SPECIALS

Interview with Techland's franchise director

5) What are your future plans for expanding Dying Light: The Beast? More content via patches, DLC’s?

Our current focus was on delivering the most polished, complete experience possible at launch. Dying Light: The Beast was designed as a standalone, story-driven game, but now when the game is released we’re eagerly listening to the community's voice. If players want more, and if the community has ideas worth exploring, we’ll listen. We’ve always taken pride in supporting our games for years after launch, but we’ll approach it organically rather than promising anything specific right now.

6) Which zombie movies are your favorite? Were you influenced by any of them to create the repulsive zombies that flood the world of Dying Light?

Oh, absolutely. 28 Days Later is still one of my favorites - the way it redefined zombies as something terrifyingly fast and unpredictable really left a mark. Then there’s Dawn of the Dead - both Romero’s original and Snyder’s remake - for showing how societal collapse can be just as frightening as the undead. But these are the classics, but there are many more interesting takes on the format, from Shaun of the Dead to The Girl with All the Gifts. One thing that good zombie fiction always reminds you of is that the best zombie stories are rarely about monsters - they’re about people.

7) One of Techland’s well-known and successful franchises was Call of Juarez. Are there any plans to return to that, or is your focus on Dying Light series from now on?

Call of Juarez holds a special place in our hearts - it’s part of Techland’s legacy, and we’re proud that players still remember it so fondly. But right now, our focus is entirely on the Dying Light universe. There’s so much more we want to explore in this world zombie-infested - thematically, narratively, and mechanically. That said, never say never. Like in this saying - you want to make the god laugh… Tell him your plans. I think we’ve learned to not overthink the future as it’s always surprising.

8) What would you consider the core pillars of your creative process? Do you have a specific attribute that would describe all your games?

I think the core of everything we do is player immersion. Whether it’s the first-person perspective, the physicality of movement, or the detail in our world design, we want playersto feel like they’re there. That immersion drives every creative decision we make. If there’s one word that defines Techland’s games, it’s “believability” - not realism for realism’s sake, but authenticity. Even when you’re drop-kicking zombies off a rooftop, it still feels somehow plausible in the world we’ve built.

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Γιώργος Δεμπεγιώτης

Lover of action, shooter, adventure, RPG's and sometimes racing games, he prefers mainly single-player gaming. Every now and then he breaks out into a multi, but he doesn't overdo it.

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