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    How did it get there? The gameplay is focused on weapons-based combat and parkour , allowing players to either fight or flight when presented with dangers.

    The game also features an asymmetrical multiplayer mode originally set to be a pre-order bonus , and a four-player co-operative multiplayer mode.

    The development of the game began in early , after the team completed the development of Dead Island. The game's parkour system puts emphasis on natural movement.

    To implement that, Techland had to abandon most of the story elements and build them again from scratch. To create a story that would suit the taste of the American audience, the writing team collaborated with Dan Jolley.

    The story was inspired by both Heart of Darkness and The Plague. At release, Dying Light received positive reviews from critics, with praise mainly directed at the combat, graphics, co-operative multiplayer, navigation and the day—night cycle, while receiving criticism regarding the story, difficulty, and technical issues.

    Techland committed to supporting the game, and released downloadable content packs, content drops and free updates for the game several years after the initial launch.

    Dying Light is a survival-horror video game played from a first-person perspective. The game is set in an open-world environment called Harran; initially, an area named the Slums can be freely explored, later adding a second area called Old Town.

    There is an emphasis on parkour mechanics, which allow players to perform actions such as climbing ledges, leaping from edges, sliding, jumping between roofs and zip-lining.

    The player character can utilise his "survivor sense" to identify all nearby loot and use lockpicks to open locked chests. Players can also complete various side missions by accepting tasks issued by the non-playable characters in the game's safe zones.

    Dying Light contains a dynamic day—night cycle. During the day, players can set traps, save random survivors, and make their way to airdrops.

    The infected are slow, apathetic, and easily visible and they can be easily avoided. Without daylight, the senses of the infected become more acute and accurate.

    They can also sprint after the player character and inflict more damage, and gain the ability to jump and climb buildings.

    In order for players to avoid contact, they need to use their "survivor sense" to locate and avoid the infected.

    Players' main defence against the infected is ultraviolet light, which slows their movement. The game features a variety of enemies, including the slow, low-level Biters, Bombers which explode when the player character gets too close, Virals which can run quickly, and dangerous Volatiles which only appear at night.

    Players can repair a weapon a limited number of times or dismantle it for parts. Crafting weapons requires crafting ingredients, such as gauze and metal parts, and a blueprint, which can be scavenged or purchased from a shop.

    Firearms do not break or degrade, but ammunition is generally scarce. The player character's combat efficiency is governed by his health , fitness and stamina.

    When players take damage, he will lose health, which can be replenished when Crane utilises a medkit or consumes food.

    Engaging in combat with enemies will help players to earn power points, while performing parkour movement can earn agility points. Completing missions, challenges and quests will help players to earn survival points.

    As players earn experience, they can spend skill points to select new skills from a skill tree. Experience points are boosted when players explore at night, and while survival points are deducted if killed during the day, there is no such penalty at night.

    The game features a four-player cooperative multiplayer mode which allows players to explore Harran and complete the campaign together.

    The players who are playing as humans are tasked with destroying the infected nests and surviving attacks performed by the Night Hunter, while the Night Hunter's goal is to deplete the players' collective life pool and therefore prevent them from attacking the nests.

    In the city of Harran, a mysterious viral outbreak has turned most of the population into hyper-aggressive zombie-like creatures, forcing Harran's Defence Ministry to quarantine parts of the city.

    Players assume the role of Kyle Crane, an undercover GRE operative sent to infiltrate the quarantine zone to find Kadir "Rais" Suleiman, a political figure gone rogue who has a file that could destroy the organisation's reputation.

    When Crane arrives, he must decide between completing his mission or helping the survivors. Crane is bitten by an infected, though he is rescued by Jade Aldemir and taken to a survivor sanctuary called the Tower.

    Crane is introduced to Rahim Aldemir, Jade's younger brother, who then teaches him the basics of parkour.

    Crane learns that the Tower is being harassed by a gang of bandits led by a warlord named Rais who steals and hoards supplies from the GRE airdrops.

    This includes Antizin, a drug that slows the process of infection and suppresses its symptoms. Crane is tasked with reaching an airdrop containing the direly needed Antizin but the GRE instructs him to destroy the airdrop and instead buy the drug from Rais in order to confirm his identity.

