Dying Light: The Beast director says he's "a little bit surprised" that more studios haven't followed Techland's "go anywhere" approach to open-world game design
Techland ha𒁃s pioneered some ideas that few st𝄹udios have tried to replicate

澳洲幸运5开奖号码历史查询:Dying Light: The Beast franchise director Tymon Smektala is "a little bit surprised" that other studios haven't copied his series' approac🧔h ♉to open-world game design, particularly when it comes to player freedom.
Speaking to GamesRadar+, Smektala said that "one thing Dying Light games always did - and we were the first ones that did it - [...] is the amount of freedom we put in players' hands." The original Dying Light, he says, was particularly good at breaking "the u💮sual walls and corridors" that limited players' direction in open-world games and FPS games, respectively.
"Dying Light suddenl𝕴y became this game where you can climb on anything, go anywhere you want, see the world from the other side, from any vantage point." It was an approach to open-world design that Smektala says he was "a little bit surprised" not to see "picked up by other games to an extent I was expecting to."

That player freedom hꦛas shown up, but in places you might not have expected. Titanfall and its battle royale spinoff, Apex Legends, allowed players to access almo𒁏st anywhere they could see, and Smektala says, "Call of Duty even is going in that direction." I'd argue that Breath of the Wild and Tears of the Kingdom also both offer some of that ability to "access almost anywhere," as long as Link had the stamina to climb there.
Whether Nintendo, Respawn, or Activision took any particular notice of Dying Light is unclear, but Smektala says that he hopes his game "opened some mental drawers in other developers' heads." But it's not just open-world game design that he think💧s Techland pushed the envelope on. First-person melee combat is a particular example of something he thinks "we are a pioneer" in. And "one thing that no one is doing in the same way that we are doing is [...] the combination of open-worl🌞d and survival horror. This is something very, very special about us."
Techland might have pioneered some ideas, but there are other "areas of perfection" that the Dying Light team can't mess up at any cost.
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I'm GamesRadar's Managing Editor for news, shaping the news strategy across the team. I started my journalistic career while getting my degree in English Literature at the University of Warwick, where I also worked as Games Editor on the student newspaper, The Boar. Since t♉hen, I've run the news sections at PCGamesN and Kotaku UK, and also regularly contributed to PC Gamer. As you might be able to tell, PC is my platform of choi♑ce, so you can regularly find me playing League of Legends or Steam's latest indie hit.
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