. All the mechanisms and joints needed to function correctly, as you would be able to see them up close.” Sutton ensured no details were spared: “For example, when the bow is fully drawn, small carbon fiber feathers at the top open out; I always thought of these as some kind of threat display you might see in birds!”

As you can tell, Call of the Mountain was designed as a special experience for series fans and newcomers–one that the developers poured much thought, love, and effort into. Come February 22, you’ll be able to experience the amazing technology powering PS VR2 and take Ryas’ destiny directly into your hands with the most immersive Horizon game yet.

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Aloy’s story continues in Horizon Forbidden West: Burning Shores https://blog.playstation.com/2022/12/08/aloys-story-continues-in-horizon-forbidden-west-burning-shores/ https://blog.playstation.com/2022/12/08/aloys-story-continues-in-horizon-forbidden-west-burning-shores/#comments Fri, 09 Dec 2022 02:50:14 +0000 urn:uuid:5bf59d7a-d151-462b-9786-e258a6f8d0c1 Today we’re thrilled to announce Burning Shores, our expansion to Horizon Forbidden West which sees Aloy pursue a sinister threat in the untamed wilds of Los Angeles, now a treacherous volcanic archipelago.

She will be traveling to a dangerous new region south of the Tenakth Clan Lands, featuring a compelling storyline following from where Horizon Forbidden West ended, new characters, adventures, and more – some details which we look forward to sharing with you very soon!

Aloy’s story continues in Horizon Forbidden West: Burning Shores

Horizon Forbidden West: Burning Shores is coming to PlayStation 5 consoles on April 19 2023.

Our creative vision for the Burning Shores is an ambitious expansion which will take Aloy to the ruins of Los Angeles. It’s an overgrown and fractured city that can be fully explored via the water and flying on the back of a Sunwing. A massive machine threat lurks in its shadows – a huge challenge that Aloy must overcome by using all of her skills and abilities. To achieve this grand vision technically and creatively, we’ve made the difficult decision to focus all our efforts on making an incredible experience exclusively for the PlayStation 5 console.

Thanks again to all our amazing fans for your love and support! We look forward to sharing more with you very soon.

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Horizon Forbidden West OST: Physical pre-orders and a music video debut https://blog.playstation.com/2022/10/06/horizon-forbidden-west-ost-physical-pre-orders-and-a-music-video-debut/ https://blog.playstation.com/2022/10/06/horizon-forbidden-west-ost-physical-pre-orders-and-a-music-video-debut/#comments Thu, 06 Oct 2022 13:00:40 +0000 urn:uuid:2a666b70-7b7c-45d2-8d16-0f64d4f6282d Music plays an essential role in bringing the world of Horizon to life through your speakers. From working with stellar composers to fostering the creations of our own Sound Designers, we take great care in mixing atmospheric sounds, beautifully-written lyrics, and stunning voices to amplify the storytelling our teams create. Since we launched Horizon Forbidden West back in February, we’ve seen so many wonderful stories of people enjoying the tracks that bring so much drama and life to the game, immersing themselves into the world and joining Aloy on her captivating journey – and we are hugely grateful!

With this in mind, we’re excited to announce that the music of Horizon Forbidden West is now available for pre-order in physical formats.  A comprehensive collection of over 130 tracks will come to CD this holiday season for $49.98*, while two editions are arriving for vinyl lovers. The Essential Collection, featuring some of the most iconic themes and tracks from Aloy’s journey west, is available for $39.98*. The Deluxe Edition, an extensive, 6-disc set covering the breadth of the musical landscape of the Forbidden West – from the choral serenity of Plainsong to heightened combat against Tiderippers and more – is a must for fans and collectors alike, priced at $169.98*. Both vinyl editions are expected to ship in spring 2023.

Pre-order the Deluxe Edition vinyl: https://horizon.lnk.to/6LP

Pre-order the Essential Collection vinyl: https://horizon.lnk.to/2LP

Pre-order the CD collection: https://horizon.lnk.to/6CD

To celebrate, today I want to highlight one song on the soundtrack that is particularly dear to us, because it was originally written by one of our very own Sound Designers, Lovisa Bergdahl. “In the Flood” was not originally written for the sequel, but Lovisa’s live demo convinced us that it would carry the game’s opening perfectly! She then teamed up with one of our composers, Oleksa Lozowchuk, to co-produce the track which now graces the opening sequence as Aloy gallops into the West (performed by Ariana Gillis). Lovisa’s original version can be enjoyed after completing the game, during the end credits.

