The release of Dying Light: The Beast is fast approaching. The director of the series assures that Techland knows very well which elements of the game need to be polished to perfection.
We are nearly 2 months away from the release of Dying Light: The Beast. According to Tymon Smektala from Techland, it is impossible to create a perfect work, although "there are areas of the game where you have to be perfect." During a conversation with GamesRadar+, the director of the series assured that after years of work, he knows perfectly well which elements are the most important.
Fans of the Dying Light series shouldn't be surprised by the key areas of the upcoming game - we are talking about parkour and hand-to-hand combat. The Polish studio strives to maintain the freedom and creativity of gameplay while also emphasizing the physicality of confrontations (it's worth reminding that firearms will also appear in the game). The developers put a lot of work into how the undead behave in combat.
We really spent a lot of time on tweaking the reactions of zombies, when they get hit, how they react to different weapons. This is an element that might be overlooked by many, but this is the element that makes Dying Light games so special - stated Tymon Smektala.
However, that's not all; the main character also plays a crucial role. In the case of Dying Light: The Beast, it is Kyle Crane known from the first installment. This time, he will appear as a hybrid of a human and a zombie seeking revenge, which will introduce new combat possibilities.
The depiction of the main character [is] something we cannot mess up to any extent, definitely, because our fans would kill us for that - says the series director.
Dying Light: The Beast is set to launch on August 22nd this year on PC, PS4, PS5, Xbox One, and Xbox Series X/S.
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Author: Krzysztof Kaluzinski
At GRYOnline.pl, works in the Newsroom. He is not afraid to tackle various topics, although he prefers news about independent productions in the style of Disco Elysium. In his childhood, he wrote fantasy stories, played a lot on Pegasus, and then on a computer. He turned his passion into a profession as an editor of a gaming portal run with a friend, as well as a copywriter and advisor in a console store. He doesn't care for remakes and long-running series. Since childhood, he wanted to write a novel, although he is definitely better at creating characters than plot. That's probably why he fell in love with RPGs (paper and virtual). He was raised in the 90s, to which he would gladly return. Loves Tarantino movies, thanks to Mad Max and the first Fallout he lost himself in post-apo, and Berserk convinced him to dark fantasy. Today he tries his hand at e-commerce and marketing, while also supporting the Newsroom on weekends, which allows him to continue cultivating old passions.