Dying Light: The Beast
As the third major installment in this cherished series, it’s undeniable that Dying Light: The Beast carries a significant weight of anticipation due to its predecessors, particularly with Kyle Crane reappearing from the original Dying Light and the valuable insights gleaned from Dying Light 2. While staying true to its franchise roots is crucial, it’s evident that the essential elements of Dying Light – zombies, parkour, and intense nighttime experiences – continue to be central themes.
For Game Rant Advance, we had engaging conversations with Tymon Smektała, director of the Dying Light franchise, as well as Nathan Lemaire, director of Dying Light: The Beast, among others. We delved into the fundamental principles that define the series and how they are reflected in this forthcoming title. For easier reading, this transcript has been condensed and polished for clarity.
The Iconic Dying Light Parkour Experience
Discussing Parkour in the Dying Light Series:
Compared to other games that emphasize or even incorporate parkour, what sets the parkour experience in the Dying Light franchise apart? In essence, what makes Dying Light’s parkour distinctly “Dying Light” parkour?
How does the parkour system in the Dying Light series differ from other games with parkour elements or even full-fledged parkour features? What unique aspects define Dying Light’s parkour as its own thing?
In simpler terms, the parkour in Dying Light stands out due to its seamless integration of movement and fighting. Since the initial game, this distinctive blend, which feels almost fluid, has been a key feature we’re proud to uphold.
In the market, Dying Light’s parkour stands out for three key reasons:
1. Fluid movement: The game features a seamless and intuitive parkour system, allowing players to navigate the environment effortlessly.
2. Responsive controls: The controls are designed to be responsive and precise, ensuring that players can execute complex movements with ease.
3. Dynamic environment: The open-world setting of Dying Light is filled with obstacles and challenges, making each playthrough unique and exciting.By highlighting these three aspects, the game’s creators effectively communicate why Dying Light parkour is a cut above the rest in the market.
Initially, parkour is utilized to honor the commitment made to players in the initial game, which was “go anywhere, scale anything.” Our intention then was to demolish barriers within the game world, enabling players to explore freely, and allowing them opportunities to sneak a peek at what lies behind any wall they encounter.
In my opinion, parkour enhances the gaming experience in Dying Light by making every second played more action-packed. Unlike many other games where moving around is just a matter of pushing a joystick, traversal in Dying Light becomes part of the game itself. The movement system keeps players fully immersed and on their toes, creating an exhilarating spectacle to watch. It’s not uncommon to see someone playing Dying Light completely engrossed – they lean forward, grip the edges of their seat, and practically play the game with their entire body. It’s a level of engagement that few other games can match.
To provide a more engaging experience, we aim to make players feel as if they’re performing parkour themselves within our game. This is achieved by presenting parkour in first-person perspective (FPP). We pay special attention to intricate details that emphasize the player character’s physical interaction with the surrounding and sometimes underneath environment. Although there are an increasing number of games integrating parkour into their gameplay mechanics, we uniquely concentrate on these three aspects simultaneously.
Discussing Development: Could you share some insights on how the parkour element of the game has developed and transformed from its initial release up until now?
We continuously improve our parkour, seeking innovative methods for players to enjoy the thrill of movement that we offer.
In our development process, we’ve become more assertive about sticking to our original goal of providing an authentic parkour experience in our game without overly guiding players. This is a lesson we learned from Dying Light 2: Stay Human. First-person parkour can be challenging for many players, especially when it’s as unstructured and open-ended as ours, so we implemented various assistive features to make it more accessible. These included marking optimal routes with yellow paint, automatically pulling players towards ledges for jumps they didn’t quite make, and continuing wall runs even when the wall ended. However, these features also limited the freedom and physicality of our parkour system. As a result, we decided to strip away these artificial aids, relying instead on player intuition and skill. The Beast offers a raw, immersive parkour experience where players must make their own choices about where to go, and face the consequences of their mistakes, such as falling when they make a wrong move.

