Dying Light: The Beast is a Culmination of 10 Years’ Worth of Experience [Interview]

As a seasoned gamer with decades of experience under my belt, I can confidently say that the latest updates from Techland about Dying Light: The Beast have me thoroughly intrigued. The focus on refining and evolving their gameplay formula for this 10th anniversary release is music to my ears.

At The Game Awards 2024, Techland unveiled a fresh trailer for “Dying Light: The Beast,” which introduced The Baron as the game’s main adversary. This sneak peek also showcased some aspects of the new environment, Castor Woods, and a handful of updates to Kyle Crane’s weaponry. In essence, “Dying Light: The Beast” appears to be combining the finest elements of the series, with a heightened emphasis on horror compared to previous installments.

As a gaming enthusiast, I had the opportunity to chat with Tymon Smektala, the mastermind behind Dying Light’s franchise. We delved into the intricacies of The Beast, uncovering some of the inspirations that shaped The Baron. He also shared insights on how the game’s setting would influence gameplay and why 2025 is a pivotal year for Techland in the context of their open-world zombie series. For clarity and conciseness, our conversation has been condensed.

The Baron is a Formidable Adversary For Dying Light: The Beast’s Kyle Crane

As a gamer, I can’t wait to see The Baron take center stage in Dying Light: The Beast! So, what sparked the creation of this intriguing character? From my perspective, it seems like the developers drew inspiration from a blend of real-life survivalists and post-apocalyptic fiction characters. They’ve crafted a formidable figure who embodies the struggle for survival in a world overrun by the undead.

A: It’s challenging to pinpoint a particular influence, so I can’t definitively say it’s this character or that one. Instead, we drew inspiration from numerous classic antagonists across games and films. If I had to single out one source, I would mention the Bond villains. We took cues from the James Bond movie series, where there is often a main adversary who holds equal importance as 007. We aimed to capture the essence of a character who is undeniably evil yet intriguing, with unique quirks that make the audience care about them.

While it might be challenging to describe Bond villains as ‘likeable’, they certainly possess captivating charm. They often have unique characteristics that set them apart: their appearance, their speech, their intellect. We aimed to create a character with similar allure. The Baron is a descendant, the last of an influential lineage, hailing from the region of Castor Woods. On the brink of the apocalypse, they were managing a significant pharmaceutical company, hence their connection to medicine and genetics. As players progress through the game, they will uncover a rich backstory for this character and his family. They will gain insights into what transpired with the family prior to the game’s start.

He’s quite a character. He’s definitely very brilliant, a great mind, someone that you would like to invite over for dinner, but at the same time, he has an element to him that is quite emotionless. He thinks, but he doesn’t really feel. He considers everything based on reasoning, logic, and facts, and he basically removes the human factor altogether. I think that’s what makes him interesting and surprising for players because, when we look at other human beings, we expect them to factor emotions into their thinking. The Baron doesn’t really have that. Everything is pure logic. Everything is calculated. That’s what’s interesting.

We’ve been keeping The Baron’s full identity under wraps, but we’ve hinted at who he is through the actions he takes and the possessions surrounding him. In the trailer, you’ll notice European museum-quality paintings, a testament to his love for art and wealth. Additionally, there are subtle details like the distinctive brush he carries, which serves as his symbol with a backstory within the game that ties to one of his family members. The Baron has kept Kyle Crane captive for 13 years, using his intelligence and resources, but the exact purpose behind The Baron’s actions remains a mystery that players will uncover in the game.

Question: The Baron, in the trailer’s speech, mentions God. Despite appearing to be a highly scientific individual, there can sometimes be a stark contrast between science and faith. However, it seems that he identifies with both. Could you elaborate on how his motivations are linked to religion and science?

As a devoted fan, I must admit that your question stirs deep philosophical thoughts – a realm seldom explored within the game’s context. However, for the sake of maintaining focus on zombie-slaying and survival, we’ve chosen to keep those elements subtle. If you’re keen on unraveling the backstory or understanding our characters more fully, look out for hidden clues throughout the game. The Baron, a character of strategic calculation, uses whatever resources align with his plans, including religious symbols when they serve his narrative purpose. Yet, it wouldn’t be accurate to call him a devout follower of any faith. Instead, he manipulates these elements to achieve the outcomes he desires. In essence, that’s who The Baron is.

