Showing posts with label video game industry. Show all posts
Showing posts with label video game industry. Show all posts

Saturday, October 11, 2025

Astro Bot Creator Threatens Legal Battle With Sony Over Series Control

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The Rise of Astro Bot and the Battle for Creative Control

Sony has long been known for its iconic gaming franchises, but few could have predicted the sudden success of Astro Bot. This platformer, developed by Team Asobi, captured the hearts of gamers worldwide, earning critical acclaim and a multitude of awards. Its popularity was unexpected, yet undeniable. With such a hit on their hands, it's no surprise that Sony is looking to capitalize on the franchise’s potential.

However, the game's director has made it clear that creative integrity will not be compromised. In a recent interview, Nicolas Doucet, the Creative Director of Astro Bot, emphasized that the team is prepared to stand up for their vision if necessary. This assurance has brought relief to fans who worry about corporate interference in a game that has already proven to be a standout title.

Post-Launch Support Shows Commitment

One of the most impressive aspects of Astro Bot has been its post-launch support. Team Asobi has consistently delivered free DLC content, keeping the game fresh and engaging for players. Unlike many other titles that shift toward live-service models, Astro Bot has maintained its original design and philosophy. Sony has not pressured the developers to transform the game into something it was never intended to be.

This approach has helped maintain the game’s charm and appeal. Fans appreciate the fact that the developers are focused on enhancing the experience rather than monetizing it through unnecessary additions. It also shows that Sony is willing to trust the team’s judgment when it comes to the direction of the game.

Balancing Creativity and Corporate Goals

In a new interview with the Financial Times, Doucet discussed the delicate balance between Team Asobi’s creative identity and Sony’s broader ambitions. He mentioned that if the creative side felt marginalized or restricted, the team would address the issue directly. This kind of transparency is reassuring, especially given the history of some studios being forced to alter their creative vision under corporate pressure.

Doucet’s comments suggest that the studio is determined to protect its artistic freedom. This is particularly relevant if a sequel to Astro Bot is in the works. Sony’s president has already hinted at the possibility of a follow-up, which makes it even more important for the developers to retain control over the project.

What Comes Next for Astro Bot?

Despite the excitement surrounding the franchise, Sony has yet to officially announce whether a sequel or additional free DLC is in the pipeline. However, many believe that more content is likely on the way. Given the positive reception of the game, it’s hard to imagine Sony letting the IP fade away.

The company has already described Astro Bot as an "emerging IP," which signals that they see long-term potential in the franchise. This designation means that we can expect to see more from Astro Bot in the future, whether through sequels, spin-offs, or expanded content.

A Delicate Balance

While the prospect of more Astro Bot content is exciting, there is a concern that Sony might try to turn the franchise into a live-service model. That approach could alienate fans who value the game’s original design and focus on quality over quantity. It’s crucial that the developers continue to advocate for their vision, ensuring that the game remains true to its roots.

For now, the relationship between Team Asobi and Sony seems to be working. Both parties appear to be committed to maintaining the game’s creative integrity while exploring new opportunities. If this balance continues, Astro Bot could become one of Sony’s most beloved and enduring franchises.

Astro Bot Creator Threatens Legal Battle With Sony Over Series Control

Featured Image

The Rise of Astro Bot and the Battle for Creative Control

Sony has long been known for its iconic gaming franchises, but few could have predicted the sudden success of Astro Bot. This platformer, developed by Team Asobi, captured the hearts of gamers worldwide, earning critical acclaim and a multitude of awards. Its popularity was unexpected, yet undeniable. With such a hit on their hands, it's no surprise that Sony is looking to capitalize on the franchise’s potential.

However, the game's director has made it clear that creative integrity will not be compromised. In a recent interview, Nicolas Doucet, the Creative Director of Astro Bot, emphasized that the team is prepared to stand up for their vision if necessary. This assurance has brought relief to fans who worry about corporate interference in a game that has already proven to be a standout title.

Post-Launch Support Shows Commitment

One of the most impressive aspects of Astro Bot has been its post-launch support. Team Asobi has consistently delivered free DLC content, keeping the game fresh and engaging for players. Unlike many other titles that shift toward live-service models, Astro Bot has maintained its original design and philosophy. Sony has not pressured the developers to transform the game into something it was never intended to be.

This approach has helped maintain the game’s charm and appeal. Fans appreciate the fact that the developers are focused on enhancing the experience rather than monetizing it through unnecessary additions. It also shows that Sony is willing to trust the team’s judgment when it comes to the direction of the game.

Balancing Creativity and Corporate Goals

In a new interview with the Financial Times, Doucet discussed the delicate balance between Team Asobi’s creative identity and Sony’s broader ambitions. He mentioned that if the creative side felt marginalized or restricted, the team would address the issue directly. This kind of transparency is reassuring, especially given the history of some studios being forced to alter their creative vision under corporate pressure.

Doucet’s comments suggest that the studio is determined to protect its artistic freedom. This is particularly relevant if a sequel to Astro Bot is in the works. Sony’s president has already hinted at the possibility of a follow-up, which makes it even more important for the developers to retain control over the project.

What Comes Next for Astro Bot?

Despite the excitement surrounding the franchise, Sony has yet to officially announce whether a sequel or additional free DLC is in the pipeline. However, many believe that more content is likely on the way. Given the positive reception of the game, it’s hard to imagine Sony letting the IP fade away.

The company has already described Astro Bot as an "emerging IP," which signals that they see long-term potential in the franchise. This designation means that we can expect to see more from Astro Bot in the future, whether through sequels, spin-offs, or expanded content.

A Delicate Balance

While the prospect of more Astro Bot content is exciting, there is a concern that Sony might try to turn the franchise into a live-service model. That approach could alienate fans who value the game’s original design and focus on quality over quantity. It’s crucial that the developers continue to advocate for their vision, ensuring that the game remains true to its roots.

For now, the relationship between Team Asobi and Sony seems to be working. Both parties appear to be committed to maintaining the game’s creative integrity while exploring new opportunities. If this balance continues, Astro Bot could become one of Sony’s most beloved and enduring franchises.

Sunday, September 14, 2025

All Confirmed Details for Path of Exile 2: The Third Edict Revealed

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A Fresh Start for Path of Exile 2 with The Third Edict

As the summer season begins to wind down, players of Path of Exile 2 are in for a thrilling return to the game. With the release of early access update 0.3, titled The Third Edict, the game is set to deliver an entirely new experience that promises to redefine what players know about the world of Wraeclast. This major update not only introduces fresh content but also sets the stage for the upcoming 1.0 release, making it a must-play for both returning and new players.

Act 4: A New Chapter in the Story

One of the most anticipated features of The Third Edict is the introduction of Act 4, which brings a brand-new map and a host of new challenges. Players will journey to the Ngamakanui archipelago, a non-linear environment where they can choose their own path to uncover pieces of a powerful weapon needed to defeat the Beast. This level of freedom allows for a more personalized gameplay experience, as players can explore the area in any order they prefer.

