
Fans of Techland’s Dying Light series should anticipate the arrival of Dying Light: The Beast. Although it carries forward all that came before, this new installment has carved out its unique identity, promising exciting changes in its departure from previous directions.
As a passionate fan, I can’t contain my excitement about diving back into the thrilling world of “Dying Light: The Beast”! This time around, we’re not just jumping back into the series’ signature parkour action, but we’ll also step into the shoes of Kyle Crane, the main character from the original game.
The return of Crane and the chilling adventures that await us in Castor Woods are promises I can hardly wait to experience. Recently, I had the privilege of speaking with some members of Techland’s team, including Tymon Smektala, the franchise director, and Kalina Sobierajska, the quest director. They shared insights about the game’s community and their aspirations for the future, offering a glimpse into what we can expect from this highly anticipated title.
For the sake of clarity and brevity, I should note that this interview has been edited to ensure an engaging and concise read.
How The Series’ Community Shaped Dying Light: The Beast
Reflecting on Gaming Experiences: Can you remember any standout gameplay instances from your own games or test sessions that still resonate with you?
My most striking memory is when I played through the entire game for the first time, from beginning to end. At that point, several elements like lighting, animations, models, and even placeholders were still being worked on. However, it was the first opportunity to immerse myself in the complete narrative and witness how all our team’s efforts were gradually shaping up. It felt like we were bringing a real game to life. As games are interactive, they gain true essence only when the player interacts with them. It’s an exchange of actions-the player acts, and the game reacts. Even in its early, unfinished state, that first experience was incredibly impactful. It offered a sneak peek into what we were aiming to accomplish.
In a more conversational style,
Game Rant: Talking about Dying Light, its dedicated fan base has always been quite remarkable. I can tell you how much they matter to us. Could you share some heartwarming or memorable moments from the development of Dying Light: The Beast that left a lasting impression on you, brought about by this passionate community?
In more relatable terms: Developers often emphasize the significance of their communities, but the connection with our Dying Light community stands out uniquely and authentically. From honoring deceased players to backing player engagements, it’s incredible how this zombie game, Dying Light, has left a profound impact on our personal lives.
In our communication with players, we strive to be clear and truthful at all times, ensuring they understand their impact on our decisions. For instance, we responded to player feedback by adding First-Person Perspective (FPP) mode for vehicle driving, as demonstrated in early game videos. However, it’s the daily interactions and smaller exchanges that truly reinforce our belief that the Dying Light community is exceptional.
The Future of Dying Light
As a dedicated fan of the Dying Light series, celebrating its 10th anniversary this year has been quite a milestone. Fast forward another ten years, and it’ll be 20. I can only dream about the lasting impact that Dying Light: The Beast and the franchise as a whole will have at that time. I hope that their legacies will resonate deeply within the gaming community, inspiring awe for their innovative gameplay mechanics, immersive storytelling, and captivating post-apocalyptic worlds. Ultimately, I long for the fruits of all our hard work to be a benchmark for future open-world survival games, setting new standards in both creativity and player experience.
In a more straightforward and conversational manner:
Smektala: Here’s to us subtly shaping other games, just like we did with the initial Dying Light. Prior to our arrival, there weren’t many games featuring melee combat in first-person perspective (FPP). Typically, FPP games would confine players within narrow corridors. Even in open-world games, your ability to move around freely was significantly restricted.
We’ve demonstrated that it’s wise to continue providing new playable content for years, free of charge, for a primarily single-player, story-driven game. Although we might not be the most visually stunning developers, I believe our work is recognized within the industry. In twenty years, I aspire for Dying Light to become the leading example in the zombie genre, a true industry pioneer.
In a conversational and simple manner, the question could be rephrased as follows:
“Hey Techland! Given your reputation for exceptional post-launch support, are there any details you can divulge about the future plans for ‘Dying Light: The Beast’?”>
Currently, all our attention is on the launch itself, steering clear of post-release matters to keep our focus unwavering. However, we’ve been brainstorming ideas even setting some plans into motion. We’ll assess these plans once the game is out and listen to our players’ feedback. Rest assured, Techland will remain true to its nature, carrying on with strategies that have proven successful in the past.
[END]
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2025-08-23 23:08