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Dying Light 2: Reloaded Edition News

Dev Blog #11

Hi, it’s Tymon here,

I’m going to be sentimental again today. This time, I’ll cast my mind back a little further, to over 10 years ago, when I was still young and beautiful.

As you know we recently reintroduced Dying Light Standard Edition, which is still available for a couple more days at an uber-attractive price on Steam and Xbox Store. In preparation for this, I started playing the game again, and it brought back many wonderful memories. What a great blast from the past! I would like to let you in on the fun we had working on the first Dying Light by inviting you to take a peek behind the scenes.



In my recent solo playthrough, I explored our take on open world parkour and it reminded me of how fresh it felt in the wide field of FPP genre. The mastermind behind Dying Light’s approach to traversal is my friend, Bartosz “Glova” Kulon. Bartosz, together with the gameplay and animation teams, pulled off one hell of a task, making sure the movement is smooth – it sure took a long, long time until everybody was happy with it.

When I joined Techland over a decade ago, parkour was already in place. Adrian “Pyza” Ciszewski, who was our Creative Director back then, and Glova himself – already a Senior Gameplay Programmer – had a chuckle on my behalf when I tried to use A on a pad to jump in Dying Light (like in every other action game I played before). It took me ten minutes, or maybe even more, to realize that in this game, jump is actually bound to the right bumper – for a reason, as I later found out, because it allows you to jump and still keep your right thumb on the stick, to control the camera as well as the direction of the jump itself. This didn't stop the guys mercilessly roasting me from the sidelines. But it was already then that I realized Dying Light would become something new and unique to the players, and the smooth traversal was what convinced me.



As far as I know, the beginnings of parkour were totally different. Level Designers used to place special “hooks” in the world, which were the spots a player could hold on to when moving around Harran. And it worked all right, but the team kept adding more and more of them (at one point there were several thousand on the map) to increase the freedom of movement. It was Bartosz Kulon who finally stopped the hook invasion and came up with an alternative plan. The new idea for parkour programming was based on the game itself analyzing the geometry in front of the player and letting it decide whether a given ledge is reachable. It was a game changer, for sure.

Playing Dying Light today, I’m still amazed how good the game looks almost 10 years after it was released! I remember the day I first experienced the quality of these graphics. Maciej “Keoz” Jamrozik, our Technical Art Director, just introduced a new lighting model to the game – and he had been working on it on the side, keeping his cards close to his chest. During the morning stand-up meetings, he used to say that he had been tinkering with the chaparrals, or the bushes, or the vegetation in general (obviously, I had to google the chaparrals, but for a good chunk of time I thought it's some tech-lingo for... a rendering technique perhaps?). Then, one day he comes and says that he’s uploaded the plants already, oh, also a new lighting system, by the way. When I launched the game, I paid zero attention to the damn chaparrals, but I was blown away by the lighting, how beautiful Harran looked, and I was especially amazed by the sunset. And alright, the plants were nice too, I guess.



Working on combat was an emotional rollercoaster. Obviously, the fights in Dying Light are very brutal, bloody, and immersive. To have that impact reflected in the game, we recorded a lot of combat moves in mo-cap, and I cannot say that no developers were harmed in the process. The aforementioned Pyza Ciszewski once set out to show the animators how he wanted the heavy, curb-stomping kicks to look like, demonstrating them on a mattress and… he broke his leg. It might be funny now, but believe me, no one was laughing back then. In hindsight, it was probably karma for the "jump with A button" roast.

What was genuinely funny, though, were the reactions of the journalists during E3 in 2013. We prepared a demo of Dying Light, which consisted of a daylight playthrough, plus literally only a couple of minutes of nighttime. It wasn’t anything out of the ordinary, the game was still in production, but we wanted to show it to a couple of chosen editors. Our guests could run around at night, evading Volatiles during a chase, but it turned out to be a bit too much for some. There were a couple of journalists who threw down their pads mid-playthrough, saying that the experience was too scary and intense for them. Did we mind? Not much, I suppose, because we turned up the night difficulty even more for the final product.