In addition to the new map, Act 4 introduces several new bosses, including Lord of Kin and Diamora, the Song of Death. These encounters are designed to test players' skills and strategies, offering a more dynamic and engaging challenge than previous acts.

Endgame Access Without Repetition

A significant change in The Third Edict is the removal of the requirement to replay the campaign on Cruel Difficulty to unlock the endgame. Instead, three new Interlude Acts have been introduced to help players reach the level 65 threshold needed for endgame content:

  • The Curse of Holten: Players return to Ogham to assist Renly in rebuilding the village and defeating corruption.
  • The Stolen Barya: A mission in the Vastiri Desert where Asala fulfills her sacred duty.
  • Doryani's Contingency: A mountain climb to find lost Vaal descendants and uncover hidden secrets.

These acts include 19 new areas and 12 new bosses, ensuring players can easily meet the level requirement without grinding through the campaign again. However, these acts are temporary and will be replaced when Acts 5 and 6 are added later.

The Abyssal League: A New Challenge

With The Third Edict, Path of Exile 2 introduces its first full League, called Rise of the Abyssal. This event pits players against Abyssal enemies emerging from the depths of Wraeclast. To progress, players must defeat these creatures and close the Abyss they spawn from to access Abyssal troves filled with unique loot.

New items such as Preserved Vertebrae and Preserved Ribs allow players to add Desecrated modifiers to their gear using the Well of Souls, introducing new possibilities for gear customization. Additionally, the Ancient Spire now features new bosses for players who have reached the endgame, providing even more reasons to chase the perfect build.

Quality of Life Improvements

Players will also appreciate several quality of life improvements in this update. One of the most notable changes is the ability to sprint by holding down the dodge roll button, making traversal more efficient. Another welcome addition is asynchronous trading, which allows players to buy and sell items without direct interaction, making the trading system more accessible and user-friendly.

Gameplay Balance and New Features

Alongside the new content, The Third Edict includes balance updates and enhancements to existing systems. For example, all classes receive buffs, with new skills and 150 additional clusters on the passive tree. The crafting system has also been upgraded, featuring higher-tier crafting currencies, guaranteed minimum level mods, and new Exceptional items with extra sockets or improved quality.

Support gems now allow multiple copies of the same gem, with upgrade tiers available during character leveling. This gives players more flexibility in building their characters and experimenting with different playstyles.

Endgame Expansion

Once players reach the endgame, The Third Edict opens up a wealth of new opportunities. In addition to the new maps and bosses from Act 4 and the Interlude Acts, there are now overworld endgame encounters. Events like the Vaal Vault in the Mountain Biome offer challenging boss fights, with rewards including 40 new Lineage Support Gems—unique support gems with powerful effects that can define a player’s build.

Overall, The Third Edict marks a major step forward for Path of Exile 2, offering a mix of new content, improved mechanics, and exciting challenges that will keep players engaged for months to come.

All Confirmed Details for Path of Exile 2: The Third Edict Revealed

Featured Image

A Fresh Start for Path of Exile 2 with The Third Edict

As the summer season begins to wind down, players of Path of Exile 2 are in for a thrilling return to the game. With the release of early access update 0.3, titled The Third Edict, the game is set to deliver an entirely new experience that promises to redefine what players know about the world of Wraeclast. This major update not only introduces fresh content but also sets the stage for the upcoming 1.0 release, making it a must-play for both returning and new players.

Act 4: A New Chapter in the Story

One of the most anticipated features of The Third Edict is the introduction of Act 4, which brings a brand-new map and a host of new challenges. Players will journey to the Ngamakanui archipelago, a non-linear environment where they can choose their own path to uncover pieces of a powerful weapon needed to defeat the Beast. This level of freedom allows for a more personalized gameplay experience, as players can explore the area in any order they prefer.

In addition to the new map, Act 4 introduces several new bosses, including Lord of Kin and Diamora, the Song of Death. These encounters are designed to test players' skills and strategies, offering a more dynamic and engaging challenge than previous acts.

Endgame Access Without Repetition

A significant change in The Third Edict is the removal of the requirement to replay the campaign on Cruel Difficulty to unlock the endgame. Instead, three new Interlude Acts have been introduced to help players reach the level 65 threshold needed for endgame content:

  • The Curse of Holten: Players return to Ogham to assist Renly in rebuilding the village and defeating corruption.
  • The Stolen Barya: A mission in the Vastiri Desert where Asala fulfills her sacred duty.
  • Doryani's Contingency: A mountain climb to find lost Vaal descendants and uncover hidden secrets.

These acts include 19 new areas and 12 new bosses, ensuring players can easily meet the level requirement without grinding through the campaign again. However, these acts are temporary and will be replaced when Acts 5 and 6 are added later.

The Abyssal League: A New Challenge

With The Third Edict, Path of Exile 2 introduces its first full League, called Rise of the Abyssal. This event pits players against Abyssal enemies emerging from the depths of Wraeclast. To progress, players must defeat these creatures and close the Abyss they spawn from to access Abyssal troves filled with unique loot.

New items such as Preserved Vertebrae and Preserved Ribs allow players to add Desecrated modifiers to their gear using the Well of Souls, introducing new possibilities for gear customization. Additionally, the Ancient Spire now features new bosses for players who have reached the endgame, providing even more reasons to chase the perfect build.

Quality of Life Improvements

Players will also appreciate several quality of life improvements in this update. One of the most notable changes is the ability to sprint by holding down the dodge roll button, making traversal more efficient. Another welcome addition is asynchronous trading, which allows players to buy and sell items without direct interaction, making the trading system more accessible and user-friendly.

Gameplay Balance and New Features

Alongside the new content, The Third Edict includes balance updates and enhancements to existing systems. For example, all classes receive buffs, with new skills and 150 additional clusters on the passive tree. The crafting system has also been upgraded, featuring higher-tier crafting currencies, guaranteed minimum level mods, and new Exceptional items with extra sockets or improved quality.

Support gems now allow multiple copies of the same gem, with upgrade tiers available during character leveling. This gives players more flexibility in building their characters and experimenting with different playstyles.

Endgame Expansion

Once players reach the endgame, The Third Edict opens up a wealth of new opportunities. In addition to the new maps and bosses from Act 4 and the Interlude Acts, there are now overworld endgame encounters. Events like the Vaal Vault in the Mountain Biome offer challenging boss fights, with rewards including 40 new Lineage Support Gems—unique support gems with powerful effects that can define a player’s build.

Overall, The Third Edict marks a major step forward for Path of Exile 2, offering a mix of new content, improved mechanics, and exciting challenges that will keep players engaged for months to come.

Saturday, August 23, 2025

The Future of Xbox: Embracing Consoles After 23 Years of Highs and Lows

I feel that even the most fervent ofXboxFans have to admit that the brand has had plenty of highs and lows over the past 23 years. Of course, its competition isn't exactly perfect, with Nintendo frequently making anti-consumer decisions, and PlayStation failing to inspire hope that this generation will be anything more than remasters and remakes. However, Xbox, despite its obvious successes, has, at least since the Xbox One era, been on a bit of a downward turn.