Bringing Parkour into Dying Light: The Beast
Game Rant: What kind of improvements should players expect in Dying Light: The Beast?
Ubisoft: One significant enhancement we’ve implemented is incorporating challenges within the game, whether they’re part of a quest or in the open world. These challenges offer players a defined target but no straightforward path to reach it. Solving these riddles and making careful observations becomes essential. For us, this approach adds variety to our Parkour experience, even though it may not resemble Uncharted, we’re certainly heading towards a style that includes more intricate parkour puzzles seamlessly integrated into the gameplay.
In addition, we’ve made several subtle adjustments behind the scenes to enhance the overall parkour experience, making it feel a bit more predictable and grounded in reality. We altered the game’s general gravity, fine-tuned the jump trajectories, and expanded the turning radius for players when they cling to ledges. Frankly speaking, it’s challenging to create something completely novel in a realistic first-person perspective parkour game, so we are focusing on minor improvements that make the runs feel more authentic and immersive.
Game Rant: Are there any parkour changes or abilities that relate to Kyle Crane’s experimentations?
Lemaire: Yes, some Beast Mode abilities are parkour-related.
In Smektała’s words: Most Beast Mode abilities were designed primarily for causing chaos, however, they also enable players to move quicker and jump higher, among other things. Initially, we thought these skills would mainly enhance mobility during combat situations, but during testing, we found that players are employing them as solutions for certain environmental challenges. At first, our response was “we must halt this,” but then we understood that it aligns perfectly with the sensation of freedom intended in Dying Light games.

Bringing Parkour Into Castor Woods
Discussion Topic: Designing the Landscapes of Castor Woods: A Focus on Parkour-Centric Layout
This new topic title provides a clear and engaging introduction to the discussion, while maintaining the original intent. The revised title emphasizes the central theme of parkour in the design process of Castor Woods’ maps and locations, making it easier for readers to understand the focus of the article.
Building the world involves a tightly knit teamwork among all the individuals involved. We use fundamental measurements like jump distances and gaps between ledges, and by utilizing this data effectively, we create a convincing world. This task demands consistent communication, and it is equally engaging and demanding as it is enjoyable!
Smektała explains: Building our game involves a lengthy, albeit not overly intricate process. Though simpler than our initial game creation, it’s still a multi-disciplinary endeavor. Our programmers team up with level designers to determine appropriate metrics, which serve as the backbone for constructing the game world. Level artists then work on the levels designed by their colleagues, while adhering to rules that guide where and how to place decorations without disrupting the parkour flow. The QA team meticulously tests these environments to ensure smooth connectivity, avoid any hidden challenges for players, and occasionally ask our gameplay programmers for coding adjustments. This is an ongoing, iterative process that evolves throughout production, but we’re consistently improving our skills in this area.
In simpler terms, Castor Woods offers a mix of wild and dense regions, not all of which might be ideal for parkour. This diverse setting introduces an element of challenge to parkour gameplay by featuring areas where traditional parkour routes are evident, while in denser sections, players must demonstrate their creativity to navigate effectively.
In Castor Woods, you’ll find parkour challenges tailored to each of its varied ecosystems. Navigating the historic district differs from maneuvering through the industrial sector, yet both are equally engaging. In Dying Light: The Beast, travel between zones is facilitated by a vehicle, adding another layer to your adventure.
As a Movie Critic: Initially, I was hesitant about introducing areas where parkour feels somewhat unnatural within the game’s environment. The concern was that such changes might transform Dying Light into a mere “walking simulator,” diminishing the thrill of its combat sequences. However, upon reflection, these unusual terrains significantly enrich the gaming experience by intensifying the horror and survival elements. Moving forward, I believe we’ll continue to explore this creative direction, confident that the spirit of Dying Light can be maintained even beyond wall runs, slides, and death-defying leaps – The Beast has shown us that there is more than one way to create a profound gaming experience.

