Dying Light 2 - New location of the City, interview before E3 WccfTech ..

And before the start of the video, I would like to recommend you the channel - Prophet Games. The guy makes interesting videos on games like Stalker 2, Death Stranding, Cyberpunk 2077 and many others. In his new videos, he also plans to introduce machinima.

And I know that he is watching my channel, so ... Say hello for me =) Hello friends, everyone! The grim and huge Dying Light 2 is coming to e3 2019 And they have an exclusive look at one of its key, new locations. This concept art is called - A good deed will go unpunished.

And it demonstrates to us, the once popular amusement park, which plunged into oblivion ... And felt all the destructive power, both natural and potentially beyond natural destruction. As you can see, there is also a reference to Dead Island - another Techland game with a zombie theme.

An incredible paradise lost atmosphere. But the studio promises that there is more to this setting than meets the eye, because along with Techland's concept art, they added a description of the location that also gives you a better idea of ​​what to expect.

When a player enters this dilapidated theme park, during the events of the game itself. Players are directly responsible for shaping the world of Dying Light 2; player choices will affect entire regions, districts, and city zones. Dying Light 2 often forces you to make decisions on the spot.

And the result can be completely unexpected. This particular scene shows you how something kind and familiar from childhood can appear in a terrifying way. This amusement park, once a bustling, busy area, is now in ruins. And the Huge Octopus attraction symbolizes the famous Ferris wheel from Pripyat, which is not far from Chernobyl.

Equally desolate and majestic, abandoned by nature, in other words, your actions in Dying Light 2 will affect entire regions of the map. And the consequences of each decision may not necessarily play out the way you expect. To discuss the new settings and additional RPG elements that will make this sequel different from its predecessor, can you talk about the modern setting of the dark ages, how it came about and what makes it unique as well? Dying Light 2 started its development a long time ago.

But we usually spend a lot of time in the conceptual phase. In an effort to make sure everything we decide to move forward with is well thought out, we've defined the meaning of the game, the basics of design, the dominant emotions we want to evoke in the players, knowledge and world attitudes.

But we still felt that we needed something unique to make the game truly outstanding. The modern Middle Ages was a concept that came to us at this stage. We found that juxtaposing medieval human behavior, order, rules and laws in the modern world is really to make us all, humans, think.

As humanity, once upon a time, we were there, during the real dark ages. We lost our minds for a while, we started the most violent wars, we stopped believing in common sense. When you see all these things in the context of a modern city, it all makes you wonder ...

What if we are not careful with that? what do we have now? We can really go back to the worst versions of ourselves. It is not only a storytelling tool, but also a landmark that we use in many other areas of the project. For example, when we design locations, we take modern buildings and add post-apocalyptic elements.

To make them look like medieval fortresses. And if you look at the weapons in the game, they are the most medieval. But made of modern materials. How many factions are in the game? Is there something like a reputation system? So far, we have brought you two of the most famous ones.

Scavengers and peacekeepers. Both are very influential groups to be reckoned with. The peacekeepers want to destroy every infected ghoul. And they try to impose it without considering anything else. Scavengers think they can build a safe haven and hide from the infected and other people.

You may agree with this or that opinion, but both sides have many dirty secrets that will make you look at them from a completely different angle. And this is just the beginning. Since there are also many smaller factions in the world of Dying Light 2 trying to thrive in the shadow of the rulers, this is a rather complex political setting.

Almost a game of thrones of its kind. And no. There is no reputation system in the game. We don't want you to score points. We want you to make real, in fact, decisions yourself. The world system will be completely new for Dying Light 2, can we discuss exactly what will change in the sequel? In Dying Light 2, players will receive a shaping gameplay gameplay.

Like in a sandbox. All this happens using various methods and systems. One is the story itself, with various branching choices and their significant implications; the other is the world system you mentioned, where every player action is considered, added, subtracted, and accounted for.

And as these actions accumulate, more and more elements begin to appear in the world. For example, if you take analogies from the already presented demo. Things like a fountain, which can be used to improve health, for example. Or specific encounters that allow you to get some rare items.

When it comes to story presentation, do you prefer separate cut-scenes, or seamless dialogue, right during the gameplay in Dying Light 2? We use cutscenes, but they flow into the narrative quite easily, keeping the players feeling in the first person.

We are committed to making Dying Light 2 an immersive experience where players can see and feel everything that the main character is experiencing. As I said earlier, the most sincere and safest answer is that Dying Light 2 is similar in length to other AAA projects in the open world.

The thing about Dying Light 2 is that it offers a lot of replay value, and each playthrough can be radically different. One of the fans of the first Dying Light was able to play the game for four and a half thousand hours. I think he will squeeze the same amount of time out of the second.

Will there be multiple endings? If so, do you have an idea of ​​how many options you are targeting? There are many, a certain number of huge endings. And even more variations of them. But again this is not really that important. The main thing here is that you can shape the city to your liking.

Create your own version. The ending is essentially the real result of what the city looks like after you've gone through your own personal adventure. From an RPG perspective, is there anything else? what makes Dying Light 2 unique? What would you like to focus on? I would say that this is the ability to see the result of your choice, on such a huge scale.

For us, RPG is mostly about role-playing, filling the so-called baggage of the protagonist. And you will get tons of opportunities for this. Through the storytelling, through the gameplay. It sounds promising! Thanks for your time! That's something like that, friends.