The Xbox One was plagued with issues at launch, focused too much on external media, and lacked the exclusives its competitors, specifically Sony, were offering. TheSeries X/S started off poorly, but quickly picked up the pace and ended this generation on a high note. However, Xbox barely resembles the company it once was, and its controversial decisionsMake me wonder what comes next, especially on the hardware front, as we move into the next generation..

The End of an Era for Series X/S Is a New Beginning

One Door Closes, Another Opens

It is, whether we like it or not, the end of the road for the Xbox Series X/S. While Xbox has yet to officially announce the successor to the Series X/S, the Partner Head of Design at Xbox, Carl Ledbetter, has more or less confirmed thatthe Series X/S is over. In aLinkedInpost,Ledbetter stated that they are "wrap up this journey with the Xbox Series X and Series S,which, five years after its launch, sounds like an admission that support for the platform is coming to an end.

However, that is not a bad thing, as much as detractors may imply. Indeed,I'm rather excited for the next phase of Xbox's journey, especially as the Series X/S era is ending on such a high note. While much of this generation has been marred byXbox's mismanagement of first-party games, the unfortunate anddevastating mass layoffs, and even the somewhat expectedDeath of physical media, there have been plenty of positives as well.

Xbox has finally gotten around to releasing strong first-party games.and has, at least hopefully, moved beyond the disappointing era that brought us the likes ofRedfallXbox Game Pass is making a ridiculous profit, even if it is hurting some indie developers and enforcing bad consumer habits, and has had a string of amazing day-one releases. Additionally, Xbox's many acquisitions also finally seem to be paying off and delivering in a way.Sony's ill-fated Bungie acquisitionsimply isn't.

Xbox is finally in a very good position to reclaim its place in the industry and begin dominating again. The end of the Series X/S may bring with it some complex emotions, especially for those affected by much of the devastation caused throughout its lifetime, butIt also brings with it a whisper of hopeXbox must capitalize on that hope, and the best way to do that is with a new console.

The ROG Ally Is Coming, But There's Room For A Console

Xbox Shouldn't Just Be a Handheld

Xbox has partnered with ASUS to create the ROG Xbox Ally, and as a handheld enthusiast, that's extremely exciting. The power of the ROG Xbox Ally X could make it one of thebest handheld PCson the market, putting Xbox in a very profitable position, especially compared to the relatively new and fledgling competition. However,as cool as it is - and both models are extremely enticing - it isn't what Xbox should be focusing on.

If Xbox wants to remain competitive in the gaming industry, and not just become the third-party publisher everyone thinks it will be, then it needs a new console. The studio has hinted at thenew Xbox being a PC; however, frankly, that sounds like a huge mistake, asThe complexity of a PC is what drew people to consoles in the first place.. Whether it is the Xbox Two or Series Y/T, I don't particularly care.

However, PlayStation and Nintendo won't stop making consoles, at least for the time being, and those who are not interested in spending thousands on a regular basis for a gaming PC will still want a console. Even if moreXbox games come to PlayStation,there should still be a central, easy-to-use hub that isn't bogged down by the numerous flaws of Windows 11. Beyond all of that, on a purely existential and nostalgic level, it would just be sad to see the death of the Xbox.

After 23 Years, It Would Be A Shame To See Xbox Exit The Console Market

It has been a key part of it for so long

Xbox shouldn't abandon the console market just yet. I appreciate that the physical Xbox itself hasn't been particularly profitable - especially compared to thethe ridiculous success of Game Pass- for quite a while now, with the Series X/S selling significantly less than the PS5 and, naturally, the Nintendo Switch. However, during that time,Xbox has learned a lot and improved in many ways, enough, I suspect, to earn some goodwill from former and new fans..

Sure, Microsoft seems pretty keen on pushing the "everything is an Xboxnarrative to get us all used to the idea that cloud gaming is the future, and we don't need a big black box with a green circle and X plastered all over it, but that isn't a particularly exciting future. I like the idea of cloud gaming, butHere is something rather special about having a box to gather around with your friends, one that preferably takes physical discs..

Without getting overly hyperbolic,Gaming consoles became the proverbial campfire or water cooler for many, especially during the original Xbox and PS2 era.Playing together on the same couch as that original chunky black box with its neon-green center rested precariously next to your TV was a truly special occasion that gave us all an opportunity to bond in a truly unique way.

The physical, tangible nature of a console reminds us that games are not ethereal and digital products, but rather art that requires its own kind of canvas. Of course, Microsoft shouldn't invest millions, if not billions by this point, in new hardware just to satisfy a philosophical point of mine, but it would be such a shame to lose theXboxin its entirety, especially after 23 years of it holding an incredibly special place in our homes.

The Story of Dying Light: The Beast is the Story of the Industry - Game Rant Advance

Dying Light: The Beastis a moment of celebration for Techland: Kyle Crane is back, the visuals are sharper, the gameplay is deeper, the world is more developed, the franchise is growing, and everything that makesDying Lightgreat remains front and center. ButDying Light: The BeastIt is also a moment of contemplation. The past few years have been hard on developers, and that has not changed yet. As other developers are contemplating the direction of the industry, so is Techland, and it's easy to see how all of that manifests in a classic story as old as the industry: zombies.

Our ultimate goal for the series is to makeDying Light"the go-to zombie game, the ultimate zombie experience," said franchise director Tymon Smektała to me for Game Rant Advance, echoing words I've heard him say before. This humility has always surprised me, as there's no best zombie game list complete without the name.Dying Light(andDead Islandin some instances). But after exchanging over 10,000 words with Smektała and other Techland devs aboutDying Light: The BeastforGame Rant Advance, it became clear: the story of Dying Light: The Beast's development is the story of Techland's humility, which is also the story of this industry. But to understand that, we have to go back to day one.

Game Rant Advance Speakers

  • Tymon Smektała - Director of the Dying Light Franchise
  • Bruno Guérin - Executive Producer
  • Nathan Lemaire - Game Director
  • Katarzyna Tarnacka-Polito - Art Director
  • Kalina Sobierajska - Quest Designer

Every Game (and Industry) Starts Somewhere

Smekta Wishes Everyone Would Forget the Origins of Dying Light: The Beast

Dying Light: The Beastoriginally began as a DLCforDying Light 2: Stay Human, which leaked online. This moment is what Smektała wishes people would forget because he worries it paints a picture that is slightly undeserved. For some, this is an interesting development and understood iteration of the original, creative idea. For others, there will always be complaints that "Dying Light: The Beastis a DLC," and that's simply untrue. As anyone who understands iteration can attest, ideas will change rapidly. A single idea is not worth much in game development, a dozen little more so, but the ability to execute on a strong idea is what matters. That initial iteration doesn't have that much "in common with the fully-fledged game that players will get to play in the end." In a perfect world, this origin would remain a skeleton in Techland's closet.