How Kyle Crane’s Captivity Has Affected Him

Question: In his time as a captive, Kyle was subjected to some truly distressing experiences. Can you discuss how this phase of his life shaped his personality and character?

Although he’s noticeably different now, we aimed to maintain control over his transformation so it remains manageable for players. Many gamers yearn to revisit the state of the character Kyle Crane from a decade ago, as seen in the first game. Since The Beast offers the chance to play as Kyle Crane, we chose not to alter him drastically, keeping his unique traits intact. He remains a character that resonates with players due to his down-to-earth commentary and reflecting their thoughts. His sarcastic wit is still present, and he’s equipped with a moral compass, helping those in need even if they’ve made mistakes. These are the aspects of Kyle we wanted to preserve.

In contrast, it’s clear that he has transformed. Initially, he exhibits a touch of bitterness, particularly following his departure from The Baron’s lab. However, as he interacts with various characters, this bitterness seems to fade and maturity sets in. He is now swift to cut through unnecessary talk, focusing on the tasks at hand. If action or words are required, he delivers them without hesitation. I believe this evolution in his character will be noticeable to players, as it reflects not only his actions but also his dialogue. Moreover, his primary motivation remains revenge, especially at the outset of the storyline.

There is a guy that was doing bad things to him. And even if, for many of us, the first thing that we would do is run away, Kyle doesn’t. He’s thinking about revenge and also wants some answers to the questions that he has. Why has he been captured? Why has he been experimented upon? What was the goal for that? He wants those answers. He wants revenge, but then he meets people in Castor Woods, people who are living there, and he realizes that there are people who need his help. Maybe there is even more at stake than just The Baron doing something bad to Kyle. It’s maybe more than that.

Is it noticeable in Kyle’s gaming performance that he has an internal conflict over controlling a fierce aspect within himself? Are there any game elements that reflect or correspond to this inner turmoil?

Currently, we’re in the process of fine-tuning the game and making adjustments to various elements. We’re having internal debates about how best to incorporate these changes into both the gameplay mechanics and the storyline. I can’t reveal too much at this point, but yes, there are challenges to be addressed. Kyle acquires his powers as a result of experiments, which grant him significant strength. These powers enable him to navigate difficult situations more effortlessly, possibly even ones that would be impossible for a human to escape from.

Now he can get out of them, but at the same time, he understands this is a gift that he was given without his permission. It’s thanks to the experiments tinkering with his DNA. It’s not easy to accept that it’s just a ‘power up’. There’s more to it, and it’s expressed in the narrative and in gameplay as well. We are just kind of trying to find the balance where it’s felt by players, where it makes sense to players but, at the same time, doesn’t kind of frustrate them by making the character weird or putting some frustrating limitations on gameplay.

Dying Light: The Beast’s Gameplay and Beyond

Q: What new gameplay possibilities does Castor Woods open up for the player?

This new territory presents fresh chances for us developers, since it’s an unfamiliar field we haven’t delved into extensively thus far. We’re eager to push our limits and construct an unconventional setting distinct from the standard urban cityscapes we typically design. Simultaneously, this allows us to generate a unique ambiance and mood. I believe the primary advantage of this environment lies in its expansive forest and swamp areas within the map.

This modification helps us intensify the game’s mood toward a survival horror feel and emphasize its horror aspects, which we’ve always aimed for. I believe this makes it clearer to convey our intentions, and we can do so more powerfully. For instance, during moments of apparent inactivity, players can immerse themselves deeply in the environment, feeling isolated in a forest at night or in a swamp when darkness falls. It’s all about the music, the setting, the limited visibility. This instantly creates an atmosphere that makes you hesitant to move forward because you’re unsure of what might happen next. The primary advantage I see is that it offers a classic gaming experience. If the game is dark, dimming the lights and fully embracing the atmosphere can make for a truly immersive experience.

Dying Light: The Beast Values Atmosphere as Highly as Parkour

A: If there’s an area in the game that resembles a swamp and is closely connected with parkour, I assume it poses quite a challenge for you. Could you share your strategies on overcoming these difficulties?

In the swampy regions, we faced a greater difficulty in incorporating extensive parkour sequences due to the lack of geometric structures suitable for such moves. However, instead of having parkour in every area, we opted to create an atmosphere, as opposed to a rush of jumping over obstacles. Yet, this decision also enabled us to discover innovative ways to include parkour where it’s not immediately apparent.

