![]() I think this is what was lacking in the first game it was just scary night and the only thing you could do is try not to get seen by the Volatile. Another thing we did is give players new tools to overcome that challenge. ![]() It really starts getting more on your nerves. Another thing is that the crowds get more intense, they see you quicker. We wanted to keep that intensity, and what we are doing in the second game is slowly introducing it. When the game starts it’s not that scary, but it gets scarier, more gruesome, and more infected appear . They just basically weren’t playing the night part of the game at all which is a problem when you make a game where the day/night cycle is one of the most important things in the game – then suddenly no one is playing the night part. So we felt that we overdid it, we made it too scary, too overwhelming for players, and basically they didn’t feel they have anything to say when it comes to night they felt they were basically being punished by all the infected. We realized that a lot of them – I would say maybe 80% of our players – started skipping the night. Tymon Smektala: That was actually a challenge that was one of the founding problems we wanted to overcome with the second game. With the first game, we started looking at the data people were playing. What’s the challenge in making sure suspense is always present throughout gameplay, while also making sure the player feels empowered? Michael Pementel: Dying Light 2 is very much an action game, but with a foundation in horror. Please note that this interview has been edited and condensed for length and clarity. And the infected at night provide such an exhilarating air of badass and creepy.Īfter playing the game, I sat down with its Lead Designer Tymon Smektala to learn more. I asked him about Dying Light 2 ’s approach to difficulty, the new focus placed on designing the infected, what horror influences he brought into the game, the parkour animations, and his philosophy in creating horror. When I fought against infected and other humans, it felt challenging and immersive having to think on my toes, the positive stress of such engagements brought about a lot of diversity in my fighting. I loved the freedom in movement and the intensity the animations gave off. ![]() When it came to gameplay, the parkour was invigorating. Humanity’s struggle to survive against these horrific creatures and each other moved me, especially considering the more emotional writing and detail provided to the narrative. Everything from the monsters I faced to the NPCs I interacted with all came together to create this authentic apocalyptic setting. Throughout my time playing Dying Light 2 Stay Human, I felt drawn into the world.
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