Horizon Zero Dawn: The Frozen Wilds

2017 expansion pack From Wikipedia, the free encyclopedia

Horizon Zero Dawn: The Frozen Wilds is an expansion pack for the 2017 action role-playing video game Horizon Zero Dawn, developed by Guerrilla Games and published by Sony Interactive Entertainment. Set concurrently with the main campaign, the narrative follows Aloy as she travels to the homelands of the nomadic Banuk tribe in The Cut, a post-apocalyptic version of Yellowstone National Park. There, she investigates a mysterious entity known as the Daemon, which is corrupting the region's animal-like machines and making them more aggressive.

Quick facts Developer, Publisher ...
Horizon Zero Dawn: The Frozen Wilds
The game's logo is written in white text at the top. Below, the protagonist Aloy, a red-haired woman holding a bow, stands in a deep, snow-covered wilderness. She is facing away, gazing across a rugged landscape toward a smoking volcano in the background under a cloudy sky
DeveloperGuerrilla Games
PublisherSony Interactive Entertainment
DirectorMathijs de Jonge
ProducerLambert Wolterbeek Muller
Artists
  • Jan-Bart van Beek
  • Misja Baas
WriterBen McCaw
Composers
EngineDecima
Platforms
Release
  • PlayStation 4
  • 7 November 2017
  • Windows
  • 7 August 2020
  • PlayStation 5, Windows
  • 31 October 2024
GenreAction role-playing
ModeSingle-player
Close

Integrated into the base game, the expansion raises the level cap and introduces a new skill tree, elemental weapons, and a specialised economy to purchase high-tier Banuk gear. Combat becomes harder, requiring aggressive tactics to defeat new Daemonic machine variants and fight stationary support towers. Development of The Frozen Wilds focused on exploring the culture of the enigmatic Banuk tribe, drawing heavy geographical inspiration from Yellowstone. To realise the harsh wintry environment, Guerrilla upgraded the proprietary Decima engine to feature dynamic snow deformation, interactive water rendering, and an advanced 3D cloud rendering system. Furthermore, the studio overhauled its motion capture technology to produce more natural cinematic dialogues, and designed the new machine species with erratic attack patterns specifically to subvert established player expectations.

The Frozen Wilds was Zero Dawn's only expansion pack and was released for PlayStation 4 on 7 November 2017. It was later ported with the base game to Windows in August 2020 as part of Horizon Zero Dawn Complete Edition, and released again in October 2024 for Windows and PlayStation 5 via Horizon Zero Dawn Remastered. The Frozen Wilds received generally favourable reviews. Critics praised its striking visual design, revitalised combat challenge, and technical enhancements, though the central narrative drew a more divided response. It achieved commercial success as the fourth most-downloaded PlayStation 4 add-on of 2017.

Gameplay

A red headed girl aims a weapon at a robotic animal
Aloy fighting a Scorcher, one of the new machine species introduced in the expansion

Building upon the action role-playing mechanics of Horizon Zero Dawn (2017),[1][2] The Frozen Wilds adds a new region seamlessly integrated into the existing open world, allowing Aloy to travel back and forth between the two areas.[3] Tailored for players who have reached at least level 30 in the base game, the expansion increases the level cap from 50 to 60.[4] Exploration is tied to the culture of the Banuk, a tribe of survivalists, allowing Aloy to participate in trials and combat challenges to eventually compete for the position of chieftain.[5] The expansion adds a fourth branch to the skill tree, which introduces various quality-of-life abilities focused on inventory management and traversal while riding machines as mounts.[6][7] The region also introduces new iterations of base game side activities, including a new fortified enemy outpost, an environmental navigation puzzle, and an explorable ruin, alongside new lore-based collectibles.[4][8]

