Horizon Steel Frontiers has certainly ignited conversations among enthusiasts of Aloy’s journeys. Although the game’s environment bears resemblances to previous titles, Steel Frontiers introduces several new elements, including distinct character designs for both player-created and encountered characters. The Horizon series by Guerrilla Games is known for its realistic portrayal of characters, a trend that has continued from the original 2017 hit Zero Dawn to the VR title Call of the Mountain and the Forbidden West expansion Burning Shores.
Developed by South Korean company NCSoft (known for Lineage) in collaboration with Guerrilla Games, Steel Frontiers features a more stylized character representation as prominently seen in its gameplay reveal trailer. However, the developer has mentioned that the game will not include overly cartoonish attributes.
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Sunggu Lee: Playing Horizon Zero Dawn in 2017 was an eye-opening experience for me, with its impressive graphics and gameplay. It sparked the idea of how thrilling it would be to explore this world alongside other players. This idea was the genesis for Horizon Steel Frontiers.
At NCSoft, we have a robust background in MMORPGs, and we believed that by integrating the engaging world of Horizon into this genre, we could craft a truly unique MMORPG. Our discussions with Sony, who owns the IP, eventually culminated in the game now known as Horizon Steel Frontiers.
Sunggu Lee: For the mobile version, we have simplified the original console-based controls to improve intuitiveness. We’ve also adapted the combat system for better long-range aiming and introduced a smart lock-in system for smoother mobile combat. On PC, we exploit the larger screen and precise controls to offer immersive experiences such as large-scale raids and extensive cooperative missions.
The mobile version is designed for brief, on-the-go gaming sessions, whereas the PC version offers a richer, more strategic combat experience. We are developing both versions to ensure high quality and a seamless cross-platform experience, allowing players to hunt together anytime, anywhere, regardless of the device.
Sunggu Lee: As previously mentioned, Horizon Steel Frontiers is being developed as a genuine cross-platform game for both mobile and PC through NCSoft’s PURPLE integrated game platform.
Sunggu Lee: The game is being developed using Unreal Engine 5, transitioning from the original Decima engine used in Horizon. Although Decima was phenomenal in delivering stunning visuals and high-quality assets, adapting these to Unreal Engine 5 posed significant challenges.
We are closely collaborating with Guerrilla to maintain the visual quality of the original while ensuring that the gameplay of Steel Frontiers feels distinct. Utilizing the advanced graphics capabilities of Unreal Engine 5, we aim to provide impressive visuals and fluid multiplayer experiences on both mobile and PC.
Sunggu Lee: Indeed, the Monster Hunter series was a major inspiration for Steel Frontiers. Expanding Horizon’s core concept of hunting gigantic machines into a multiplayer format seemed like a natural evolution. The cooperative hunting mechanics from Monster Hunter provided a logical framework for us.
From the outset, blending the rich narrative and environment of Horizon with the hunting-action genre was a compelling proposition. When combined with Horizon’s unique ecosystem of machines and deep storytelling elements, Steel Frontiers offers a distinctive experience.
Sunggu Lee: Although both games revolve around the strategy of targeting and dismantling parts of large machines, the combat dynamics in Steel Frontiers are quite different. Unlike the original, where bow-based ranged combat was key, Steel Frontiers emphasizes managing proximity and making quick tactical decisions during combat. While maintaining the tension and thrill of the original game’s hunts, we have redesigned the combat to cater to a multiplayer hunting dynamic.
Sunggu Lee: The machine featured at 8:18 in our trailer is the Rockbreaker, a memorable adversary from the original game known for its subterranean movement and explosive surface attacks. In Steel Frontiers, we have preserved this ambush tactic but introduced new attack patterns to suit a multiplayer setting. For example, a massive sandpit attack now poses a threat to the entire team, requiring coordinated teamwork and specific roles, enhancing both the intensity and the reward of the combat.
Sunggu Lee: Absolutely. Steel Frontiers is set in the Deadlands, a vast area inspired by regions like Arizona and New Mexico. This setting is dotted with multiple hub towns which act as central gathering points for players.
These towns are crucial starting points where players prepare for hunts, upgrade their equipment, meet other players, and form hunting parties. Each town has its distinct flair and serves as a portal to nearby hunting zones. Players will find themselves returning to these hubs after each adventure, making them central to the game’s social and gameplay dynamics.
