There's a terrific new interview from Gameinformer today. It's the most in-depth look at Horizon yet.
Much more at the link.
I'm not sure if that battle with the Thunderjaw is simply a demo example or if it's currently in place in the game. Can you say whether you would characterize that as a boss battle? Or would those kinds of encounters happen naturally, let's say, if you were just wandering around and got into the wrong situation?
de Jonge: These robots do roam around, and you can get into that situation, but the player would have to be at a high level to fight these, and have the right tools.
Norris: And you might run into that Thunderjaw at level six and that would be a bad time for you. [laughs] There are of course moments inside of the quests in which you'll have more scripted encounters. But 90 percent of this game takes place in the open world where you're running around and doing things. If you're in the wrong place at the wrong time, well...
Can you talk about how players will approach the open world as far as getting objectives, missions, and things to do?
Norris: So there are obviously things that will have objectives and objective markers inside of the game, and another thing that we mentioned during the demo here is the exploration element. We want to drive exploration through having pick-ups that you'll find throughout the world that you can craft with or replenish your health. So, there will be reasons for you to explore this open world that are meta-game related, but there are also quests and a quest system in place that will deliver that story and give you specific places to go.
de Jonge: The way we try to design it, is that in the beginning of the game the smaller robots are a challenge, but as you defeat those and level up, you will face more difficult machines but also still see the smaller ones walk around. You become more powerful than the smaller ones. You keep going up in ranks but it will take a lot of hours to completely be able to mow things down. In the end, that will probably be something we want to avoid. We always want to retain some level of challenge, because that's what the game is built around.
Norris: It's certainly not analogous to say the old Morrowind or Oblivion systems where everything levels with you, so you never feel a power differential, you will feel that power differential in our game. As Mathijs mentioned, that comes far more from I'm able to take on these bigger challenges that I wasn't able to take on earlier more than god-modeing through this super difficult thing at the beginning of the game that is now super easy. The world changes in Horzion, and it will probably continue to change as you play through.
Is there anything you can say as far as the travel structure and how different humans relate to each other?
Norris: What we can't say is anything specific. What we can't say is the number of tribes or other specifics. What we can say is that the tribes are very different from one another. I can say that because as you saw in the press conference they are dressed differently. They look different from one another. You saw one with a majestic city. You saw one that is almost transient in a way. That is a critical part of the game. Aloy will come across those tribes and each of those tribes has their own unique and interesting story that you'll get into.
Much more at the link.