    Crane reluctantly complies and lies to the Tower that the supplies have been looted. Upon meeting Rais, Crane is able to confirm that he is indeed Suleiman.

    Crane carries out a series of unethical tasks for Rais under the assumption that he will be rewarded with two crates of Antizin, but Rais betrays him by only giving him five vials.

    He later severs relations with the GRE when they halt the supply drops and refuse to help the Tower. Desperate to obtain Antizin, Crane and Jade raid Rais's storage facility but they instead find a cache of plastic explosives.

    Rahim attempts to use the explosives to bomb a Volatile nest, despite Crane's objection. Rahim is wounded, and Crane executes Rahim's plan and destroys all the infected in the nest.

    However, when he returns, he discovers that Rahim was actually bitten and had turned into an infected while Crane was gone, forcing Crane to kill him.

    Meanwhile, a scientist at the Tower named Dr. Imran Zere, who was attempting to develop a cure for the virus, is kidnapped by Rais.

    Crane attempts a rescue but is also captured. Rais reveals that the file he stole contains proof that the GRE intends to weaponise the virus rather than develop a cure.

    In the process of escaping, Crane cuts off Rais's hand. Zere is killed after telling Crane that he had tasked Jade with delivering his research to scientist Dr.

    Allen Camden. As Crane searches for Jade, he learns that the Defence Ministry is planning to bomb Harran in an effort to eradicate the outbreak, claiming that there are no survivors.

    Working with the Embers, a survivor group in Old Town, Crane tries to alert the outside world by setting off bombs in an apartment building in the pattern of a sad face, but a jet fires a missile which obscures the pattern.

    Crane then reactivates a radio tower and successfully alerts the outside world of survivors in Harran, thwarting the Ministry's plan. Jade is captured by Rais, who steals Dr.

    Zere's research. Crane begins to succumb to the virus as he searches for Jade at a museum; when he reaches her, he finds that she was also bitten and will soon turn into an infected.

    Watching from a distance, Rais offers Crane one dose of Antizin to save either himself or Jade. Jade sacrifices herself, injecting Crane at the last minute, and protects Crane from Rais's men.

    Jade then succumbs to the infection and turns, forcing Crane to kill her. After killing Rais's second-in-command, Crane delivers the tissue samples to Dr.

    Camden, who believes that he is close to developing a cure, but needs the rest of Dr. Zere's data. Crane discovers that Rais is giving Dr.

    Zere's research to the GRE in exchange for extraction from Harran. Crane assaults Rais's headquarters and battles him atop a skyscraper, just as a GRE helicopter appears.

    Crane throws Rais off the building and narrowly recovers the research data; he decides to give it to Dr. Camden, and stays in Harran to help the remaining survivors.

    The core team of Techland , which had previously released Dead Island in , commenced development on Dying Light in early For this reason, Techland decided to split from Deep Silver and develop a new property.

    Interactive Entertainment served as the game's publisher and gave Techland complete creative control over the project. Parkour is an important part of the game.

    The team felt that the gameplay experience would be restricting if players could not jump over or climb environmental obstacles or perform other basic movements.

    However, as development progressed, the team found that the hooks were limiting players' freedom, since developers were placing hooks in very specific locations.

    In addition, when one designer changed the position of a hook, he also needed to adjust the locations of other hooks, which was a very troublesome process.

    Starting from , programmer Bartosz Kulon decided to implement a system that scans all possible climbable objects and recognises them as hooks.

    The engine would then determine what type of object the player is climbing and choose an appropriate animation for the game to render. The new system, which was named "Natural Movement", saved the designers considerable time.

    For instance, since players can now approach an objective from various directions and reach previously unreachable areas, the artificial intelligence AI controlling the enemies cannot simply spawn out of nowhere.

    The existing animations resulted in various glitches , as the player character would often clip through structures. Some playtesters also experienced motion sickness.

    This resulted in major changes in animations, AI, and the heads-up display. The studio had to abandon most story and quest ideas and start again.

    The day—night cycle concept was envisioned by Ciszewski prior to the production of Dead Island , but was not implemented in that title due to the team's limited size and resources.

