cormack12
Gold Member
Source: http://www.gamerant.com/horizon-forbidden-west-settlements-zero-dawn-improvement-better/
In Horizon Zero Dawn, there were only a couple of big settlements: Mother's Heart, Meridian, and Sunfall. All three are visually stunning and conveyed a unique environment, with each belonging to a different tribe. However, they weren't as interactive and alive as they could have been.
Despite all its brilliance, Zero Dawn was never known for great NPCs or detailed animations; the human animations were actually one of the elements criticized the most.
In Forbidden West, Guerrilla's Living World team is responsible for making each settlement feel alive in a unique way. An NPC from the Nora tribe will obviously look very different from a member of the Oseram tribe, but with the new programming, now they actually behave and interact with the environment differently in ways that are distinct from other tribes. Each tribe has their own way of life and values that are now shown through the behavior of the NPCs.
Espen Sogn, the Lead Designer of Guerrilla's Living World team, said that the goal is to make NPCs feel connected to where they live. The visual design of the locations is important to ensure authenticity, but the human behavior and interaction within the settlements are what make the world feel alive. To make each group of people feel like a fully-realized culture, how they interact with the environment and with each other is incredibly important.
GAF v ERA?
Because the Oseram value masculinity and community, they are seen giving each other high-fives and shoulder punches. In comparison, the Utaru tribe is very peaceful and believes in living in harmony with nature. They are more gentle with one another and have a more laid-back community.
In Horizon Zero Dawn, there were only a couple of big settlements: Mother's Heart, Meridian, and Sunfall. All three are visually stunning and conveyed a unique environment, with each belonging to a different tribe. However, they weren't as interactive and alive as they could have been.
Despite all its brilliance, Zero Dawn was never known for great NPCs or detailed animations; the human animations were actually one of the elements criticized the most.
In Forbidden West, Guerrilla's Living World team is responsible for making each settlement feel alive in a unique way. An NPC from the Nora tribe will obviously look very different from a member of the Oseram tribe, but with the new programming, now they actually behave and interact with the environment differently in ways that are distinct from other tribes. Each tribe has their own way of life and values that are now shown through the behavior of the NPCs.
Espen Sogn, the Lead Designer of Guerrilla's Living World team, said that the goal is to make NPCs feel connected to where they live. The visual design of the locations is important to ensure authenticity, but the human behavior and interaction within the settlements are what make the world feel alive. To make each group of people feel like a fully-realized culture, how they interact with the environment and with each other is incredibly important.
GAF v ERA?
Because the Oseram value masculinity and community, they are seen giving each other high-fives and shoulder punches. In comparison, the Utaru tribe is very peaceful and believes in living in harmony with nature. They are more gentle with one another and have a more laid-back community.