Sunggu Lee: In Steel Frontiers, the towns and guilds form the core of the community. Towns are vibrant hubs where players congregate, get ready for hunts, and naturally connect with others. In the field, players might join forces spontaneously with others they encounter, or engage in more structured, strategic cooperative play to tackle tougher machines.
These interactions, whether spontaneous or planned, foster strong bonds among players. Naturally, we’ve incorporated all essential MMORPG social features, such as friends lists, chat, and party systems, to facilitate seamless communication and collaboration.
Sunggu Lee: Horizon Steel Frontiers unfolds in the same universe as the original game but in a completely different region — the Deadlands. While Aloy and her allies battle for the fate of the world in the north, players in the southern Deadlands face new threats. Here, players take on the roles of machine hunters drawn to this perilous frontier.
As an MMORPG, each player becomes a hero in their own narrative, shaping their journey through the Deadlands. It’s an adventure that unfolds parallel to the epic saga of the original game.
Sunggu Lee: We have not yet decided whether characters from the original game will appear in Steel Frontiers, so it’s premature to discuss any specific plans at this stage.
Sunggu Lee: We are developing a character customization system that allows players to create the style they prefer — from realistic designs akin to the original game to more stylized characters that are often favored in Asian markets.
While the original Horizon game featured realistic human proportions, we will not support extreme cartoon-like features such as oversized eyes or tiny chins. Our aim is to offer a wide variety of realistic features, providing extensive options for players.
To be frank, we haven’t yet achieved the level of stylization we aspire to (laughs), but we are making consistent progress. By the time we launch, we are confident that the customization options will satisfy both fans of the original game and new players seeking creative freedom.
Sunggu Lee: In our announcement trailer, we showcased a pre-alpha build of raid combat, but we have not yet finalized the exact scale. Since Steel Frontiers focuses on observing patterns and reacting at the right moments, raids will involve smaller groups compared to traditional MMOs. If the group size is too large, individual roles may become less impactful, and the combat could become chaotic.
Currently, we are testing various group sizes, and the ideal number will depend on the type of machine and the difficulty level. Our goal is to support everything from small parties to mid-sized raids, ensuring that each player’s contribution is significant.
Sunggu Lee: In Steel Frontiers, tribal conflict is markedly different from the original game. The Deadlands is not home to established tribes; rather, it is a frontier where hunters from diverse backgrounds converge in search of opportunities.
From a gameplay perspective, we are focusing less on traditional MMO-style territory wars and more on cooperative structures centered around hunting massive machines in the field. At its heart, Steel Frontiers is a game where collaboration is more important than conflict. Powerful machines like the Slaughterspine or Thunderjaw require combined efforts to defeat, naturally fostering a collaborative environment among players.
This dynamic blend of competition and cooperation, which shifts based on the situation, makes the Deadlands a unique setting.
Sunggu Lee: Currently, our focus is on the core PvE content.
Sunggu Lee: Steel Frontiers is an MMORPG that blends character progression with constant social interaction. Players start by hunting smaller machines and gradually master weapons and tune their gear to become adept “machine hunters.” Along the way, players will team up with strangers in the field to take down a Slaughterspine, meet new partners in town squares, and build lasting connections that evolve into guilds and communities.
Different players, each at their own stage of growth and with unique hunting styles, come together in the Deadlands — sometimes cooperating, sometimes competing — to face even greater challenges. With each season, new threats emerge, and the community evolves. Steel Frontiers is not just a game for a few sessions; it’s a living world shaped by continuous character growth and a dynamic community.
Sunggu Lee: Guerrilla and NCSoft have fostered a collaborative approach that leverages each studio’s strengths. Guerrilla focuses on maintaining the consistency and integrity of the Horizon IP, continuously providing feedback to ensure asset quality and reviewing new machine designs and story elements to ensure they fit the world and preserve the original visual standards.
At NCSoft, we concentrate on creating new gameplay experiences atop that foundation — leveraging our expertise in cross-platform development for mobile and PC, MMO systems, and designing cooperative combat mechanics.
We hold regular conference calls and meet in person at key milestones for in-depth discussions. Coordinating across two global studios can be challenging at times, but it is also incredibly rewarding. We are learning a great deal from each other, and I truly believe that this blend of different perspectives and development cultures is leading to a superior game.
Sunggu Lee: Every new machine design or variation undergoes review and approval by Guerrilla. We work closely together to ensure everything remains true to the Horizon universe while delivering gameplay that feels unique to Steel Frontiers. It’s an ongoing collaboration aimed at creating machines that fit both worlds.
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