Horizon: Zero Dawn was developed by Guerrilla Games, and its remaster is being worked on by them as well. But today, the remaster’s co-developer Nixxes stepped into the spotlight on the PlayStation blog to highlight a number of improvements we’ll see in the remaster, including the addition of lots of new NPCs.
The post breaks down a number of updates to the game, perhaps the most notable of which is that Horizon Zero Dawn Remastered will “significantly boost the number of non-player characters.” This doesn’t mean more quests or story, but it does mean that villages and camps will have more folks just wandering around, attending to their business. Brian van Nunen, senior technical game designer at Nixxes, offered more details and what I find to be a delightful example of this:
Building the game for PS5 allowed us to leverage the increased amount of memory available, enabling us to significantly boost the number of non-player characters,” he said. “We added many more places for NPCs to stand, sit, work and fulfil their needs. We gave them more varied schedules to increase movement and liveliness in different areas. We also tried to make creative use of existing animations. For example, there is now a woman feeding geese at the well in Meridian, reusing an existing sowing animation. Additionally, on the bridge to Meridian, we’ve made significant strides in improving the atmosphere and sense of activity. Let’s hear it for feeding the geese!
More NPCs isn’t the only change players will see. The blog also goes into detail about how foliage is being overhauled to be more dense, realistic, and closer to the original concept art. Terrain, too, is being updated, including snow and sand that actually moves as it’s disturbed. This was a feature in the Frozen Wilds expansion, but in the remaster we’ll see it elsewhere.
In addition to these improvements, Horizon Zero Dawn Remastered benefits from 10 additional hours of motion capture data for various characters, which Nixxes says will make conversations seem livelier and closer to those in Forbidden West. Mark Bazelmans, senior technical artist, has a really fascinating explanation for how all this data was incorporated into the massive game:
Horizon Zero Dawn has almost 300 conversations and well over 3100 dialog options, so we needed to find a way to easily integrate this huge number of updated animations into the conversations,” he said. “We created a tool with Python to process the almost 2500 mocap files that Guerrilla provided to replace the original animation in the conversations, removing deprecated events and replacing those with the mocap and setup. We then focused on creating a pipeline in Maya for our animators to easily load, edit and re-export the individual mocap files for any other edits that were needed, such as finger animation, art direction feedback and fixes. Animators could select the conversation and subsequent dialog option from a list which created the scene from scratch, or simply opened it if it already existed. Our tool referenced the characters and imported the dialogue audio, so the animators could time the movement better and create the camera cuts and layout. Later, we extended this pipeline to also include existing animations for both conversations and cinematics, as some of these also required edits. Our animators could then go into Guerrilla’s DECIMA engine and edit or change the updated conversation. And there’s more. The blog post goes over details to how lighting was improved, both world and cinematic, and how character models were updated to have more detail to hair, skin, and oufits. Aloy has peach fuzz, and apparently you can see it. And while before only Aloy would react to the environment and weather, now both her and her companions will react when it’s too hot or cold.
If you’re a sicko for fascinating, in-depth explanation of how game dev works, this blog goes into incredible detail about how some of this stuff works with quotes from a number of Nixxes developers. Here’s the link again to read the whole thing.
Horizon Zero Dawn Remastered it out on October 31 for PS5 and PC.
Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to [email protected].