Dying Light is defined by the physical parkour, scary nights, and immersive combat. But it also has a couple of secrets up its sleeve. Some of them are linked to easter eggs, of course. The driving force behind those was none other than our Lead Level Designer Piotr “SiCK” Pawlaczyk, who personally loves uncovering them in every game he plays, so obviously he wanted us to have some in Dying Light. He managed to negotiate with the higher-ups to let him organize a couple of so-called Easter Egg Days towards the end of production, so that the team could focus on cooking up and implementing some surprises.

One of the fan-favorite easter eggs was Korek Machete, named after our then Optimization Lead and current Senior Producer, Kornel “Korek” Jaskuła. Originally, he created this machete for the QA testers, so that they could have a one hit kill weapon. Together with Piotrek, they concocted a plan to also give it to the players – by hiding it on the map, in a box that you have to kick 76 times to open. Why 76 times? Good question, but no fancy answer, I’m afraid – it was the first number Korek came up with (literally, when he was asked by SiCK how many kicks were needed, the quote was "Dunno, 76?"). Thank heavens he didn’t think of a larger one…

As I’ve mentioned, working on the first Dying Light was a real blast. The entire team had fun, we were challenged, and it definitely tested our creativity. We came up with a lot of unique ideas, which made it easy to continue the adventure in Dying Light: The Following, and later in Dying Light 2 Stay Human. I wholeheartedly encourage you to play the first game, it’s a great entry point to the franchise and a neat lead in to the second release that we are currently supporting – and the Dying Light universe in general.

Good night, good luck and… Stay Human!

New Alteration: Viral Rush: Fully Loaded Out Now

So anyway, I started blasting!” This weekend, keep pulling that pistol trigger without using any ammo! It’s as if every time you reload, the bullets magically replenish. Good thing there’s an influx of Virals currently in Villedor! Take aim or just fire at will, it’s up to you! And if you don't have a pistol, have no fear: the Harran Pistol is waiting for you in your stash! Grab it and it'll be yours forever! Please note: The Harran Pistol will only be in your stash if you didn't claim it during our Anniversary celebrations.

The Viral Rush: Fully Loaded Alteration will have the following effects:
  • Unlimited Pistol ammo
  • Viral spawning chance has increased
  • Some Special Infected, like Suiciders, Banshees and even Chargers, might join the Virals trying to take you down


The Viral Rush: Fully Loaded Alteration will run until 12PM on May 13.

Dying Light Standard Edition Is 85% off!

Dying Light Standard Edition is back in time for a massive sale! Get it at 85% off and discover the game that kicked off one of the biggest zombie franchises of the modern day.

There is no better time to start than now. With over 7 years of post-launch support, Dying Light contains some of the most riveting gameplay for the most amped up adrenaline thrill-seekers in the world.

At a discounted price, players can easily upgrade to more fleshed out editions that take the zombie experience to the fullest. Enhanced Edition includes the lauded The Following expansion, which boasts its own follow-up story mode, a new world to explore and a traversable buggy! Get the Definitive Edition if you want all that, plus the complete DLC bundle collection with unique and detailed outfits, weapons and even buggy skins. Switch to either edition while their sales last!

Whichever version you settle for, you'll be able to easily take the game with you on the go. Dying Light Standard Edition is verified on the Steam Deck.

https://store.steampowered.com/app/239140/Dying_Light/

Dev Blog #10 - Building upon experience and feedback

Hi, it’s Tymon here,

Today, I would like to invite you to check out this slightly different take on my normal blog post, a little bit more personal than usual. See, two things happened recently that made my brain tingle in that special way, and I’ve been thinking about them a lot these days.

The first one came up a few weeks ago. As you know, we always try to hear out what you have to say. We read the comments, we’ve launched Community Ideas, but also we sometimes ask you directly for feedback on a range of topics that have to do with the Dying Light franchise. So, a couple of weeks ago, the results of a survey came back, where we asked the players of the first game, the cult classic behemoth that Dying Light is, why it is that they haven’t gotten around to playing Stay Human yet. We were very curious to find out what is the reason that keeps the fans of zombie-smashing from entering the city of Villedor.

There were a couple of good points listed, but my curiosity was piqued by one case – the survey shows that for quite a sizable group of players of the first Dying Light, the opinion they formed on Dying Light 2 Stay Human right after it premiered still holds true. Granted, for a lot of you it was a positive opinion, and that’s amazing, but there’s no use denying there was a part of the player base that didn't like the game as much as the rest and hasn’t touched it since. This notion got stuck in my head and I couldn’t get it out for weeks.

