Dying Light: The Beast’s Parkour Trusts Its Players

In the world of first-person shooters, open-world games, Dying Light is renowned for its innovative approach. It stands out due to its unique implementation of parkour mechanics as a fundamental aspect of both gameplay and storytelling. Moving forward to the next installment of this franchise, titled Dying Light: The Beast, the developers at Techland aim to build upon the successes and strengths of the original while steering it towards uncharted territories for this new adventure. Despite venturing into fresh grounds, one consistent feature will be that players will continue to navigate their environment by wall-running, ground-sliding, and dropkicking, often finding themselves evading-or charging straight at-zombie mobs and other adversaries.

Game Rant had an interview with game director Nathan Lemaire and franchise director Tymon Smektała, who discussed their efforts to perfect the parkour system for the upcoming expansion, Dying Light: The Beast. They shared details about their design strategy and how they refined various elements of the mechanics to cater to Kyle Crane’s updated circumstances, ensuring players feel empowered with a strong sense of freedom and control.

Dying Light: The Beast’s Parkour Puts the Power and Flexibility in Players’ Hands

The Beast.

In the process of creating The Beast, the team drew upon insights gained from Dying Light 2’s Stay Human, in an effort to ensure that parkour feels fluid and instinctive while avoiding excessive complexity. According to Smektała, this approach represents a shift compared to Dying Light 2.

In our game, mastering first-person parkour can be quite challenging for many players due to its spontaneous and unstructured nature. To aid them, we implemented several assist features like magnets pulling players towards ledges and extending wall runs past their natural limit. However, these aids, while helpful in making the parkour more accessible, detracted from the authenticity and physicality of the experience. As a result, we decided to eliminate these artificial aids, relying instead on our own intuition and the abilities of our players for a more genuine and player-driven parkour experience.

During the interview, it was noted that players might discover unexpectedly innovative methods for navigation and combat using parkour. Interestingly, this aspect was a significant inspiration for Techland to refine and improve parkour in Dying Light: The Beast. In conclusion, Smektała emphasized that the game will provide an authentic, engaging parkour experience, allowing players to decide their own paths, and if they stumble, they’ll fall.

In the upcoming edition, we’ll witness a shift in scenery, moving away from the congested urban landscapes of past installments towards a more spacious and rural environment. Alongside the acquisition of an assortment of new abilities and maneuvers by Kyle in his mission for vengeance against Dying Light: The Beast’s villain, The Baron, Techland appears to have made significant efforts to create parkour that seamlessly balances precision and versatility. It offers a smooth and responsive experience, enabling players to freely explore various techniques and tricks.

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2025-08-23 19:17