Hori­zon Zero Dawn’s di­rec­tor loves MGS STU­DIO GUER­RILLA GAMES / ROLE GAME DI­REC­TOR

PlayStation Official Magazine (UK) - - FAVOURITE THINGS -

What’s your favourite PlayS­ta­tion game of all time, on any sys­tem? Metal Gear Solid on the PlayS­ta­tion 1 is my favourite. When it re­leased this game was ground­break­ing in terms of its cin­e­matic pre­sen­ta­tion. But it did so much more; the stealth ac­tion was su­perb and the story was grip­ping and se­ri­ous, but also play­fully in­jected with light­hearted mo­ments. And then there were th­ese truly un­be­liev­able game­play mo­ments like the fight with Psy­cho Man­tis. Some­how, dur­ing this boss bat­tle, the game man­aged to es­cape from my TV and en­ter my liv­ing room, which was scary and mind-blow­ing at the same time! To this day I still re­mem­ber the ex­act de­tails of my sur­round­ings at the mo­ment that this hap­pened, as it made such a deep im­pres­sion.

What PlayS­ta­tion series most af­fected you? Through­out the years many games have af­fected me as a de­vel­oper, but one that stands out is The Last Of Us, which I first played on PlayS­ta­tion 3. The end­ing was deeply mov­ing, some­thing I’d rarely ex­pe­ri­enced in a videogame. When we were de­vel­op­ing Hori­zon Zero Dawn we de­cided we wanted this to be one of the goals for our story as well.

What game or series most in­flu­ences you? I take in­spi­ra­tion from many dif­fer­ent games, movies, TV series and books, but a game that we of­ten still re­fer to when de­sign­ing com­bat sce­nar­ios is Res­i­dent Evil 4. This game is a holy grail in terms of level de­sign, en­emy de­sign, and me­chan­ics de­sign.

Which PlayS­ta­tion game or series or de­vel­oper changed the in­dus­try? That dis­tinc­tion goes to Ico. The game is a real work of art. Its min­i­mal­ist de­sign ap­proach, and the in­ter­play be­tween the two pro­tag­o­nists, Ico and Yorda, cre­ated a truly unique and mov­ing ex­pe­ri­ence that in­spired many de­vel­op­ers, and prob­a­bly con­tin­ues to do so.

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