As Smektała explained it, Techland burned that old work to the ground and built a new game on its ashes, turning the lackluster situation of the leak into a real, genuine strength for the company. The fuel for that fire was Kyle Crane. The DLC would haveDying Light 2' protagonist, Aiden Caldwell, but that's not what was best for the story or for the game. In a healthy move, this decision reset development and Techland returned to pre-production to prepare a brand new game for the series. Perhaps the ruthless antagonist and beautiful apocalypse concept remain similar, but even then, it's a stretch. This new story was Kyle Crane's story, and Techland worked throughout this new pre-production period to determine the scope of the game. Some decisions made include, but are not limited to, "increasing the map and making it more varied, creating a few dozen new characters, writing a huge number of brand new quests and side quests, allowing ourselves to have a bigger ambition in terms of technological improvements made to our own in-house C-Engine."

"At the end of that pre-production period," Smetaka said, "everyone at the studio understood that what we're looking at is the next game series, one that we were fully ready to pour all of our hearts into." In summary, Smektala also added,

Every game starts somehow - from a genius idea, from an iteration of an existing genre, from the urge to tell something. We started from a leaked project of smaller scale, but this ember allowed us to create something very special to the whole team, and to bring back Kyle Crane a little bit faster than we initially anticipated.

Every Game (Rant) Starts Somewhere

I wasn't here at the beginning of Game Rant; when it started in 2009, I was a kid playing games to escape the hardships of my childhood. I joined Game Rant in 2017 and have always had an appreciation for our origin story, which I see reflected inDying Light: The Beast's. They were born from an idea that spun-off an ill-timed leak; Game Rant was born from an idea that spun-off from the digital publication Screen Rant. In 2009, SR editors Rob Keyes and Ben Kendrick sought to establish Game Rant as its own site during a boom period for websites. As editor-in-chief Anthony Taormina wrote in celebration ofGame Rant's 15th-anniversary"Game Rant was, at the time, a side project—the younger sibling to an older, wiser, and more established elder." We were a standalone DLC who have always had the shadow of those origins cast over us, not so different from a project turning from a DLC into a full-fledged game.Dying Light: The BeastHis story is our story, but this is a story told a hundred times in this industry.

It All Starts Somewhere

From a genius idea, from an iteration, from a DLC, from a spin-off, the game industry has always been born from something else. In the 1950s, the technology was born out of computer scientists working with electronic machines, deciding to try to have fun with it. From Pong to the arcade, the industry continued to evolve from an ever-evolving door of "something elses": what if technology but fun? And so consoles would be born, and so PC technology would expand, and so too would the industry rocket. The industry has humble origins, reflecting Techland's humility in its role inthe zombie genreand reflecting the simplest places everyone's ideas have sprouted. And it grew, and it grew, and it busted, and it recovered, and it grew, and it grew—into an industry that many still believe to be recession and pandemic-proof, even as gamers stare at a plethora of issues in the industry today. But these humble origins of great ideas are everywhere:

  • Pokemon evolved from Satoshi Tajiri's love of catching bugs.
  • The first Final Fantasy was so-named because Hironobu Sakaguchi planned to quit video games if it did not sell well.
  • Untitled Goose Game was born out of a joke that a photo of a goose should be a video game protagonist.
  • And there are scores, if not hundreds, of similar stories told throughout the industry.

And so, humble origins is the story of video games.

Kyle Crane Was the Spark

But Techland Didn't Hold the Matches

Kyle Crane fandom is alive everywhere, in and around Techland. The decision regarding Kyle Crane's fate wasn't made on the spot forDying Light: The Beast; Smektała confirmed that the general outline of Kyle's fate had been known to Techland since working on thelore forDying Light 2: Stay Human, as a way to keep the franchise narrative consistent and continuous.Dying Light: The Beastis set to answer many questions regarding the lore and Kyle Crane, but I also asked how Techland was able to identify these questions. It was easier than I anticipated, with Smektała saying,

It's very easy to identify these questions as these are exactly the same questions that you have to answer, squirming like an eel, at every possible opportunity, every meeting with the fans and every meeting with the media. I answered, or had to avoid answering, the question of 'what's the canon ending of The Following' probably a thousand times in my professional life. It had to end one day.

I, for one, apologize for nothing.

But even with all this information at their disposal, that wasn't completely enough to bring Kyle Crane back. Smektała confirmed thatRoger Craig Smith accepting the rolewas the match that lit the fire of his return. As Smektała told me,

The crucial part of us starting the work on Dying Light: The Beast was making sure that we could get Roger Craig Smith on board. To be honest, I’m not entirely sure what we’d do if Roger said no. I think this could actually make us look for a different story to tell. Thankfully, Roger found time for us—not easy for a voice actor of such status—and not only agreed to take part in the project, but also saw this as an opportunity to deliver one of the strongest performances of his career, using all the experience he gathered over these 10+ years, to create a changed, more mature take on Kyle Crane.

Of course, Kyle Crane is so iconic inDying Lightand that is due, in large part, to Smith's performance. Anyone else wouldn't deliver the same version of Kyle, much less a matured version, and that's not knocking our industry's actors. They are varied, amazing, and top tier, so much so that they become iconic to their roles. Kyle Crane is Roger Craig Smith; Roger Craig Smith is Kyle Crane (and a bunch of others). It wouldn't be the same, with all of this exemplifying the roles that gamers, media, and actors have in game development. This reflects other industry stories, of course. For example, theSAG-AFTRA strikes that ended in JulyThey should all, by and large, be treated like Roger Craig Smith here.

Running Short on Time

Every member of the gaming media and game developers around the world knows the feeling of "running out of time." Deadlines and production concerns are everywhere, and Techland understood that it needed to deliver.Dying Light: The BeastSooner rather than later. That initial leak basically demanded it. Smektała described the early months and first year of the project as "extremely intensive," continuing,

Since we felt we were on schedule and there are Dying Light fans out there who expected us to deliver something soon, we decided to adopt a very focused approach to production. Usually, when you work on a game as expansive as Dying Light: The Beast, you allow yourself some spare time to make mistakes, learn from them, and improve the concept through that learning. But for The Beast it was different, as we entered the project full of learnings from Dying Light 2: Stay Human and from various ways where it strayed from the original formula.

But there's something very important about this type of production. Techland and many of its developers have 10 years of experience working on this franchise, making it helpful for tackling such a situation. Techland, as a company, has also retained a lot of talent that worked on the original.Dying Lightgames, not even performing layoffsafter canceling two in-development games. Having already established whatDying Lightis,Dying Light: The BeastIt was about taking all the core pillars even further. It was a ton of work, with a lot of changes happening over the span of weeks and months, and its accelerated, rapid-paced work is only possible because of Techland's strengths. Not only does this speak to the importance of talent retention in the industry, but it also comes awfully close to an elephant in the room: the current economic climate surrounding game development.

Smektała didn't just address the elephant; he shot it. "The current economic climate is so harsh," he said, "that for a developer with our experience and history, we owe it to our players and our developers to be very, very focused on what we're doing, fully leveraging all of our previous learnings and insights. I don’t want to say that Dying Light: The Beast is a safe sequel, as we’re doing a number of things that take us outside of our comfort zone—the new environment, so far away from our usual cityscapes; the Beast Mode which clashes with the survival feel of our series—but we’re trying to be very, very considerate with all the decisions we make."