The expansion introduces a specialised economy centred on a rare crystalline resource used to trade for high-tier Banuk gear. This includes new elemental projectile weapons and Banuk-variant bows.[9] Additionally, the player can obtain new specialised outfits and unlock the ability to upgrade Aloy's melee spear with modification slots.[10] Daemonic machines intensify combat over the base game. These machines are corrupted variants that have more health, increased elemental resistances, and immunity to overrides.[11] The expansion introduces three new machine species: the Scorcher, Frostclaw, and Fireclaw.[11][12] Control Towers, which are stationary devices that emit pulses to heal hostile machines, frequently act as environmental hazards during combat and disable allied machines the player has overridden.[4][11] Overall, The Frozen Wilds features a difficulty spike compared to the base game, with an encounter design that forces the player to adapt their combat strategies and encourages the heavy use of the new Banuk arsenal.[2][4] The expansion uses the dynamic, hidden dialogue system established in the base game, which continuously adapts to the player's overall progression. Depending on whether a player plays The Frozen Wilds before, during, or after the events of the base game, Aloy's dialogue in both the expansion and the core game is automatically adjusted to reflect her current understanding of the world's lore.[13]

Synopsis

Setting

The Frozen Wilds takes place in The Cut, a harsh, snow-covered mountainous region located beyond the northern edges of the game's main map, corresponding to a post-apocalyptic version of Yellowstone National Park. The region is predominantly inhabited by the Banuk, a nomadic tribe first encountered in the base game, comprising survivalists and shamans who revere the blue light of the machines. The Cut is dominated by an active volcanic mountain known as Thunder's Drum. The narrative takes place concurrently with the events of the main game, following Aloy as she investigates a mysterious entity known as the Daemon. This entity has begun corrupting the region's machines, making them significantly more aggressive and resilient, while constructing stationary Control Towers that emit pulses of healing energy to aid hostile machines.

Plot

Hearing rumours of these dangerous new machines, Aloy travels to The Cut to investigate. She learns from the local Banuk chieftain, Aratak, that his sister Ourea, a prominent shaman, has disappeared after attempting to communicate with a Spirit she believes can stop the Daemon. Aloy tracks Ourea to an ancient, pre-apocalyptic facility that had been converted into a Banuk shrine. Ourea explains that the Spirit, which resides within a mountain facility called Thunder's Drum, has been silenced and overtaken by the Daemon. To gain the Banuk's support to assault the mountain, Aloy must first prove herself. She challenges Aratak for leadership of his tribe, and after successfully defeating him in a hunting competition, she, Aratak, and Ourea ascend Thunder's Drum together. Throughout the journey, Aloy is periodically contacted by Sylens, her reluctant ally from the base game, who harbours his own secretive interests in acquiring the Daemon's advanced technology.

Inside Thunder's Drum, Aloy discovers the facility is Firebreak, an ancient project built to stabilise the Yellowstone Caldera and prevent a catastrophic eruption. The group learns that the Spirit is actually CYAN, an artificial intelligence (AI) designed to manage the facility. The Daemon is revealed to be HEPHAESTUS, a rogue terraforming AI. Viewing humanity as a threat to its machines, HEPHAESTUS hijacked CYAN and Firebreak to construct a manufacturing facility to mass-produce heavily armed hunter-killer machines. The group breaches the core of the facility to free CYAN from HEPHAESTUS's control. During the ensuing battle against the Daemonic machines, Ourea sacrifices herself to manually override the system. Her actions sever HEPHAESTUS's connection, allowing CYAN to transfer its core systems to an auxiliary data centre at the Banuk shrine and initiate the destruction of the manufacturing facility, though the Firebreak facility remains intact. Aloy and Aratak narrowly escape the collapsing complex. Afterwards, Aloy returns to the shrine and reunites with the freed CYAN, who provides her with further information about the ancient past and HEPHAESTUS's motives, which leads to a final, heated exchange between Aloy and Sylens. Aratak resumes his role as chieftain of the tribe, and Aloy departs The Cut.

