![]() Ravagers are fearsome combat machines that are lightning fast, and heavily equipped. The structure of six legs and two “utility limbs” makes shell-walkers very similar in appearance to hermit crabs. Shell walkers are hexagonal machines that transport raw resources to the Cauldrons to make more machines. Machines were originally docile and avoided humans, but the derangement made them progressively more hostile. The derangement refers to a historically important change in the machines’ attitude towards humans. This machine did not exist when human tribes first settled their respective territories they only appeared after the derangement. Sawtooths have a broad chest, neck, and shoulders, powerful legs, and curved serrated fangs – which give the machine its name. This machine is built for speed, agility, and aggression. They take no notice of their surroundings because they have no eye sensors, and are invincible to physical attacks. They are also the most docile of all machines. The tall, flat platform of their heads serves as a mobile communications center. They are considered a “colossal” class recon machine. Tallnecks and Longlegs are by far the largest machines in the game. This machine is based off a ram or yak due to the curved shape of the horns. The Charger is another machine that relies on a horned attack. Their bull horns deal a deadly blow to humans! Their hunched over posture resembles a hyena.īroadheads are extremely fast machines that are based on Longhorn cattle. Scrappers are a scavenger species of machine that relies on the crashed corpses of machines to survive. The slender legs, long neck, and parallel horns resemble an antelope or a gazelle. The horns are corkscrewed like a drill because they were designed to dig up soil for mining and terraforming. They are very skittish and will run away from humans unless provoked. Lancehorns are another non-aggressive machine species. They create energy by grazing on grass as they roam the land, and the energy is stored in their canisters. Hunters in the “new world” prize grazers for the valuable energy canisters they have on their backs. Grazers are peaceful deer animals, who will run away when approached. Pre-production concept art for the Strider During the introduction of the game, Rost (Aloy’s father-like-figure) first teaches Aloy to take down machines by tag teaming a herd of striders. They don’t have many weapons, but they’re able to easily detect threats and report them back to larger, stronger machines. Watchers are some of the first machines you see in the game. ![]() Once you know their role in the ecosystem, you can start designing what they look like, and how they behave. There’s a purpose for all of the creatures, and they’re trying to do something very specific. Shell walkers carry resources between locations. Watchers are weak creatures but they’re quick, so they serve as scouts for herds of other types of machines. Every animal has a unique function within the ecology. This robot species has their own society with rules. Horizon is about the result of another species taking over. Why are the machines there? What are they aiming to do, and is that ecology self sustaining? The developers first decide the lore of the world that the creature lives in, then the function, and then the form comes. Creating machines is kind of in their wheelhouse. The developer of Horizon is Guerrilla Games, the studio famous for the Killzone franchise. The creature design is another element that breathes life into Horizon: Zero Dawn. You can see the result of the detailed research in the lore of the matriarchal Nora tribe. ![]() The writers of Horizon: Zero Dawn did a lot of anthropology research when creating the world of the game, that’s what breathes so much life into it. She begins the game as an outcast, but you learn that she is a member of the “Nora” – one of the tribes in the game’s world.
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