Survive Until 25

In 2024, several funding opportunities for game developers just suddenly disappeared. Layoffs were everywhere. There was a common mantra: "survive until 25" with faith and hope that more opportunities would open up. By and large, it appears that the economic difficulties of this year have completely dashed the idea of "survive until 25" and developers are now just "taking licks until 26." Meanwhile, the gaming media landscape is being shaken up considerably, with the AI-pocalypse consistently presenting new challenges and entire sites falling to the whims of search engines. The challenges that Smektała refers to are industry-wide challenges, and yet they persist.

As do many members of the media, as do many developers around the world, and that raises a certain question: why? We share humble origins. We share our reliance and cooperation on each other. We share the same challenges and hardships. But why do we keep going? The answer was woven into every wordTechlandDevelopers said to me. Read closely and you'll feel it.

Dying Light: The Beast is Techland's Zombie Expertise on Full Display

Dying Light: The BeastBrings players back in control of Kyle Crane after he escapes 13-year captivity at the hands of the Baron. There is a new setting,Castor Woods, which is much more rural compared to the cityscapes of past games, but the keyDying Lightpillars are all there. The most important learning fromDying Light 2, according to Smektała, "was not to be afraid of creating a demanding, challenging experience. That's why we made nights so scary, parkour so grounded, and combat so physical and balanced toward survival."

Kyle Crane is Back

In the years afterDying Light'S Following DLC, many fans have clamored to know more of Kyle's fate. He wasn't immediately popular, but his grounded, familiar elements (a classic action movie hero) combined with a touch of humanity grew on fans over time. So much so that it's easy to venture a guess that the fate of Kyle Crane is the question Smektała and Techland have had to dance around the most in the past 10 years. His coming back, however, was always a foregone conclusion. Techland always wanted to bring him back, and when asked whyThe Beastit was the right time to do so, Smektała explained,

Is there a better way to celebrate the 10th anniversary of Dying Light than to have the original Hero of Harran returning?

However, Kyle has changed, the technology has grown, and times have shifted. Bringing Kyle back was much easier said than done; "it actually deserves its own talk at a game dev conference," Smektała said.Dying Light: The BeastIt is a first-person game, meaning players do not see Kyle from moment to moment. Techland began by looking at the original animations from the first game, updating them to the reality of 2025 and adding new movements to convey his changes. He is more brutal in his attacks, he is more experienced in his movements, but his age must also be reflected with every breath. Then, of course, the "simplest" way to showcase more of this new and changed Kyle was to create third-person cutscenes where players can see him in full.

Seeing Kyle Crane in third-person, of course, required Techland to present Kyle in greater detail than ever before, representing not only his in-universe age but the hardships of a decade inBaron's captivity. This process was as fun as you'd expect, with Smektała telling me,

The process of creating an older Kyle was actually quite fun as we sketched out hundreds of concept arts, trying to explore and find out how far we could go with any changes, while still keeping Kyle strong, powerful, and not 'too daddy.' We had fat belly Kyle, receding hairline Kyle, sometimes just for laughs, but all to find the perfect balance. Of course, these concept arts are kept locked in our vault, and no one will ever see them. Kyle is a hero, and no one needs to see him in oversized boxer shorts and stained tank top, right?

I feel like The People deserve this concept art, Smektała.

There was also, at one point, another pass at concept work meant to find the monster in Kyle Crane. Part of this is communicated through his bracer and tainted eye, while there are also connections to the "old Kyle" through his watch and Jade's bracelet. It's an age-old concept: the old me vs. the new me, the old Kyle vs. the new Kyle. And while he ultimately still retains his good guy gland, no one escapes captivity and experimentation unchanged. It made Kyle, to some degree, a worse person and less of a person. He is part survivor and always has been, but there's a new part to him: the beast. But he'snot the only monster in Castor Woods.

Dying Light: The Beast Baron

The Castor Woods is filled with deadly enemies, from the simplest zombie to the most disturbed Chimera, and yet none may compare to The Baron. In a priorGame Rant interview, Smektała described The Baron as a James Bond villain, with the team focusing on someone who is as important as Kyle Crane (007) and charismatic, with something special about the way they look, talk, or think. In some ways, The Baron may even symbolize what a broken Kyle Crane, one who somehow lost the remnants of his humanity, would look like. The Baron was further described as "emotionless" along with other key details:

He thinks, but he doesn't really feel. He considers everything based on reasoning, on logic, and on facts, and he basically removes the human factor altogether. I think that's what makes him interesting and surprising for players because, when we look at other human beings, we expect them to factor emotions into their thinking. The Baron doesn't really have that. Everything is pure logic. Everything is calculated.

Crane and The Baron: Two Sides of the Same Coin

Sobierajska also specified that The Baron, as a good antagonist, is designed to complement the protagonist in some way. How exactly that manifests remains to be seen, but they represent opposing forces in a changed world. Sobierajska even hinted that their desires might be similar, but whether or not that's true remains to be seen. After all, their relationship is a bit complicated. It had to be layered so thatDying Light: The Beastwasn't just anotheropen-world revenge story, even while revenge is at the heart of the narrative. As Sobierajska explained,

[T]heir relationship - that's a bit more complicated. Kyle is deeply motivated by his need for revenge. To be fair, revenge is always a tricky choice. While it can create dramatic tension right from the start, it also comes with consequences for the protagonist. Let’s face it - revenge is a universal theme, but if it's not handled carefully, it can make the hero seem unsympathetic or even ruthless. That's why it was important to add additional layers to the relationship between Baron and Kyle. These layers allow the player to see their connection in a more complex light and, in the end, question who the real "beast" in the story is. We can't wait for our players to discover that as they play the game.

Ensuring that revenge as a motive doesn't fall flat also means that there have to be more forces at play. If it were just The Baron and Kyle in Castor Woods, that would be a different story. But Castor Woods is home to many living, not just the dead, and at least one of them joins up with Kyle: Olivia. She is effectively a sidekick, the Felix Leiter to Kyle Crane's 007, and her story is just as important. Without going into spoilers, Sobierajska said,

Olivia, on the other hand, plays a different role in the story. On one level, she provides practical help, such as information, which is typical for a sidekick character. But she also has her own story (which players will be able to uncover). That's actually even more important, especially when you consider Kyle's revenge-driven arc. If you don't layer the story, it can feel flat or make the protagonist unlikable. By exploring themes like revenge and sorrow through different characters, you can create a more nuanced approach. In this context, Olivia becomes a kind of mirror for Kyle. Despite experiencing her own share of terrible events, she remains vulnerable and compassionate, showing that there's more than one way to navigate this brutal post-apocalyptic reality.

Crane will certainly meet many other citizens of Castor Woods as well, but those won't be his main source of companionship. In the wild, there's only one group interested in being friends with Kyle Crane: The undead. Fans can expect zombies, Volatiles, and Chimeras at various stages of their playthroughs, where Techland sought not to reinvent the wheel, but to elevate all of the genre's classics.

