ArkaEvren
Horizon Forbidden West

GAME · 2022 · NETHERLANDS

Horizon Forbidden West

Developer
Guerrilla Games, Sony Interactive Entertainment
Publisher
Sony Interactive Entertainment
Platforms
Microsoft Windows

26 archived facts 5 topics 1 source Last reviewed Nov 2026

  • Horizon Forbidden West — production image

26 Interesting Facts About Horizon Forbidden West

Interesting Facts (2)

  1. #001

    Vanity Fair Italy featured Aloy on the cover of its first digital issue dedicated to the game's release, making Aloy the first digital character to appear on the magazine's cover in its history.

    INTERESTING FACTS · SOURCED

    Share
  2. #002

    Horizon Forbidden West went down in history as the first PlayStation game to be adapted into a LEGO set; the set, announced on February 15, 2022, includes a Tallneck, a Watcher machine and an Aloy minifigure.

    INTERESTING FACTS · SOURCED

    Share

Production Story (13)

  1. #003

    According to Sony documents, development of Horizon Forbidden West lasted five years, peaked at more than 300 full-time employees and cost about US$212 million, ranking it among the most expensive games ever developed.

    PRODUCTION STORY · SOURCED

    Share
  2. #004

    For Horizon Forbidden West, Guerrilla aimed to keep the core qualities of the original game and identified three development pillars: strong and memorable characters, exploration that emphasizes the majesty of nature and ancient ruins, and strategic combat.

    PRODUCTION STORY · SOURCED

    Share
  3. #005

    Horizon Forbidden West added underwater and aerial exploration so that Aloy would always have a mystery to discover and more to explore, though Guerrilla noted that developing both was technically challenging.

    PRODUCTION STORY · SOURCED

    Share
  4. #006

    Horizon Forbidden West's gameplay was built to promote player choice, with new tools for traversal and exploration, multiple solutions to environmental puzzles, support for switching between playstyles, and completely overhauled skill trees. Its Cauldron dungeons were given more varied designs to upset player expectations, with some tied to larger set pieces.

    PRODUCTION STORY · SOURCED

    Share
  5. #007

    Horizon Forbidden West features a world slightly larger than that of Zero Dawn, but the studio prioritized density so the space would be filled with content.

    PRODUCTION STORY · SOURCED

    Share
  6. #008

    After reviewing player feedback on Zero Dawn, the team behind Horizon Forbidden West made settlements more dynamic with improved animations and better NPC AI patterns and schedules.

    PRODUCTION STORY · SOURCED

    Share
  7. #009

    Horizon Forbidden West introduced an improved crowd system with a more diverse range of audio, so each area within a settlement would sound different.

    PRODUCTION STORY · SOURCED

    Share
  8. #010

    According to McCaw, writing Aloy's interactions with other characters proved difficult because her unusual upbringing and drive led her to push friends away, believing she had to complete the mission by herself.

    PRODUCTION STORY · SOURCED

    Share
  9. #011

    The development team devoted more time to character-driven side quests so that Aloy's relationships with other characters could be deepened.

    PRODUCTION STORY · SOURCED

    Share
  10. #012
    Contains a major spoiler — show

    Varl was killed off in Horizon Forbidden West because the team considered him the most important figure in Aloy's journey and believed his death would create an emotional low point for the narrative.

    PRODUCTION STORY · SOURCED

    Share
  11. #013

    Writing Aloy's relationship with Beta was the script's hardest part; because both are clones of Elisabet Sobeck, the team called their contrasting responses to immense pressure and responsibility the narrative's "heart and soul."

    PRODUCTION STORY · MILD SPOILER · SOURCED

    Share
  12. #014

    The Far Zeniths were envisioned by the development team during Horizon Zero Dawn and became the main enemies of Horizon Forbidden West, a direction the team felt the story needed to differ from the earlier game.

    PRODUCTION STORY · MILD SPOILER · SOURCED

    Share
  13. #015

    Aerial exploration in Horizon Forbidden West was nearly cut because the team believed the PlayStation 4 version could not support it.

    PRODUCTION STORY · SOURCED

    Share

Behind the Scenes (8)

  1. #016

    For Horizon Forbidden West, Guerrilla Games divided its studio into three subteams: Core Design handled combat, player systems and the user interface; Quest Design handled main quests, side quests and tutorials; and World Design built the game world and its activities.

    BEHIND THE SCENES · SOURCED

    Share
  2. #017

    Quest designer Samantha Schoonen called underwater exploration in Horizon Forbidden West a natural extension for traversing long-lost unknown places, and the team deliberately avoided the oppressive tone common to such levels in other games, focusing instead on agile traversal and stealth.

    BEHIND THE SCENES · SOURCED

    Share
  3. #018

    For Horizon Forbidden West, the gameplay team translated Aloy's defining qualities — described as smart, fast, agile, precise and resourceful — into gameplay mechanics.

    BEHIND THE SCENES · SOURCED

    Share
  4. #019

    Horizon Forbidden West wove melee and ranged combat more closely together, with special abilities letting players switch quickly between the two, and gave human enemies greater variety, including armored foes, with more aggressive artificial intelligence.

    BEHIND THE SCENES · SOURCED

    Share
  5. #020

    Unlike Zero Dawn, where human and machine enemies formed two separate groups, Horizon Forbidden West has Aloy fight human enemies who commandeer machines, and it adds machines such as the Sunwing, inspired by flying reptiles and primitive birds, and the Tremortusk, inspired by mammoths and war elephants.

    BEHIND THE SCENES · SOURCED

    Share
  6. #021

    In Horizon Forbidden West, each machine type was programmed with behaviors matching its role in an ecosystem, additional textures were added so players could visually identify weak points, more audio cues signal machine actions, and machine hunting became a more integral part of crafting.

    BEHIND THE SCENES · SOURCED

    Share
  7. #022

    The team deliberately kept Ted Faro's face unseen in Horizon Forbidden West because the game was not meant to be horror, and showing only his silhouette was intended to let players imagine his appearance and make the encounter more frightening.

    BEHIND THE SCENES · MILD SPOILER · SOURCED

    Share
  8. #023

    Guerrilla spent the first half of Horizon Forbidden West's development pushing the game's visuals for the PlayStation 5, then shifted to the PlayStation 4 version to avoid a significant disparity between them.

    BEHIND THE SCENES · SOURCED

    Share

Characters & Cast (2)

  1. #024

    According to the team, Horizon Forbidden West's Oseram are social and historically patriarchal, the Utaru are agrarian and more laid-back, and the Tenakth are militant and combat-focused; distinct animations and outfits were created for each tribe.

    CHARACTERS & CAST · SOURCED

    Share
  2. #025

    Tilda, a surviving Far Zenith member, was conceived as a Dutch technologist, authentication expert and art collector, and the team worked with the Rijksmuseum to pick 10 artworks and recreate them in her mansion in Horizon Forbidden West.

    CHARACTERS & CAST · MILD SPOILER · SOURCED

    Share

Deeper Meaning (1)

  1. #026

    Writer Benjamin McCaw said that the immense pressure Aloy faced formed a major part of her character arc in Horizon Forbidden West.

    DEEPER MEANING · SOURCED

    Share

Sources & editorial notes

Sources for the entries on this page

  1. Wikipedia Horizon Forbidden West — WikipediaEncyclopedia · accessed 18 Sep 2026

Information from external sources is independently selected, consolidated and edited by Arka Evren. Sources are listed for verification and further reading. Encyclopedia text is used under its licence (CC BY-SA). How we work