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  • 1 year ago
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00:00Since the beginning of Dying Light, our goal was to immerse players in our vision of the zombie
00:08apocalypse. To make Dying Light the beast the most realistic, challenging and exciting game
00:13in the series, we focused on core gameplay mechanics, appreciated by you, the players.
00:19Let's have a look at how we took parkour and combat to the next level.
00:22We want players to truly feel like they're the parkour specialist experiencing the frill
00:30and flow of authentic natural movement. In our game, you can go anywhere and climb anything,
00:36but it's always grounded and realistic. To achieve that, we have tweaked in-game physics,
00:41making sure the jump height and length feel right, removing any traces of floatiness.
00:46Players have total freedom to find multiple paths through the environment,
00:51which promotes exploration. Even though stamina does not limit climbing,
00:55you'll have to use your observation skills to find hard to reach places.
00:58We trust our players, so there are no helpers that might make parkour trivial.
01:03The unique characteristics of the open world of Custer Woods allowed us to keep players closer
01:08to the zombies, making them feel more vulnerable. That's why parkour is a crucial skill to master
01:14for survival, including escaping chases. Our QA team has spent thousands of hours identifying
01:20all elements of geometry that could break the traversal flow. This way, we have turned Custer Woods
01:26into a real parkour paradise. Dying Light offers top-class representation of first-person parkour,
01:33but we always try to elevate it even more. Our animation team worked hard on adding variety to
01:38players' moves. Right now, we have 17 unique animations just for the edge climbing alone. Along with more than
01:45100 animations created from scratch for Kygo Crane and different moveset levels that evolve as
01:51players progress through the story, we managed to express his agility and skills better than ever before.
02:00Dying Light Combat philosophy is based on three core elements – physics, brutality and creativity.
02:06To achieve that, in Dying Light the Beast, we approached it from two perspectives – player and AI.
02:12Dying Light the Beast changes how we analyze the strikes tell by the player. So this, along with
02:17weapon swing animations created especially for Kyle, allowed us to make sure that every type of weapon
02:23hits with different weight and we can precisely map where it connects with the enemy. So swing and stop
02:30timings for all weapon animations have been balanced to make every hit feel powerful and brutal. So we have
02:37introduced new physics engine for combat, which understands the shape of enemy bodies better and
02:43applies hit impulses with accuracy. We can now play very realistic hit reactions, combining active ragdoll
02:50and short animations while also increasing the level of challenge in combat. Zombies can now instantly
02:58counter with their attacks, making every meeting with them a fight for survival. Don't count on long
03:04attack cooldowns and hit reactions. Disinfected are out for blood. Encanters with humans bring another
03:11layer of tactics. Since Dying Light is all about survival, we have worked on human enemies' behavior
03:17trees to make them respond and support better players using stealth as their chosen playstyle.
03:23So we are introducing new shooting enemies using advanced cover mechanics presented only in few games
03:32on the market. Our AI can identify and use cover spots by themselves without being limited to places
03:39chosen and created by level designers. This system is quite complex as humans use up to 22 different
03:46strategies for choosing their position. What makes combat impactful is also great player feedback. Kyle
03:53Crane went through military training so we wanted to convey that in his combat moves, for example how
03:58quickly he stabilizes the recoil for guns or how heavy his melee weapon swings are. The damage model
04:05system also communicates what happens in the game very well. Players can destroy at least 12 different
04:11parts of enemy's bodies and compared to our previous games we have doubled the number of visible wounds
04:17players can inflict at the same time. Every jump, every hit and every encounter
04:23in Dying Light the Beast is designed to keep players on their toes. Get ready to face the challenge and survive
04:30like never before. Unleash the Beast on September 19th.
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