well, I can say that it’s going to be narrative, open world and focused on the Infected and combat with them. The strategy is simple - improve, update and tweak the core elements of the game so they’re more in line with the community's expectations and move further only then. not much as we want to focus on answering some of the most pressing community expectations before moving further. What can you tell me about the next DLC drop? Shacknews: It sounds like you want to take Dying Light 2 Stay Human to some exciting new places in 2023. So this year players can expect huge updates to the brutality and physicality of our combat system, the flow and realism of our parkour and - of course! - the horrors of the night. and it turned out that the scary night was actually a crucial part of the experience that gave it its feel and identity. Based on that data we wanted to make the night more accessible in the second game. A great example is the night experience - so scary in the first game that the majority of our gamers skipped it altogether, using a safe zone option that allowed that. and because of that we might have overlooked a few things that were more important to the community than we thought. Smektala: I think this was the most difficult part of the project - we wanted to try new things, do so much more than in the first game. Shacknews: How tough was it to make Dying Light 2 similar to the original while also evolving the formula, in terms of both combat and traversal? But I’m very proud of what the team has achieved during that time. Another challenge came from the fact that we changed the technology powering the game as we started the project - and it always creates a number of unexpected difficulties. Smektala: The period was generally quite difficult for everyone, mostly because of the pandemic that paralyzed the whole world. Shacknews: Going further back to the development cycle, what sort of challenges presented themselves when looking to expand upon the original Dying Light with a sequel? I’m very happy with how the game was received, even though having it out in the hands of millions revealed some issues we weren’t able to identify before the release. Of course we were anxious to learn and see what the players will say, but I think it’s a feeling that all developers share on the brink of the release. Tymon Smektala, Dying Light Franchise Lead: To be honest that period is all a blur - it was so tense, so emotional, filled to the brim with expectations and pressure. What was the atmosphere among the game's developers? Were there any concerns over how the game would be received or about the game's quality, given that it had to be delayed more than once? Before getting into the game's future, I want to revisit the weeks leading up to its release. Shacknews: Dying Light 2: Stay Human is now a year old. Smektala talks about the first year of Dying Light 2, some of the challenges of the game's development, and what the future holds for the game and for Techland as a whole. To celebrate the occasion, Shacknews reached out to Franchise Director Tymon Smektala to talk about it. The team's efforts continue, even as the game hits its first anniversary. It was an ambitious effort from the studio, one in which they looked to take the tried-and-true premise of the zombie apocalypse and craft a fleshed out (no pun intended), fully realized world. It's been a year since Techland crossed the finish line and released Dying Light 2: Stay Human.
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