Originally starting out as paid DLC for Dying Light 2 Stay Human, the upcoming Dying Light: The Beast eventually grew large enough in scope that Techland decided to turn it into its own standalone instalment. Clearly, then, it’s going to be a sizeable experience in its own right- at the same time, however, as you’d expect, it’s not going to be as large as Dying Light 2 itself was.
Take its map, for instance. Dying Light: The Beast will take players to a new setting in Castor Woods, but don’t expect it to be as large as Dying Light 2’s Villedor was. The same was confirmed by franchise director Tymon Smektala in a recent interview with GamingBolt, though he does also say that Castor Woods is going to be a “much more detailed” map, with a greater emphasis on more rewarding exploration, environmental storytelling, secrets, and what have you.
“Castor Woods is an intense, atmospheric setting – a rural, forested valley with few diverse biomes, ranging from national park to industrial areas,” he said. “It’s smaller than the map of Dying Light 2 Stay Human, but it’s much more detailed, designed to make exploration rewarding at every turn. There’s a strong emphasis on environmental storytelling, with secrets, hidden paths, and lore woven into the landscape, each part of the map handcrafted by our artists. There are lots of mysteries hidden in this world, some going back in many many years, and we hope players will find themselves immersed in this eerie, desolate world and will have fun discovering it.”
Castor Woods is also going to deviate from what Dying Light has done in the past with its settings by being much less urban and instead putting players in the middle of a dense forest environment. How will that impact traversal and parkour throughout the map? According to Smektala, parkour will still be central, with Techland seemingly taking a more deliberate approach to designing parkour-focused environments within a new kind of biome.
“Parkour is central to the Dying
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