Dying Light has been pushing the limits of the zombie survival genre since its inception, maintaining a solid gamer base. Developer Techland continues to improve the gameplay experience, with parkour being the key feature behind the well-known series.
The team has unveiled new mechanics that make the game feel like Assassin’s Creed with zombies, and that’s not a bad thing. Being able to move through the environment, dodging zombies, all the while climbing, jumping, and, well, parkouring your way across the map seems like a logical next step. With the mindset of “go anywhere and climb anything,” developers are pushing players—and their own understanding of game physics—to the edge and beyond. Jump height, paths, and lengths have all been refined to keep the mechanics of parkour grounded in reality. Limited only by your imagination and keen observation of the environment, you can move through the city, over it, and through it all without breaking a sweat, or being limited to a stamina bar. New animations for climbing, along with one hundred others, keep protagonist Kyle Crane moving through Castor Woods as if he were born into the role.

Developers and QA teams have spent thousands of hours making sure pathways and rooftops are free of loose debris that might otherwise catch your movement. This, coupled with the recently updated combat physics, is designed to keep the game fluid. Everything will feel weighted and, of course, grounded—even if your feet are not. Hitboxes, damage, and body parts all feel like they belong, while the physics of the world give them weight and volume. This is all part of the immersive experience the developers are promising once the game is released.
Dying Light: The Beast is just two short weeks away from its long-awaited release, with pre-orders available on Steam and other major platforms.



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