The other thing was that after we implemented the Nightmare Mode, I decided to replay Dying Light 2 Stay Human on that difficulty (you can check out the previous blog, where we dug a little deeper into this topic). Starting the game from the very beginning, I tried to put myself in the shoes of a player that’s going into it fresh. Which, in my case, proved to be pretty difficult, seeing as I’ve been working on Dying Light for more than 10 years now, and my Steam account shows I’ve already spent five thousands of hours in this game. But one thought kept cropping up: how much it evolved over the course of two years since its release.



So, combining these two thoughts: the fact that a lot of you still judge the game based on its state from two years ago and the reality of how different it is now – I wanted to give you a summary of all the changes and invite you back to take a fresh peak at Villedor.

It’s a no-brainer to start with the biggest improvements which totally revamped the face of Dying Light 2 Stay Human. First of all is the transformation of the night experience. Introducing roaming Volatiles, darker nights, limiting the visibility, so that the players can feel the terror that lurks behind every corner – those are the features that made the exploration of the city after dusk so much more intense. The night experience is a result of implementing our own ideas, but also benefits from the community’s feedback. Based on your guidance, we’re always tweaking and tinkering with features and functionalities to fulfill the expectations of both the most hardcore as well as more casual gamers.

Our continuous work on the physicality of gameplay plays a hugely important part in the reception of the game. It involves the refreshed, more realistic and grounded parkour, but also the behavior of the enemies. If on the release day you felt the lack of zombies falling from the roofs, well – here you go!

We also put a lot of work into leveling up the interactions with our zombie buddies, their faces are now more lifelike (yup) and full of emotions. We can now strike in a more realistic way, and the damage looks exceptionally more detailed.



We can also wreak more havoc on our enemies – as in cutting off limbs and making holes in their bodies. Our efforts were crowned with the introduction of firearms, with the help of which the players can be even more inventive when it comes to the creatively brutal combat Dying Light is known for.

I’ve done my homework and meticulously examined all the features we introduced to the game, along with over 10 updates that we released since its launch. We’ve been working on them at our own pace, which means it was easy to miss the fact that you can count these additions in hundreds. I think they significantly boosted the quality of practically all game elements.

What I mean here is, for example, the additions of several new enemy variants, more than a few dozen weapons, loads of improvements with respect to the UX and gameplay systems – the possibility of crafting and repairing weapons, or transmog. There was a lot that happened also to the graphics. The game has new skyboxes, lighting, refined environment and interior details as well as plenty of customization possibilities, including technical specs, field of view, or numerous color grading options.



I’ve also looked at our players’ sessions and, in my estimation, the co-op looks more stable now. I’m also very glad that we kept our promise and introduced dozens of bigger and smaller features that you requested directly.

There sure were a lot of upgrades, certainly too many to list every single one here. But during my Nightmare Mode replay of Dying Light 2 Stay Human, I also paid attention to a couple of other things that just struck me personally. It was cool to see the tweaks made to the narration and cutscenes. It felt incredible to explore Villedor in heavy rain. I had so much fun fighting with the electric Virals, which, in my opinion, is a feat on multiple levels. I still get amazed by how sunsets look in the Harran Sunset Color setting. I swear I sometimes just stood on a roof and looked at the disappearing sun.

Obviously, I realize that every player will consider different upgrades to be the most essential – what do you think, by the way? Let me know on <>. I’m also aware that we haven’t gotten everyone fully onboard – YET! I think we put a lot of work into Dying Light 2 Stay Human over these two years. It evolved into a different, complex, grounded survival experience. I invite you all to take a second look – you can see for yourselves how all the community-driven changes turned out. You can expect plenty more where that came from.

Thank you for your support!
Stay safe!

Alteration: Hypermode Is Back!

Send your enemies flying all weekend long with the Hypermode Alteration. Hit, blow up and kick anything that stands in your way and watch these ragdolls go flying like a home run ball out of the park. Plus, we’re increasing the XP you earn through the night, so you have even more reason to head into the darkness.

The Hypermode Alteration will have the following effects:
  • Ramped-up ragdolling
  • 2x multiplier for Night XP (instead of 1.5x)


The Hypermode Alteration will run until 12PM on April 22.