The light of the dying beast It’s almost here, trying to find a difficult balance. On the one hand, they turn to the past to create a similar survival horror experience to the first dying light, and to reclaim the original protagonist, Kyle Crane. Meanwhile, it’s bold with some new gameplay innovations and additions that will advance the series. Techland says the outcome of this balancing act will be the most detailed and brutal game of death to date. With a new video, shared only with , the studio is polished in one very obvious area – a realistic environmental gore pursuit. Additionally, there are some new comments from Dying Light franchise director Tymon Smektala about creating strange enemies inspired by attacks on Titan, Savage Finisher Moves, and the choice to add a developer’s grandmother blanket to the game.
“Game developers must be humble. I don’t boast too much, as the final verdict is always in the hands of the players, but I can confidently say that dying light brings Gore’s best expression in the history of the dying light series.” That’s Smektala’s bold claim, in case you worry about the sequel’s countryside picturesque setting softens the tone. Hoping to be on the list of the best zombie games later this year, Techland has become an impressive length to create a volatile atmosphere, but it is still based on realism.
As highlighted in this new video, Techland is scattered in dying light with blood splatters and smears made in real life thanks to fake blood buckets, several dish soaps, and actors willing to be “killed” in a variety of ways. These realistic blood patterns turn into in-game assets that can be photographed and scattered around the environment. Some may be contextual, but they are told specific stories of characters that may have been dragged into the hallway, or shifted after being subjected to a major tear.
“We don’t expect players to analyze it when they play, but I think we’re conscious that there’s something in our environment about blood expression and something that makes it more unsettling and special,” says Smektala. “They don’t need to know, but we actually bought liters of fake blood and spilled it all over the Mo-Cap Room using actors.
The attention to detail extends to other areas as well. “All buildings in the valley make sense. If there are factories, there are blocks where workers live,” he says. “When there is a villa from the (19th) century, it is modeled after a real villa built in the mountains of that time. When there is a blanket in the safe zone, it is actually a sucking blanket that sucks the photographs used by the grandmother of the Environmental Art Director.”
It’s not just the environment – dying beast zombies also benefit from this obsessive approach.
“We consciously design many improvements to the body’s damage and dismantling system to raise the level of cruelty to Notch,” explains Smektala.
“We’ve increased the number of zones (or the zones we call) where enemy bodies can be 50% damaged. We’ve also doubled the number of visible destruction players can see at once in a singular zombie (and human) model. Reference – The history of our artist’s browsers may undoubtedly raise some doubts or at least look strange to those who aren’t aware of them.”
Last month, when I had the opportunity to preview Dying Light The Beast The Beast at Summer Game Fest, I was particularly impressed by the chimera design – a huge mutant boss with unique design. “They are built from pure weight, muscles and tissue, and have skinless faces similar to Titans from the attacks of Titan anime. They are a good showcase of the general direction they took along with infected enemies in the light of the beast – there are many body horrors out there.
After scraping off the chimera health bar during the SGF preview, I was happy to carry out a savage finisher move. Smektala says there’s a lot to come, not just to defeat these major bosses.
“Not only did they perform unique finishers with the largest chimera, they also increased the number of executions and special killings in enemies of the size of normal human, and larger special units like fools and destroyers,” he confirms.
The release date for the dying Beast of Light is not too far away. I look forward to diving into the Custer Forest to see detailed zombies in these beautiful blood splashes, handmade environments, and their horrifying glory. I played it a few weeks ago and wouldn’t be surprised if it became a new fan favorite.