How Dying Light: The Beast’s World Reacts to Parkour
Game Rant: How challenging would you say the parkour and platforming are in Dying Light: The Beast?
Lemaire emphasizes creating an exciting journey through traversal, which requires maintaining players within a specific engaging rhythm. The obstacle lies in understanding the game world and locating all possibilities that ensure a top-notch parkour adventure.
Smektała: It’s not difficult if you understand the basics. I’ve noticed players playing Dying Light and persistently pressing “A” on their controller, puzzled as to why it doesn’t cause them to jump, but once you realize that your “parkour button” is RB, it becomes clear because this lets you keep your right thumb on the stick, giving you complete control over the camera. Once you get a sense of distance, it’s not challenging anymore. There are techniques to perfect the mechanic, but they aren’t necessary to fully enjoy the game.
In Dying Light: The Beast, how will adversaries behave and counter the parkour moves and devices used by players?
Instead of Lemaire: The player’s parkour skills are an excellent method for navigating through groups of the infected, especially since most of them aren’t swift enough or can’t reach you from afar. In contrast, armed human opponents will find it more challenging to catch a nimble player. Occasionally, they might even comment on it!
Discussion Topic: Game Rant – Detailed Explanation on the Design Process for Dropkicking Zombies
Or more informally, let’s dive into the story behind how dropkicking zombies came to life!
In our projects, we make sure to highlight the dropkick, one of our signature moves, with extra care. Our goal is consistently to offer players an impressively strong and fulfilling move that isn’t overpowered in every situation.
In the creation of Dying Light: The Beast, we carefully re-evaluated the feel of the movement. Noticing some parkour assistance in Dying Light 2: Stay Human made the move appear overly “slidy” to some gamers, we decided to scrutinize it closely and give it a more substantial and grounded sensation. This adjustment also necessitated altering the settings for the ragdoll that activates following a successful kick.
Dying Light: The Night is Full of Horror

Inquiry: Much like parkour offers a distinctive urban exploration, could you clarify what sets apart the nighttime experience in the Dying Light series and how has this been further enhanced with the arrival of Dying Light: The Beast?
In the franchise, “Night” isn’t just about changes in weather or light; it represents a complete, immersive experience. During the day, you can roam freely among the infected and engage in combat, but at night, it serves as a reminder that you remain vulnerable prey. This shift transforms the game from an action-survival experience to a suspenseful stealth one.
From the outset of the series, our aim was to craft a complete “night ambiance,” rather than merely deepening the usual daylight one. In jest, we called it a “2-in-1” game, but in truth, these lighthearted comments carry significant weight. The day and night segments of the Dying Light experience each play distinctly and employ varied rules; they truly alter your perception of the world, making you feel more vulnerable or fragile, influencing your thoughts, and shaping the decisions you make while playing.
In The Beast, we’re once more enriched by the novel surroundings, infusing fresh, exhilarating nuances into the gameplay. While our players are accustomed to urban nights, a night in the woods or swamps – although employing the same rules and mechanics – feels utterly distinct.
For Game Rant, what aspects of the nighttime experience in Dying Light are so distinctive that you’d find impossible to alter, regardless of your intentions?
Nathan Lemaire: The contrast in strategies we adopt during the day and night. At night, it’s all about being quiet and aware of our surroundings, which adds a distinct rhythm to our existence.
Tymon Smektała – Additionally, the apprehension towards the approaching night is not just due to its population of deadly adversaries poised to strike in an instant, but also because it instills a sense of foreboding through escalating anticipation. The ambient noise lessens, the sky grows ominous, the zombies momentarily cease their attack for a few tense moments, the alarm sounds…and then you can feel that something sinister is imminent.