We are incredibly honored and excited to debut our first ever music video for “In the Flood (Lovisa’s Version)”! Watch as Lovisa showcases the song to stunning shots of Aloy and the world of Horizon:

Horizon Forbidden West OST: Physical pre-orders and a music video debut

Head over to the official Guerrilla Twitch channel at 7am PT / 4pm CEST where Lovisa will be joining our community team together with Music Supervisor Lucas van Tol to talk about the soundtrack, the making of the music video, and answer any questions you may have about creating the iconic melodies that accompany Aloy’s journey into the Forbidden West!**

If you want to learn even more about our talented composer team, you can rewatch our Composer Spotlight which features behind the scenes footage and interviews about the creation of the Horizon Forbidden West soundtrack.

Happy listening!

*Recommended Retail Price. Actual Retailer Price may vary. For local pricing, please check the pre-order links. **If you can’t make the livestream, you can watch it back on Guerrilla’s YouTube channel on demand: https://www.youtube.com/c/guerrillagames/videos

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Horizon Call of the Mountain gameplay trailer revealed, and Horizon Forbidden West gets update including New Game+ https://blog.playstation.com/2022/06/02/horizon-call-of-the-mountain-gameplay-trailer-revealed-and-horizon-forbidden-west-gets-update-including-new-game/ https://blog.playstation.com/2022/06/02/horizon-call-of-the-mountain-gameplay-trailer-revealed-and-horizon-forbidden-west-gets-update-including-new-game/#comments Thu, 02 Jun 2022 22:15:04 +0000 urn:uuid:28f139ad-7c2e-4211-a846-502c24dd2d55 In early January we offered you a glimpse into Horizon Call of the Mountain, a new adventure created exclusively for PlayStation VR2 (PS VR2 system currently in development). And now, we’re excited to share a new trailer with you, featuring some of the action and adventure that will take place in this upcoming game — have a look:

Horizon Call of the Mountain gameplay trailer revealed, and Horizon Forbidden West gets update including New Game+

Meet Ryas, Horizon Call of the Mountain’s protagonist 

The world of Horizon is spectacular up close. In Call of the Mountain, you’ll be seeing it through the eyes of Ryas, a former Shadow Carja Warrior who hopes to redeem himself by investigating a grave new threat to the Sundom. He is a master at climbing and archery, two skills crucial to survival as you step into his shoes, scaling perilous mountains and taking down mighty machines like the Thunderjaw.  

Throughout your journey, you’ll master various tools and weapons and use the world’s many materials to craft additional gear, equipping you for any situation. But you won’t be going it alone. Along the way, you’ll meet Horizon characters new and old, including Aloy herself. 

Alongside the game’s main story, Call of the Mountain will also offer an exciting, immersive River Ride experience. Take a seat and enjoy the gorgeous views of the world of Horizon, but look out; some uninvited machines may try to come aboard! The River Ride is the perfect way for a player using the PS VR2 headset to share the magic of PS VR2 with your friends and family as they watch along on a connected display.

Horizon Call of the Mountain has been proudly developed together with the talented team at Firesprite. You can read more about the game at PlayStation.com We can’t wait to welcome VR fans into the Horizon community.

Horizon Forbidden West gets a big update

Of course, at the studio, we’re continuing to build on Horizon Forbidden West, which launched this past February.  

We’re so thankful for our incredibly talented community and are happy to announce that a major update will be released today. It includes the much-requested New Game+ feature and Ultra Hard mode for those who want challenge themselves further, but also a host of quality-of-life features that we know our community would appreciate: the transmog feature allows players to easily customize the cosmetics of their equipped outfit to look like any other owned outfit, and with respec players are enabled to freely reset their skill points and redistribute them.

Horizon Call of the Mountain gameplay trailer revealed, and Horizon Forbidden West gets update including New Game+

Think you can still take down that Slaughterspine? This update also comes with a dedicated trophy pack so you can track your victories as you revisit the Forbidden West on Ultra Hard through New Game+!  

Additionally, there’s a new Herbalist vendor who sells animal parts, and we’ve revamped Temporal Anti-Aliasing to improve the visual fidelity of our Performance mode on PS5 and rendering on PS4 Pro. We’re already working on an upcoming patch which will include VRR support and a 40FPS Mode, so stay tuned for more.

*PlayStation®VR2 system currently in development.

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