Dying Light: Previous (Gamemir 2013)

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What topics today keeps the palm of the championship in the ability to arouse unbridled interest in the gaming world? That’s right, the theme of the zombie apocalypse. Among all those wishing to share their vision of the Eaterers of gray matter, the studio turned out to be Techland, A few years ago, a notorious Dead Island. The game was not bad, but there was not enough stars from the sky. Apparently, the developers are not leaving the dream of creating the best zombie “survival” in history, because now they are working on the ideological heiress of the “Dead Island” in the sweat of their faces under the name Dying Light. At the Igomir, the project was engaged in the project Radoslav Grabovsky (Radoslaw Grabowski), who told us about some wonderful features of the game.

Dead more dead

It all started very prosaic: after the dubious success of Dead Island: Riptide, the developers did not dare to continue the development of the brand, attributing different explanatory words after a colon. However, they really wanted to continue to rivet the trash game about zombies. Here a brilliant thought came: why not change the name? So it appeared Dying Light.

Conceptually, a new project like two drops of water is similar to a “dead island”: the same large open spaces, sunny city landscapes and sleepy zombies, falling apart from one or two beats of the bits. As before, “guns” are worth its weight in gold, and all kinds of household items such as knives and axes will be accompanied for close combat. On the spot and the system of modification of weapons. Nevertheless Dying Light took a serious step on the path to realism-it will not be possible to create a fantastic wagon stick here. “Crafting” has been preserved, but has become intuitively more understandable.

Despite all the semblance of projects, the third time to make a copy of the same cake will not allow even the most well -fed cynics. Techland, as it seemed to us from a conversation, they are still not. Radoslav told us about all the original chips of the project for a long time. Dying Light It is positioned primarily as Survival-Horror, which means that frank robilovo in the game will fade into the background.

See zombies and die

IN Dying Light the daily cycle

will be present. If during the day the brain hunters resemble sleepy flies, then at night the “hangover syndrome” as a hand removes – the number of enemies increases sharply, they become aggressive and tenacious. It is better not to dissolve the fists under the lunar radiance: the flight will be a more reliable way out of the situation. Developers promise extremely spectacular and beautiful chases. Just imagine: the crazy army of the zombie rushes behind the hero, who, looking over his shoulder and shuddering with horror, rushes through the city locations, overcoming tunnels, cars, buildings ..

Join the battle with the angry crowd of corpses – a hype. The authors talk about a large number of various types of monsters. In addition to classic walkers, we will meet fast, skewed ghouls, “tanks”, breaking through the walls, and especially large and terrible monsters that go hunting at night. It is possible to kill these guys, but only if there is a very powerful “gun” in the inventory.

As for the plot, the developers hide the background of the game. It is only known that the action takes place somewhere in the east of Europe. Characters, each of which has unique skills, will initially pursue their own goals, trying to survive. But as they plunge into the thick of events, the heroes, of course, will have to solve issues of universal significance. In general, everything is done in accordance with the patterns of playing drama.

Zombies that live on the roofs

We will spend most of the time in the same city. Sometimes we will be allowed to run around nearby villages. When asked about the scale of the game world, a representative Techland replied: “Our goal was not to make the world very big. We did not want him to be a dummy without “interestingness”, as in another popular “sandbox”. We thought out every section of our universe. The territory will take about twenty hours on a superficial study of the territory “.

In addition to plot missions, the city will offer us a huge number of additional tasks. And they will be issued in random order. The developers have created some kind of innovative system that will allow us to perceive quests not as pre-prepared plots, but as part of a single structure of gameplay, organically and invisibly fit into the narrative. Techland does not forget to remind us that the world will respond to the player’s actions and change in accordance with his decisions.

To our question about the main dignity of the project, Radoslav confidently answered: “Parkur”. In games about zombies, it seems, such mechanics have never been used before. Many have already managed to express the formula of the new creation like this Techland: “Mirror’s Edge + Dead Island“. And indeed – the development of urban levels is performed very tightly, which allows the hero to overcome distances in the Assassin style. In addition, throughout the adventure it will be possible to study new movements, for example, to learn how to start a foot from the wall to make a higher jump.

Dying Light – This is the same Dead Island, Only worse and with parkor. It is still difficult to say how significant for the perception of the gameplay will turn out to be these two features. If they can significantly change the concept, then the project is definitely worth paying attention. Otherwise, Techland The most enviable fate of Riptide shines, which turned out to be a completely superfluous clone of the original.

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