00:00Since the beginning of Dying Light, our goal was to immerse players in our vision of the
00:08zombie apocalypse. 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.
00:18Let'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.
00:47Players have total freedom to find multiple paths through the environment, which promotes
00:51exploration. Even though stamina does not limit climbing, you'll have to use your observation
00:56skills to find hard to reach places. We trust our players, so there are no helpers that might
01:02make parkour trivial. The unique characteristics of the open world of Custer Woods allowed us to
01:07keep players closer to the zombies, making them feel more vulnerable. That's why parkour is a crucial
01:13skill to master for survival, including escaping chases. Our QA team has spent thousands of hours
01:19identifying all elements of geometry that could break the traversal flow. This way we have turned
01:25Custer Woods into a real parkour paradise. Dying Light offers top-class representation of first-person
01:32parkour, but 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 100
01:46animations created from scratch for Kygo Crane and different moveset levels that evolve as players'
01:51progress 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 weapon
02:18swing animations created especially for Kyle, allowed us to make sure that every type of weapon hits
02:24with different weight and we can precisely map where it connects with the enemy. So swing and stop
02:30timings for our 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
02:50ragdoll and short animations while also increasing the level of challenge in combat. Zombies can now
02:57instantly counter 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 enemy's behavior
03:17trees to make them respond and support better players using stealth as their chosen playstyle.
03:25So we are introducing new shooting enemies using advanced cover mechanics presented only in few games on the
03:32market. Our AI can identify and use cover spots by themselves without being committed to places chosen
03:40and created by level designers. This system is quite complex as humans use up to 22 different strategies
03:47for choosing their position. What makes combat impactful is also great player feedback. Kyle Crane went
03:53through military training so he wanted to convey that in his combat moves. For example how quickly he
03:59stabilizes the recoil for guns or how heavy his many weapon swings are. The damage model system also
04:06communicates what happens in the game very well. Players can destroy at least 12 different parts of
04:12enemy's bodies and compared to our previous games we have doubled the number of visible wounds players can
04:18inflict at the same time. Every jump, every hit and every encounter in Dying Light the Beast is designed to keep
04:25players on their toes. Get ready to face the challenge and survive like never before. Unleash the Beast on September 19th.