The Ultimate Zombie Experience

While many games are all about "innovation," sometimes for the sake of "innovation," that's not the goal withzombies inDying Light: The Beast. Techland wantsDying LightTo be the go-to zombie game, the ultimate zombie experience, THE zombie video game franchise. As such, Smektała explained the goal wasn't to make them different, but to make them iconic: "Therefore, we don't want to reinvent the genre—at least not yet—we want to make sure we hit all the classic points expected by the fans of zombie fiction. That's why we have slow zombies, fast zombies, mutated zombies, night zombies, etc."

Instead of reinventing the wheel of zombie types, Techland focuses on the gruesome horrors of their design and behaviors, to ensure that their zombies are truly terrific rather than coming across as cartoonish. There are a lot of subtleties there, but Smektała's advice is to "look at how ferocious your zombies are, how determined they are to get to the player, and try to convey that as strongly as possible using all the means possible." Indeed, any fan can easily determine the difference between a regular biter and a Volatile, as their screams during thenighttime experience ofDying Light: The Beastrely on a decade of players experiencing the thrill of the dark. ButDying Light: The Beastthey do bring in Chimeras as these monstrous new boss fights. They, although not as silly as dad bod Kyle Crane, underwent a few conceptual iterations. As Smektała explained,

They're mostly seen in the Chimeras, and we went through a number of designs to find something we liked. At one point, they were walking tools of destruction, with actual weapons "merged" with their bodies. We had them presented as real victims of experimentation, still wearing torn lab clothes; as always in the pre-production phase, the imagination was wild. Yet in the end, we decided to focus on something really scary—the body horror—and here the human anatomy books proved to be the most valuable inspiration.

And, of course, this brings us to the crux ofDying Light: The Beast—the gameplay. Players will have to utilize abilities, melee weapons, ranged weapons, tools, and Beast Mode to fight and kill these enemies, or they will have to rely on their inner Beast and feet to flee from and survive them. Day or night, but especially at night, Castor Woods is a dangerous place.

Kyle Crane is Half-Survivor and Half-Beast in Narrative AND Gameplay

In general, Smektała discussed the enemy improvements that fans should expect fromDying Light: The Beastgameplay, outlining three key details.

  • First of all, we looked at our existing enemy archetypes and introduced a number of tweaks based on our own observations and player feedback from previous games. Volatiles got their senses rebalanced to make their roaming and sniffing more fair to players. Spitters' attacks are better feedbacked, with higher clarity. Biters are tougher, standing firm when hit. There are a number of examples for this set of improvements, and all of them are aimed at targeting and upgrading the part of the experience known to players.
  • Second, we looked at the firearms and how they factor into the gameplay. This means we added another layer of behaviors to our enemies, both zombie and human, to make their reactions meaningful and properly balanced towards a player who uses guns. We also created a complex logic for our shooting human enemies, looking at things like group behaviors, taking cover, and mixing firearm use with other accessories (e.g. grenades).
  • Third, we introduce the Chimeras, big, hulking enemies (with some twists!) created by Baron, who are our way of introducing more boss battles to the game. The whole package of Dying Light: The Beast enemies is a nice mix of proven, improved, and new.

Not Your Grandpa's Weapons in Dying Light: The Beast

Players will be able to use several melee weapons inDying Light: The Beast, my favorite so far is the simple shovel. The blood and gore have been improved tenfold, so much so that I was constantly (and pleasantly) distracted by it during mypreview ofDying Light: The Beast. I seriously enjoyed looking at the damage I was capable of doing to zombies, and while I had access to a simple gun pretty early on, I wasn't there for safe combat.

Noises Make Great Distractions

Of course, at some point, I will use a better ranged weapon post-release, and Smektała described the latter options as not "your 'old war veteran grandpa' guns." Discussing a few examples, Smektała said,

We're introducing the flamethrower for close-combat zombie frying—a classic, iconic zombie fiction weapon which, for some reason, we didn't have yet. We're introducing a grenade launcher, great for bigger zombie hordes and encounters with Baron's army. And we're having a sawblade launcher, a great, portable, gory tool that allows you to launch spinning saw blades that cut enemy limbs in an instant. I guess we're as hungry for Half-Life 3 as any other player on the planet!

Survival Parkour in Dying Light: The Beast

When the sawblade launcher and trusty shovel fail, all Kyle Crane has are his own two feet and hands. Dropkicks inDying Light: The Beastare one of gaming's purest pleasures, but sometimes, Crane will have to flee to survive. Smektała, then, outlined what fans expect fromTechland's signature parkour(which is obviously a key pillar of the upcoming game).

  • We use parkour to deliver on the promise of 'go anywhere, climb anything' that we gave players in the first game. Our goal back then was to break any walls in the game world, give players the chance to truly go wherever they want, and the chance to peek behind any wall that they see.
  • Second, we use parkour to squeeze more gameplay into every second that players spend on the game. In most other games, traversal is a simple act of pushing the left stick forward, maybe making some course corrections from time to time. In Dying Light, traversal is gameplay, and our movement system keeps players constantly engaged. It's actually quite a spectacle to see someone playing Dying Light. They're so much in the zone they play the game with their whole body, sitting on the edge of the seat and leaning forward with each jump. No other game really gives you that.
  • Third, we want players to feel almost like they are parkouring themselves. That's why we present parkour in FPP. That's why we spend so much time on little details that highlight the physical connection between the player character and the geometry around, or underneath, him. Yes, there are more and more games that incorporate parkour in their gameplay loops, but no one focuses on these three areas at the same time.

Survive the Night in Dying Light: The Beast

The environments of Castor Woods are deadly during the day, but the night is an entirely different story. Surviving the night becomes the goal, and at times, it can feel like a far-reaching one. Lemaire said that "night is there to remind you that you are still prey" and described the gameplay changes as a "transition from a survival action experience to aHorror stealth experience." Smektała also added,

Since the start of the series, our goal was to create an entire 'night experience,' not just a darker version of the regular one that you get during the day. We were joking that we're creating a '2-in-1' type of game, but actually, these jokes hold a lot of merit. Both the day and the night parts of the Dying Light experience play differently, use a lot of different rules, and they really do change how you feel about your presence in the world, how vulnerable or fragile you feel, how you think, and what decisions you make as you play. In The Beast, we're again helped by the new environment which adds a new, exciting shade to the experience. Our players are used to nights in the cities, but a night in the forest or a night in the swamps—even if it uses the same rules and mechanics—feels completely different.

When asked what they wouldn't change about the nighttime experience if they could, Lemaire mentioned the change of pace, the duality between day and night, and Smektała cited the dread of the upcoming night: "The scariness of the night works not only because it's full of dangerous enemies that can kill you with one swing, but it's also because we're building up anticipation for that moment to happen. The sounds fade out, the sky gets darker, the zombies pause for a few precious minutes, the watch beeps... and then you already know something bad is about to happen."

X-Ray Vision

Zombie combat, parkour, and the nighttime experience are the key pillars that define aDying Lightgame, and through them,Dying Light: The BeastAlso defines itself as a threequel. But there's a lot more under the hood, with developers discussing the wide range of features present in the game.

Dying Light: The Beast Feature List

At the end of that pre-production period, everyone at the studio understood that what we're looking at is the next game in the series, one that we were fully ready to pour all of our hearts into.

