Speaking to VideoGamer.com earlier today, art director Jan-Bart van Beek revealed that there is "a lot of interplay between the different weapons and ammo types, and there is a sort of creative aspect there where you need to find the right way to use weapons for particular robos. And that counts for a lot of the game. We don't tutorialise the game, we don't go and tell you how to hunt these robos or how they interact. You really have to go out there and explore these things by trial and error.
"And it's the same case for learning about how the robos interact between themselves; who's protecting who and how they are all interconnected. You're always a little bit like David Attenborough where he's sitting in the bushes and studying these creatures trying to learn their behaviour, seeing how you can exploit that behaviour from them."
Guerrilla is taking a similar approach to Horizon's storytelling as well.
"You won't find us in any interviews explaining what the robos are, why they are there or how they came to be," van Beek continued. "This is something for the player to find out themselves. By exploring the world, going to the ruins and learning as much as possible about our game, everything will reveal itself."