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Dying Light The Beast is "very strong proof" that slowing down and focusing on the core details works, former series lead says: "We learned that quality beats quantity"

GamesRadar Anthony McGlynn 1 переглядів 4 хв читання
Dying Light The Beast is "very strong proof" that slowing down and focusing on the core details works, former series lead says: "We learned that quality beats quantity"
Key art for Dying Light: The Beast showing Kyle Crane stunning an infected undead zombie in waist high water with a taser while raising a machete to finish the job - all while more infected hands reach out of the dense foliage towards him
(Image credit: Techland)
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Over the course of the three entries thus far, the Dying Light series has become a staple if you're a fan of outrunning hordes of zombies. That said, the road to last year's Dying Light: The Beast wasn't the smoothest, as studio Techland learned some hard lessons from the second installment.

"It's the details that make your game, because your franchise is not only about the great vision, the pillars, but the little things that create the unique feel of your game," Tymon Smektala, former franchise director at Techland, said during a Digital Dragons talk attended by GamesRadar+.

"We learned that right away when we launched Dying Light 2 in 2022. It was a hard lesson," he explained. "The game was very hyped, millions of players [were] waiting for it. We launched it and quickly realized that even [though on the] surface it's quite similar, almost the same type of game, we had missed a lot of the details, the little things that were important for players, and they were very vocal about it."

Latest Videos From Dying Light: The Beast — Launch Trailer - YouTube Dying Light: The Beast — Launch Trailer - YouTube Watch On

He puts this down to a mixture of focusing on deadlines and working on a new engine and other requirements that warped the perspective somewhat. In Dying Light 2 updates, then, Techland wound up trying to make something for everyone, which didn't work either.

"Some want more tension, some want more RPG elements, more parkour," he says. "Combat could be less bloody, more bloody. Realism, power fantasy, the first game again, or maybe something new. So, you want to give everything to everyone all at once, but it is a trap."

Honing in on what makes Dying Light special - in my view, the particular blend of carnage, exploration and terror - allowed The Beast to be a return to form, of sorts. It was "very strong proof" of a solitary principle.

"We learned that quality beats quantity," Smektala explained. "We slowed down, we focused more, we adapted that for Dying Light 2, and kept using that mindset for Dying Light: The Beast, understanding that the quality of core elements is more important than satisfying all of the needs and expectations."

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It worked, because The Beast released to over 90% positive Steam reviews, and a fervent player-base who were quick to stomp the undead by the billions. Sometimes you just need to figure out what really works, even if it includes a gratuitous amount of headshots.

Dying Light: The Beast's Restored Land update isn't DLC, lead says – it's "another chapter" in the survival horror that's adding permadeath, New Game+, a hunger meter, and more

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Anthony McGlynn
Anthony McGlynnContributing Writer

Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.

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