As a seasoned gamer with over two decades of gaming under my belt, I find myself eagerly anticipating the arrival of “Dying Light: The Beast”. Having traversed countless urban landscapes in the original Dying Light and delved deep into Villedor in Dying Light 2 Stay Human, I must admit that the prospect of exploring a rural forest environment is intriguing.
Initially planned as downloadable content for Dying Light 2 Stay Human, Dying Light: The Beast expanded significantly in scale and eventually became a separate, standalone game rather than additional content. Consequently, it promises to be a substantial gaming experience on its own, albeit not as expansive as Dying Light 2 itself.
To illustrate, consider the game Dying Light: The Beast. This new adventure will lead players into the unknown territory of Castor Woods. However, it won’t be as expansive as Villedor in Dying Light 2. Franchise director Tymon Smektala confirmed this during his interview with GamingBolt, but he also mentioned that Castor Woods would offer a more intricate map design, focusing on enriching exploration, environmental storytelling, hidden secrets, and other engaging elements.
Castor Woods presents a captivating, moody ambiance – a secluded, wooded valley featuring limited diverse ecosystems, stretching from national park to industrial zones, as stated. It’s not as expansive as the map of Dying Light 2 Stay Human, but it boasts intricate detail, carefully crafted to make exploration engaging at every step. The focus is on environmental storytelling, with secrets, concealed pathways, and lore integrated into the surroundings. Each section of the map has been meticulously designed by our artists. There are numerous mysteries shrouded in this world, some dating back for decades, and we look forward to players becoming engrossed in this eerie, desolate landscape, while enjoying the process of uncovering it.
Castor Woods plans to differ from previous Dying Light games by shifting away from urban settings and immersing players in a dense forest environment instead. This change could significantly influence the way traversal and parkour are experienced across the game map. As Smektala explains, although parkour remains crucial, Techland appears to be more thoughtful in designing parkour-oriented environments tailored for this new forest biome.
In the world of “Dying Light,” Parkour plays a significant role, so we were determined to incorporate it despite changes in the setting. Our goal was to ensure that every structure, even if there are fewer to climb and run through, would be meaningful. So, instead of being able to just walk through most doors, you’ll need to use the protagonist’s agility to reach any location. To add to this, we’re also introducing the option to drive vehicles, which will facilitate travel between areas dense with parkour challenges and opportunities. However, whether you’re on foot or in a vehicle, the dynamic movement that fans enjoy is still present; it’s just been tailored to fit this unique environment.
In the same interview, Smektala also spoke to us about the PS5 Pro’s PSSR, and how it can potentially impact development. Read more on that through here, and stay tuned for our full interview.
Development on “Dying Light: The Beast” is ongoing for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC platforms. However, an official launch date has not been announced as of now.
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2024-10-30 00:11