He said Why Dying Light: The Beast Features a Linear Narrative

We wanted Dying Light: The Beast to set the canon for the universe, solving some unresolved threads from previous games and setting the series for the future; that's why we decided to go with a linear story, over which we have full control. This doesn't mean we won't do a branching storyline in the future, though if we do, I'm sure we'll use everything that we've learned from Dying Light 2: Stay Human to make the choices more impactful, clear, and direct.

Lemaire on Survival in Dying Light: The Beast

The main intention for Dying Light: The Beast is to make players experience more of the 'survival' aspect of the franchise. Crafting plays a big role, and scavenging for loot is as dangerous as it is useful to keep pushing forward. Melee weapons can break, and ammunition is scarce. Players can find vehicles in working condition, but eventually, they will run out of fuel, pushing them to prepare ahead and look for opportunities in old cars or gas stations. And of course, the story also leans into themes related to surviving in this dangerous world, maintaining a community of humans seeking to do more than just survive.

Sobierajska on What to Expect From Dying Light: The Beast's Story

That's a tough question. I'd say players shouldn't expect clear-cut answers about good and evil, heroes and villains. In extreme situations, people make choices they never thought they'd make under normal circumstances. I believe it was Aristotle who said we should be careful while judging someone's actions without fully understanding external factors and circumstances that led to them.

Smektała on the "Weird" of Dying Light: The Beast

I also like how weird we allowed ourselves to be in some of the side narratives and missions. Castor Woods is a special place, a beautiful valley, cut off from the world, and strange things have been happening here for decades. Even though the game takes place many years after an outbreak of a deadly virus that brought a zombie apocalypse to the whole world, there are lots of secrets to discover. The Kyle story is there and it's obviously the star of the show, but I think this is also a part of Dying Light DNA to deliver some left-field, out-of-the-box adventures on the side. Remember Gazi or Tolga & Fatin? The weirdness, the goofiness, the unexpected is still there!

Guérin on Dying Light: The Beast's Vehicles

Dying Light is known for its parkour, but sometimes it's better to move faster using the roads and off-road. As players play, they'll find abandoned Ranger cars scattered around. They are perfect for crossing long distances, outrunning Volatiles, or hauling heavy stuff when needed. But players have to remember that fuel can run dry when they need it most, cars can get damaged by running over zombies...and a roaring engine can bring a whole lot of trouble. To stay on the move, it is a good idea to search wreckages and canisters for fuel.

Lemaire on Dying Light: The Beast's Guns and Firearms

For Dying Light: The Beast, we consider them powerful tools coming with trade-offs. The first one is about the scarcity of ammunition. Finding ammo requires players to focus on certain types of activities; it does not come for free. The second is about the noise. Using firearms in the open may attract more zombies, which in the end might result in players using more ammunition than they would have liked for a given encounter. For us, it is important to allow players to expand the amount of toys at their disposal, while making sure we don’t turn the game into a shooter.

Lemaire on Beast Mode

There's a nice narrative explanation for it, but in simple 'game terms,' Kyle kills Chimeras, which gives him Beast skill points, which he can spend on new Beast abilities to use in Beast Mode. We have both combat and parkour abilities to support our core pillars. The agency players have over Beast Mode also evolves. At the beginning, it is something Kyle cannot control. By harnessing the DNAs of Chimeras, he will eventually be able to, changing the whole perspective on how players will use it.

She mocked the Co-Op Mode

Looking at historical data, about 25-30% of Dying Light players are playing the game in co-op. This means that even if we focus most on the immersive, narrative-driven, single-player survival horror part of the experience, there’s a very significant part of our community that’s interested in a more free-for-all, 'let's have fun with friends on a Friday night' approach to the game. We’re all for that, as many of us were raised on classic co-op experiences from the X360 era like Army of Two. There’s definitely something special about facing a horde of zombies with your buddies.

She mocked Castor Woods' Map Design

It's actually a very long process - probably not overtly complex, definitely not as much as when we were working on the first game - but still one that requires cooperation of a number of disciplines. The programmers collaborate with level designers to come up with the correct metrics, and as soon as they settle on them, they become the foundation on which the world is built. The level artists apply their work on the levels created by level designers, but they also have to abide by a number of rules that tell them where and how to put the decorations to not break the parkour flow. The QA team relentlessly tests these environments to make sure all connections work, there are no unexpected obstacles on players' paths, and sometimes goes back to gameplay programmers with requests for some code changes. This is an iterative process, one that lasts throughout the whole production, but we're getting better and better at it.

She mocked at Graphical and Visual Enhancements

Dying Light: The Beast brings a number of technical advancements, mostly focused on the feeling of immersion, and lighting plays a very important part in that. We rewrote a huge part of our rendering code for lighting and added some missing features - e.g., sun moving on the horizon. Combined with current-gen solutions for material rendering, it makes the world much more believable. Oh, and the weather system got an overhaul as well, as we now support more different weather states than before. Wait till you see the foggy weather in the swamps.

Tarnacka-Polito on Castor Woods' Biomes

In Dying Light: The Beast, we wanted to create a world that feels rich, alive, and full of different places to explore. The map offers a wide range of environments from a lively town to dense forests, from steep hills to riverbanks, and from swamps to farmlands or an old industrial park. The town is built on sloping terrain, which makes it very different from the areas of Villedor in Dying Light 2: Stay Human. We wanted to make sure the environment feels dense and diverse.

  • The tourist town of Castor Woods.It was once a lively, busy place, surrounded by beautiful mountains, forests, and a stunning national park. People used to come here to relax, go skiing, and enjoy nature.
  • The National ParkThis vast, forested area is filled with scenic viewpoints and rock formations inspired by the, among others, real-world Table Mountains National Park in Poland. You'll come across mountain lodges, picnic areas, and the park rangers' headquarters. I highly recommend taking a moment to read the information boards you'll come across - they offer a lot of insight you don't want to miss.
  • The Industrial ParkSeveral factories once operated here, providing jobs to the local community. Even though some were abandoned before the pandemic, buildings—silos, warehouses, and production halls—still stand. They offer fantastic opportunities for exploration and looting.
  • Workers' DistrictLike many towns built around the turn of the 20th century near factories, worker housing was constructed nearby. Simple residential blocks surrounded by playgrounds, grocery stores, and green spaces for recreation.
  • The FarmlandsInspired by the traditional European countryside. Here, residents produced and sold local specialties to visiting tourists. Although this area is now partially flooded, you can still see how carefully crafted each farmhouse and its surroundings are.
  • Historic Villa DistrictWith its unique architecture, wealthier residents of Castor Woods lived here. Players will find a few hotels and guesthouses there. Every home has a unique garden and small details that hint at who used to live there, which was a lot of fun to create.

Smektała Confirms Post-Launch Support Plans for Dying Light: The Beast

Right now we're focusing 100% on launch, and we're trying not to distract ourselves with anything that will happen post-release. That being said, we already have some ideas, even plans already in motion, but we'll verify these plans when the game launches and we hear from our players where their appetites lie. But I'm confident Techland will stay being Techland and we'll continue doing what worked for us in the past.