Development and release

The Frozen Wilds was developed by Guerrilla Games as the sole expansion for Horizon Zero Dawn. The development team chose to focus the expansion's narrative on the Banuk tribe, who were perceived to be among the most mysterious factions in the base game. The developers were heavily inspired by the geography of Yellowstone National Park, using its colourful hydrothermal pools and mountainous terrain to design the harsh, cold environment of The Cut.[14][15] When designing the Banuk's culture and clothing, the team prioritised functionality, ensuring that the tribe's fur-based attire and nomadic lifestyle felt like a realistic response to their freezing environment.[16] For the expansion's overarching narrative, lead writer Ben McCaw cited the science fiction film 2010 (1984) as a primary source of inspiration.[17]

When creating new quests for the expansion, Guerrilla focused on tightly integrating narrative with environmental puzzle design. A prominent example is the character of Gildun, an optimistic but clumsy Oseram delver encountered in a ruined ancient dam. Quest designer Tim Stobo explained that Gildun was built specifically to fit the mechanical needs of the quest, rather than vice versa. McCaw likened Gildun's personality to John Candy in the film Planes, Trains and Automobiles (1987), conceptualising his character traits to justify the absurd chain of mechanical failures the player must fix within the facility. To improve his cinematic appearances, the animation team added 108 additional joints to Gildun's character model to allow for the realistic movement of his thick, fur-lined clothing.[18] Following the release of the base game, the development team analysed fan feedback to identify which quest structures resonated most with players, leading them to deliberately "redoubled" their efforts to focus on meaningful character interactions, populating the expansion with more complex non-player characters that Aloy could build deeper relationships with.[19]

The expansion introduced several new machines, including the bear-like Frostclaw and Fireclaw. The concept for a bear machine was originally pitched for the base game but was scrapped due to time constraints. When reviving the idea for The Frozen Wilds, animators referenced footage of polar bears and red pandas to create the machines' distinct bipedal and quadrupedal movements, while the sound team mixed synthetic noises with the grunts of walruses and seals for their vocalisations.[12] Audio lead Bastian Seelbach and the sound design team focused on ensuring the new Daemonic machine variants possessed distinct auditory cues that differentiated them from the machines in the main campaign, matching their aggressive, fast-paced attack patterns.[20] Guerrilla intended to alter player expectations by disrupting the combat rhythms established in the base game. Lead designer Eric Boltjes explained that new enemies, such as the Scorcher, were explicitly designed with fast, erratic attack patterns to defy the "large creature, slow movement" encounters the player had previously learned to exploit. The team also tuned the AI to alter stealth mechanics; while the player was granted more leniency upon initial detection, it was made harder for them to fade back into hidden states, a design choice meant to force the player to commit to the combat encounters they initiate.[21]

A 24-year-old woman with dark hair and a green shirt looking to the left of the camera and holding a microphone
Ashly Burch (pictured in 2014) portrays Aloy.

The Frozen Wilds marked the first time Ashly Burch and Lance Reddick, who reprised his role as Sylens, recorded their dialogue together in the same studio. Despite starring in the base game together, the two had previously recorded all of their lines separately. McCaw remarked that bringing them together in the booth for their heated exchanges during the expansion's climax allowed the actors to physically play off each other's performances.[22] The studio also overhauled their motion capture technology for cinematic dialogue sequences, resulting in more natural facial animations and body movements compared to the base game.[23] For The Frozen Wilds, Burch took on full-body motion capture duties for Aloy for the first time. To ensure her physical performance matched the established character, Burch extensively studied in-game footage of the base game to accurately replicate Aloy's specific walking and running animations. She recalled that her vocal recording sessions were highly physical, often pantomiming taking different types of elemental damage to produce authentic combat sounds.[24]

Guerrilla also introduced significant technical advancements for the expansion. To bring the harsh winter environment of The Cut to life, Guerrilla expanded the capabilities of their proprietary Decima engine. The studio developed a scalable, real-time snow deformation system that allowed thick snowdrifts to dynamically deform around the player, machines, and NPCs. This system was designed to expose underlying grass textures when the powder was displaced, creating a realistic layered effect. The expansion also introduced significant upgrades to the game's water rendering; freezing pools and rivers feature interactive icy layers that dynamically melt away when exposed to fire-based attacks during combat encounters.[23] The dynamic snow technology introduced in the expansion was so successful that it was eventually retrofitted into the base game's environments for Horizon Zero Dawn Remastered (2024).[25] The Frozen Wilds was announced during E3 2017.[26] The expansion was released worldwide for the PlayStation 4 on 7 November 2017.[27] A bundled version containing both the base game and The Frozen Wilds, titled Horizon Zero Dawn Complete Edition, was released for the PlayStation 4 on 5 December.[28] The Complete Edition was subsequently ported to Windows on 7 August 2020, and Remastered, which also bundled the game and its expansion, was released for PlayStation 5 and Windows on 31 October 2024.[29][30]

