The director of Dying Light, Tymon Smektala, shares his thoughts about the series and its future. He discusses the new mechanic, Beast Mode, and its unique skill tree, indicating that it will add value to combat and map exploration. Compared to Dying Light 2, the game’s scale will be lower, focusing more on the survival roots of the series’ first title. Smektala expresses confidence in the success of the first two games and emphasizes their impact in the gaming community.
The series’ loyal fanbase is attributed to three core elements identified by Smektala: the day and night cycle, freedom to approach challenges in a personalized manner, and the visceral combat experience. These elements have been evolved in Dying Light 2 and now manifest in The Beast. The new mechanic, Beast Mode, is introduced as a significant addition, providing a berserk rage mode with a specialized skill tree for combat and traversal. The team aims to maintain a balance in gameplay, infusing a survival feel into the game instead of giving players unlimited power.
The new map, Castor Woods, is smaller but offers diverse biomes. Katarzyna Tarnacka-Polito, the art director, explains the challenges and opportunities in creating a condensed yet cohesive environment. The focus remains on storytelling and human experiences within the scenario. The protagonist of the first game, Kyle Crane, makes a return in The Beast, set 13 years after Dying Light.
Smektala discusses the aim of bringing closure to Crane’s storyline and the return of the original voice actor, Roger Craig Smith. The team has ambitious plans for the future of Dying Light, aiming to enhance the overall zombie gaming experience. The director hints at significant upcoming developments for the series.