To enter a structure, we don’t let you in through the ground floor; instead, you must employ parkour techniques such as wall-jumping or rooftop traversal to find an entrance via a window or rooftop. This new feature will enable players not only to run swiftly from one place to another but also to explore hidden areas that were previously inaccessible.

How Dying Light: The Beast’s Day and Night Cycle Works

As a devoted fan, I’ve always admired how Castor Woods’ various regions appear to harmoniously blend with the rhythm of the day and night. It feels like it was specifically designed for them. Is there anything novel or striking about this day-night cycle that becomes more apparent in ‘The Beast’?

A: I think we have some tricks up our sleeves, but I don’t really want to go into the details yet. I think it will be a big reveal for us, in terms of the new take on the night experience. However, not to overhype this, the fundamentals don’t change. Dying Light: The Beast is still a game that uses the gameplay formula of Dying Light. Of course, it is the most evolved form, but still, the formula is the same. During the day, it’s basically you against zombies, where you fight with them, where you are feeling a little stronger than them, where you have a chance to kind of set the rules of the game by yourself. But then, when night falls, the volatiles come out. The rules change. The dynamics of gameplay change.

For us, both the appearance and the mechanics of the game were crucial to alter. As night falls, the gameplay dynamics shift dramatically. It transforms into a stealth-oriented experience where you’re surrounded by our toughest enemies, the Volatiles. These are formidable foes that are extremely difficult to defeat, often lying in wait outside a player’s killing range for extended periods. To stay alive, one must adapt to the Volatiles’ rules and mindset. While the core gameplay remains unaltered, we’ve introduced some novel strategies. We’re making adjustments here and there to add excitement and better suit the environment we’ve created.

A: In the trailer, we get a glimpse of some fresh weapons. Can you discuss a few of these latest additions to the combat system and explain how they influence the gameplay experience?

A: Dying Light: The Beast is a game that will be unveiled in our tenth anniversary year. It leverages all our accumulated expertise, refining and enhancing our gameplay mechanics to their peak potential at this juncture. This includes combat, which has been the cornerstone of Dying Light. Yet, we’ve not only honed the existing combat formula but also expanded the player’s weapon arsenal consistently over time. As such, you can expect the traditional firearms, ranged weapons, crossbows, and so forth in The Beast. However, our aim is to expand this armory further. We have several new additions in the works, with a grenade launcher and a flamethrower already announced as sneak peeks.

The flamethrower is a kind of classic fantasy in the zombie genre, maybe in the more pulpy section of it. The feeling of setting zombies on fire with a flamethrower is something super exciting and iconic for the zombie genre. I feel a little bit ashamed that we are only just introducing it now! I think this will be exciting for players. On the other hand, a grenade launcher is like a powerful weapon that you take out when needed, when you are super surrounded, or when there are plenty of zombies in front of you. The cool thing about it is that it supports different types of ammunition. We have shown the regular grenades, but there are also UV grenades that create almost safe zones for the player to hide in. The Volatiles hate UV light, so an explosion like this is bad news for them. It’s not the end of new additions to the arsenal, so please stay tuned for more juicy stuff coming.

As we approach the year 2025, what can fans anticipate regarding updates and announcements from Techland about their game, The Beast?

A: I cannot spill all the beans, but what I can say is that the next year is going to be quite important for us. Early next year, we are celebrating the 10th anniversary of Dying Light as a franchise. The first game was released in 2015, so we will be celebrating that. I think the celebration will be the right moment to reveal more of our plans. But yes, we plan to start with the celebration and then we will move into a proper rollout for The Beast. The date has been announced for summer 2025, so we still have a few months to really get everything ready and prepare for that.

2022 promises a unique experience, but we aim to avoid excessive festivities. It’s an impressive milestone, reaching our 10-year anniversary, yet I prefer to focus less on the past and more on the future. The upcoming expansion of “Dying Light,” titled “The Beast,” is set to encapsulate all the gameplay elements, discoveries, experiences, and wisdom we’ve gathered over these 10 years, while paying tribute to the characters we’ve developed along the way. The game will conclude with a hint about the franchise’s future. We are optimistic about the future of “Dying Light” as it is our intellectual property, our creation. We aspire for it to flourish and are far from finished with “The Beast.” More exciting developments are on the horizon for sure.

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2024-12-28 18:25