![]() There are also some interesting new elements that will affect the way you experience the game - there is a day-night cycle that will bring its own challenges, and he promises that the weather too can change your experience with the game. In Dying Light we give you a much broader arsenal of options and actively encourage you to use as many as you can think of." "The biggest difference is the fact that in Dead Island the only solution to any problem was smashing zombie heads. "We took what worked in Dead Island, and added a bunch of new, interesting mechanics on top of it," he writes. ![]() There are a lot of similarities to the studio's previous game, Dead Island, but Smektala claims that the new tools that the studio is providing players creates a very different experience. Thanks to some very complex algorithms we were able to offer almost unlimited freedom of movement in an open world context, and we could make almost every object climbable." "On the surface it Dying Light might look similar to Mirror's Edge or other titles, but what we do under the hood is quite different. So it's not 'press one trigger and run' type of parkour, we keep you engaged at all times," he explains. "It's not at all automatic - you really have to use your reflexes, your skill, to be able to zip through environments fluidly. This is something Smektala agrees with he and claims that Dying Light will offer something different. These games look slick but playing like this is a bore. Games such as Assassin's Creed allow you to easily traverse across the entire game world performing crazy parkour tricks simply by holding a single button down. "For us zombies are more of a context, a theme - it's the gameplay that matters, and in that regard Dying Light does a lot of cool things that haven't been done before," writes Smektala.įree-running mechanics can open up a game world, but risk overly-simplified gameplay. And the day and night cycle is another factor that keeps the action fresh even after hours of gameplay."Īlso, while Dying Light is set in a zombie apocalypse, Smektala describes your undead enemies as a means to an end. "The Natural Movement system - which allows you to fluidly traverse environment without any limitations - has a chance of revolutionising the whole first-person genre. ![]() "The combination of first person open world with melee-based combat is unique in itself, but we've thrown in a couple of other things to make the experience even fresher," he says. "There have been a few great zombie games in the recent past, but all of them offered different gameplay - and that's something where Dying Light stands out as well," he writes.Īccording to Smektala, the game stands out because of the way it combines its open world and melee combat in an FPS setting, along with the movement system that he feels opens up the environment to exploration. However, he's confident that Techland has made it fresh and unique to play. He is aware that there are a host of video games that seem similar to Dying Light. It is "a great breakdown of what happens inside a quarantined city. In an email interview, Smektala tells us that the story of Dying Light is inspired by Camus' novel "The Plague". While most zombie stories take inspiration from the movies of George Romero, in this case the team at Techland were inspired by Albert Camus. It has one other, unexpected source of inspiration. The game received reasonably good reviews, and despite a lot of bugs at launch, sold five million copies.ĭying Light sports a sprawling open world much like Dead Island but adds the free-running mechanics of the 2008 cult classic, Mirror's Edge. Before this, Techland released another game about zombies, titled Dead Island. Smektala works as a producer at Techland, the studio behind upcoming first person zombie shooter Dying Light. Zombie apocalypse video games are a dime a dozen, but that doesn't deter Tymon Smektala from adding another one to the pile.
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