    The game's level designer, Jula Arendt, is a qualified architect and created the history of Harran, which influenced its architectural design.

    Inspired by the Rocinha favelas of Brazil , Harran was designed to be a city with many windows and interiors which serve as possible parkour routes for the players.

    Another reason why Techland did not make Dying Light a sequel to Dead Island was because the team wanted to create a survival game with a serious tone, while Dead Island ' s story is lighthearted and the game features mostly hack and slash gameplay.

    Game designer Maciej Binkowski felt that the game featured " Hollywood realism", and that they did not intend to make over-the-top weapons like the Dead Rising series.

    He took inspiration from s and s movie soundtracks, seeking a sadder tone which he felt was more appropriate than typical horror music for the game's post-apocalyptic setting.

    He made frequent use of synthesizers to "present a feeling of abandonment, emptiness and sadness" to players. When composing music for the night section of the game, his aim was to achieve a silent atmosphere.

    The team eventually created a whistling sound, which they felt made enemy encounters at night more eerie and disturbing. Dying Light was first announced in May On 17 January , Techland announced that physical copies of Dying Light had been delayed due to a "longer lead time than digital".

    Techland announced that the game would still be available digitally on its scheduled release date. Early adopters were awarded with more in-game weapons.

    The game's season pass included three post-launch DLC packs. It introduced two narrative missions in which the player investigates buildings which were cordoned off during the early days of the zombie apocalypse.

    It was released alongside a free hard mode, which introduced a new tier of weapon rarity and extends the duration of night.

    On 2 February , a patch disabled mod support for the game. Techland launched several promotional campaigns for the game. In addition a special edition of the game, it included a physical zombie shelter, parkour lessons, night vision goggles and a trip to Techland in Poland.

    This was later expanded into the "Drink for DLC" campaign, with the planned release of multiple pieces of free DLC for the game if a certain amount of pictures were posted.

    A standalone expansion, The Following , was released on 9 February The Following introduces a new story campaign, controllable vehicles, and a map the size of all the Dying Light maps combined.

    The demo offers three hours of gameplay content and supports four-player co-operative multiplayer. These content drops included new weapons, new enemies, a new map called "Prison Heist", and a time-attack mode.

    In this DLC, players fight demonic monsters with medieval weapons. Dan Whitehead from Eurogamer felt that the story, despite being predictable, was serviceable, though he noted that the main campaign was "repetitive".

    Jeff Grubb from VentureBeat also criticised the writing and felt that the story does not make sense. He felt that the story was surprisingly straightforward, and wrote that the villain was "entertainingly cliched".

    Grubb praised the responsive controls and liked the upgrade options and the progression system, which rewards players for taking risks during night.

    He added that night gameplay was "exhilarating" and "truly terrifying". However, he felt that the melee combat was not as "fulfilling" as the original game.

    VanOrd also applauded the free running system, saying that it "energizes moments of great tension", and that climbing tall structures can be "an anxious exercise in precision".

    Several critics believed that the game should be streamlined, with some singling out the weapon-breaking mechanic and the crafting system.

    Williams believed that they existed only to lengthen the game. He also felt that the survival focus would cause players to lose interest. Whitehead praised the game's multiplayer, adding that the cooperative challenges make the game's world reactive and fresh, and gives players reason to stay engaged after they finished the campaign.

    He also praised the asymmetrical multiplayer mode, and stated that it was "a blast" if players play in a full lobby. In the first week after its release, 1.

    Dying Light has the highest-selling first month of sales for a new survival-horror intellectual property, breaking the record previously held by The Evil Within.

    In May , it was announced that the development of another Techland video game, Hellraid , had been put on hold to allow the studio to allocate resources and time to concentrate on the development of the Dying Light franchise.

    From Wikipedia, the free encyclopedia. Survival horror video game. See also: Dying Light: The Following. Main article: Dying Light 2.

    Archived from the original on 24 October Retrieved 24 August Rock, Paper, Shotgun. Archived from the original on 19 July PC Gamer.

    Archived from the original on 13 March Retrieved 13 March Archived from the original on 7 February Retrieved 6 February Archived from the original on 2 February


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