Reception

Critical response

The Frozen Wilds received "generally favourable" reception according to the review aggregator website Metacritic,[31] while 85% of critics recommended the expansion according to OpenCritic.[32] Critics generally agreed that The Frozen Wilds was a high-quality, worthwhile continuation of the base game, even if it did not introduce radically new mechanics.[33][34] Reviewers wrote that the expansion closely adhered to the original game's formula, a trait several considered positive given its strong foundations.[1][34] Conversely, EGM's Josh Harmon felt this lack of innovation made the expansion feel "vestigial" rather than a must-play experience.[14] The expansion's visual enhancements and world design were highlighted by critics. Reviewers cited the wintry landscape of The Cut as a visually impressive and substantial addition to the open world.[2][3] Zoe Delahunty-Light of GamesRadar+ appreciated the "breathtaking" environment, while Sammy Barker of Push Square felt the snowy setting offered a refreshing change of pace.[6][34] Writing for GameSpot, Peter Brown admired the environmental lighting and the colourful hues of the snow.[2] Tech-focused critiques commended the expansion's technical performance, drawing specific attention to the new dynamic snow deformation systems and the improvements made to character facial animations during dialogue sequences.[23]

Reviewers found the new combat encounters and machine types effective at revitalising the core gameplay loop through a difficulty spike.[2][4] Critics singled out the new Daemonic machine variants for successfully restoring the tension of the base game's early hours. IGN's Lucy O'Brien wrote that these variants made the wilderness feel genuinely untamed, while Harmon appreciated that the heightened challenge forced the player to use their entire arsenal of weapons and traps rather than relying on brute force.[4][14] The addition of the new skill tree was recognised for introducing upgrades that enhanced exploration and inventory management,[6][33] though RPGFan categorised these as basic quality-of-life fixes rather than essential new mechanics.[5] Additionally, reviewers enjoyed the new side quests, stating they were challenging and offered better rewards than those in the base game.[1][3]

The narrative of The Frozen Wilds received a divided reception. Several reviewers enjoyed the new storyline, highlighting its exploration of themes like faith and religion, as well as the depth it added to the lore of the Banuk tribe.[4][5] Taking a more critical view of the tribe's depiction, Holly Green of The A.V. Club argued that the expansion uncomfortably appropriated Native American cultures, relied on the "white saviour" trope, and problematically framed the Banuk's beliefs as primitive.[35] Chris Plante of Polygon appreciated the continued characterisation of Aloy, highlighting her consistently unbothered attitude, though he argued that integrating the DLC's story can feel awkward depending on when the player starts the expansion.[33] Conversely, other critics described the central plot as underwhelming, writing that the condensed mystery did little to meaningfully expand the universe or push the overarching narrative forward.[1][2][3] Ultimately, Game Informer's Jeff Marchiafava concluded that although the expansion's core narrative doesn't quite match the impact of the original story, it successfully highlights the fundamental strengths of the game as a whole.[1]

Sales

Sony did not release exact standalone sales figures for The Frozen Wilds; however, it was the second most-downloaded PlayStation 4 add-on during its launch month of November 2017, trailing only the Season Pass for Call of Duty: WWII.[36] It finished as the fourth most-downloaded PlayStation 4 add-on of 2017 on the PlayStation Store, trailing only Call of Duty: Black Ops III (2015) – Zombies Chronicles, the Destiny 2 Expansion Pass, and the Call of Duty: WWII Season Pass.[37]

References

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