Horizon Forbidden West: Burning Shores Introduces Waterwing

A new flying mount in the Horizon Forbidden West Burning Shores add-on will be able to dive to the seabed.

Like the Solar Wing from Horizon Forbidden West, the Water Wing from Horizon Forbidden West: Burning Shores can retrieve the heroine Nora from anywhere and lift her into the sky. But the new flying mount stands out for its ability to penetrate the underwater world, allowing Aloy to explore the depths of the sea to discover many new secrets of the ancient civilization.

Meet the Machines!

Waterwing is a medium-sized aircraft capable of diving deep underwater. It is highly agile and, if disturbed, becomes a ruthless enemy.

Get ready to take the plunge with this legendary new vehicle in Horizon Forbidden West: Burning Shores! pic.twitter.com/ZjqNJJoRfD

— Guerrilla (@Guerrilla) March 30, 2023

Scheduled for release on April 19 exclusively on PS5, Burning Shores for Horizon Forbidden West will take Aloy to a new hostile landscape, the ruins of Los Angeles that was once Tinseltown, and players will be able to easily explore this new post-apocalyptic environment from the sky or sea thanks to waterwing.

Guerrilla Games and Skyline Clouds Forbidden West: Burning Shores

To expand the technical and graphical capabilities of Horizon Forbidden West: Burning Shores on PS5, the Guerrilla Games team has developed a promising voxel-based 3D 3D cloud technology. Andrew Schneider, Senior VFX Artist, said:

We were inspired by lighting artists such as Albert Bierstadt, a 19th century painter. These artists had no equal in depicting the interaction of clouds and land. They have incorporated many details into their work to create a sense of space and thus create truly spectacular landscapes. To recreate this effect in 3D, we had to develop a way to model the clouds. In Horizon Zero Dawn, we used several methods to create cloud formations. Voxels are blocks that can form 3D volumetric clouds. We also created a cloud simulator and experimented with visualizing 3D voxel data in real time. But, from a technological point of view, it was too early for this method. Hardware and software were not yet sufficiently developed. Therefore, we had to make a choice in favor of an effective method, but which allows us to obtain high-definition results. However, this required more work than modeling. Therefore, we decided to draw fixed layers of clouds, rather than individual formations. However, this process had to be improved, since in Horizon Forbidden West you can fly on the back of a car (…) The cloud system that we developed for Horizon Zero Dawn and Horizon Forbidden West allowed us to work quickly because the clouds were not saved as 3D objects. They were actually instructions for creating 3D clouds from limited 2D information. PS5 can handle large datasets. SO, After we finished working on Horizon Forbidden West, we started writing a prototype voxel cloud renderer, that would meet our quality requirements. It was also meant to allow the player to fly through extremely detailed cloud formations.

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