As a die-hard fan of survival horror games, I’ve got to say that the night in Dying Light 2: The Following – Enhanced Edition, particularly the addition of “The Beast,” has taken the tension to a whole new level compared to previous titles.
In previous installments, the nights were always eerie and filled with danger, but now, there’s this unpredictable, heart-pounding fear that makes you hold your breath every time you venture out after dark. The Beast, a terrifying new infected creature, adds an extra layer of suspense because you never know when or where it will attack. It’s a game changer for sure!
In paraphrasing: We aimed to retrace our original concept for the Night Experience that set Dying Light 1 apart. In Dying Light: The Beast, the night remains perilous due to Volatiles, and they continue to pose a significant threat. Furthermore, we make use of Castor Woods’ unique characteristics to generate unforgettable moments.
Dying Light’s Zombies and Bringing the Pillars Together
Discussion on Zombie Artificial Intelligence (AI) in Dying Light: The Beast: What are the modifications or advancements made in the zombie AI in this game compared to its predecessors?
Lemaire: We made numerous enhancements to our archetypes, beginning with our well-known biters. They are now more aggressive, prompting players to adopt a more strategic approach when encountering a group. Regarding Volatiles, we fine-tuned their behavior to make it more discernible, yet ensuring they remain as dangerous as before.
Fans of the undead genre are familiar with characteristics such as walkers, runners, bloaters, and crawlers that are common in this type of media. What sets a typical zombie from Dying Light apart from these conventional representations?
The key difference lies in how the zombies in Dying Light behave and interact within the game environment compared to their stereotypical counterparts from other media.
In essence, Smektała is explaining that their objective isn’t to create unique, disparate zombies but rather to establish Dying Light as a defining zombie game experience. They aim to embody the genre’s classic elements while infusing fear and gruesomeness into the design and behavior of the zombies. Subtle differences between cartoonish and truly terrifying zombies are crucial, even in simple, slow-moving undead creatures. Some insights for someone with more than a decade of experience in creating zombie games: emphasize the ferocity and determination of the zombies through animation, sound effects, and other means available.

Game Rant Explainer: Could you please share with us the process behind developing the latest Chimera creature in Dying Light: The Beast? What ideas sparked their visual concept and actions?
In a simpler and more conversational tone, Lemaire explains that Chimeras are enhanced versions of our well-known special infected in the game. They are larger, more robust, and each one possesses distinctive skills. The goal was to engage players in various aspects of the game, including the storyline, while also creating lasting impressions.
Game Analysis: How has the adjustment of Volatile AI behavior and motion dynamics been fine-tuned for nighttime, giving the impression that they behave as top-tier nocturnal predators?
Lemaire: Volatiles move in such a manner that they pose significant risks. Typically, as a player, you can usually guess their direction, but they can also be unforeseeable and disrupt your strategy. Moreover, they possess keen hearing and will investigate any noise they hear, a trait that is equally perilous yet advantageous for players.
In the game Dying Light: The Beast, could you elaborate on all the modifications occurring within the zombie hordes, their visuals, artificial intelligence, and such features that undergo alterations as night falls?
During the night, the usual number of zombies decreases a bit, while Volatiles are actively prowling. Players may stumble upon Bolters, fast-moving infected individuals who carry valuable items.
In some instances, you might encounter areas where individuals remained outside for an extended period and were attacked by the infected, resulting in dangerous pockets. However, there may be valuable resources or items (loot) within these perilous zones.

From my perspective, let me share some insights on navigating through the night when stranded outside a secure zone. Audio, darkness, visual barriers, among other elements, significantly impact your safety and survival.
For instance, listening carefully for potential threats can help you detect approaching dangers before they’re visible or audible in daylight. The silence of the night can be deceptive, but it also offers an advantage as it heightens your awareness.
Darkness, on the other hand, makes it harder to see obstacles and hazards ahead. However, it also reduces your visibility to any potential predators, thus providing a layer of stealth.
Visual obstructions like dense foliage or foggy conditions can make navigation tricky, but they can also provide cover when needed. It’s all about adapting to the environment and making the most out of each situation.
As a movie enthusiast, I’d say that nighttime in this game offers a unique blend of routine and adventure. Venturing out under the cover of darkness means navigating with caution, relying on my flashlight but trying not to overuse it to avoid alerting infected enemies. However, when those terrifying Volatiles start chasing, the rules change drastically. Suddenly, I’m not just sneaking around; I’m running for my life, trying to shake them off or find the nearest safe haven.
In simpler terms, the character Crane from a game possesses enhanced senses suitable for survival. Could you elaborate on how these “enhanced survival senses” impact gameplay during the night?
Kyle’s instinct for survival proves particularly beneficial, especially in the dark. It empowers players to identify potential loot and moving threats, enabling a quicker response to any unexpected circumstances.
[END]
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2025-08-22 20:42