The Passion of Dying Light: The Beast is the Passion of Us

The answer was hidden in every word Techland developers said to me. Read closely and you'll feel it.

To bring all these moving parts together, Smektała expressed his hope for the entry and for the future of the franchise:

I hope Dying Light: The Beast will be a good, strong exclamation mark, making a statement for the 10th anniversary of the series. We already have ideas for future Dying Light games and projects, so we hope that Dying Light: The Beast—along with both previous games—will form a very strong foundation for these upcoming initiatives.

And in those words, as well as every quote above, you can feel the beating heart ofDying Light: The BeastHis story, the story of the industry, our story: passion.

Passion is what makes games. Passion is why we play games. The industry's humble origins are rooted in a passion for fun, despite its relatively cold origins in computer science.Dying Light: The BeastHis originsare rooted in fun, despite its less-than-ideal leak. It is the passion of the people of this industry who make games possible, with Roger Craig Smith's passion highlighted by his return and Techland's highlighted by the intensive development ofDying Light: The Beast. And it is because of that passion that this industry perseveres, just as Kyle Crane perseveres despite the tragedy, just as every developer perseveres despite the horrors, just as everyone in every tangent of this industry perseveres despite it all. Perhaps everyone is "taking licks till 26"—perhaps, unfortunately, a delay carries it until 2027 or beyond (fingers crossed with hopes not)—but it is a passion, a story like Techland andDying Light: The Beastthat represents the best and strongest among us.

And there's no doubt that, comeDying Light: The Beasts releaseOn September 19, Techland hopes that players feel this passion.

Gamescom: How is Poland's gaming industry doing?

Special Agent T.H.U.N.D.E.R. travels the world, defeating villains. He sprints, sneaks up on people, fights like a true action hero, and has every gadget he could ever need. He can even fly through the air for short periods. But 009 is no fully-trained, martini-drinking sex symbol likeJames Bond: This fearless secret agent is a dog.

This action, part stealth game in which players take on the role of a chatty hound is definitely worth experiencing. "Barkour" is a game developed by Varsav Game Studios, in Poland, which is set to be released this year.

In an interview with The Shiro Coprat, the Gamescom international games fair in Cologne, founder and CEO of Varsav Game Studios Lukas Rosinski explained what he thinks is the greatest strength of Polish developers: "We are creative, and this is the biggest thing happening in Poland. Games from Poland are unique and come from many different perspectives."

'Special survival gene' leads to creative solutions

Lukas Rosinski believes that this creativity has to do with his country's centuries-long history of being dominated by foreign powers, and of being at times closer to the West, and at others closer to the East. Until the Berlin Wall fell and the Eastern Bloc disintegrated, Poland was a Soviet satellite state, with the first free elections only coming after. Since 2004, Poland has been a member of the EU.

There was always this problem of fighting against someone and surviving. So when you fight and survive, you have a special gene that means you have to do things differently to survive. You have to hide. You have to think of different ways of doing things. And this specific gene, it stayed with us. I believe that," says Rosinski, who points out that even younger people in his country are still seeking out different ways of doing things, cheaper ways, for example. "The labor cost in Poland is not that much lower, but it's still lower. And the amount of creative people is still higher than average in Europe.

Rise of the Polish games industry

According to a report by the European Games Developer Federation, Poland had approximately 500 studios in 2022. The center of Poland's games industry is in Warsaw, and it is home to CD Projekt Red, which received critical acclaim for "Cyberpunk 2077 and The Witcher" series.

Game studios have also been established in Krakow, Wroclaw, Gdansk and other cities in recent years, employing a total of 15,000 people in the Polish gaming industry in 2022. This placed Poland in the top two positions in Europe, with a selection of Polish games selling more than a million copies worldwide between 2014 and 2021.

Founded only in the 1990s, Poland's games industry is relatively young. Back then, having a PC was regarded as a status symbol and the adoption was rapid, Kuba Palyka, creative director of Zenmaster Studios in Warsaw, told The Shiro Copr. The first games were developed on home computers in an era that strongly influenced Palyka.

Zenmaster's latest game, "Blood of the Tyrant," is a throwback to the mostly free flash games that dominated browsers in the 1990s.

At the beginning, though, before Poland's gaming industry slowly started becoming more professional, Palyka says it had more of a wild west atmosphere. "It wasn't so regulated; sometimes it was difficult to get your money and be paid." But as Polish games grew in success on the world stage, investors started to show up.

One Polish specialty is simulation games in which gamers play as specific characters, from "Car Mechanic Simulator" and "Drug Dealer Simulator" to "House Flipper," where users take on the role of a renovation specialist.

Other genres well served by Polish studios include horror games, role-playing games, construction games and retro shooting games. These are all helped by government support programs which, despite criticism from independent developers as being financially insufficient, provide young people with opportunities to hone their skills. Numerous educational institutions, such as private schools and universities, also provide opportunities.

Crisis in the gaming industry also affects Poland

The current crisis in the gaming industry is affecting Poland — even though one might be tempted to ask, "what crisis?" upon seeing the crowds of visitors attending Gamescom. Organizers are announcing trade fair records this year, with 1,500 exhibitors from 72 countries participating in the event. But, initial impressions can be misleading, as behind the scenes, the industry is really struggling.

The slump came after the COVID pandemic, when many people discovered video games, gaming companies expanded, and investors poured huge sums into the industry.

But the expansion was short-lived. Since 2022, an estimated 37,000 people in the industry have lost their jobs worldwide, with larger companies laying off employees and smaller studios having to close completely.

Following its excessive growth during worldwide lockdowns, the market became oversaturated, and as global economies faced high inflation and rising interest rates, the cost of new gaming developments increased, while competition for countless new games did not wane.

Meanwhile, developers invested their money into other sectors, not least in the arms industry following the start of the Russia-Ukraine war. Investors also started withdrawing from Poland, says Lukas Rosinski. As a result, some independent studios now rely on donations, and generate income through crowdfunding.

Hopes rest on government support

Some manage to finance their first game largely on their own, such as Dominik Sojka, who founded the Dark Jay studio and developed "Arms of God" entirely on his own. He understands the challenges facing the industry.

He told The Shiro Copr that while it might have been tricky to find graphic artists or designers for a project a few years ago, clients actually now receive numerous applications within the first few days. Sojka says this is because AI has also displaced designers, translators and voice actors in recent years.

Poland's independent developers are therefore hoping to see increased financial support in the form of government funding, especially when it comes to a studio's first game. Right now, support does not amount to that much, says Sojka. Polish indie developers are divided though on whether the crisis is still ongoing, or has passed.

But first, they are presenting their games together at Gamescom at the booth of Polish publisher Galaktus, where they hope to stand out from the crowd of games competing for international attention.

This article was originally written in German.

Author: Kristina Reymann-Schneider

Best Open-World Games That Make You Smarter

  • Open-world games like Red Dead Redemption make players smarter through impactful storytelling and historical exploration.
  • Games like Outer Wilds challenge players with complex science and philosophical themes, making them more knowledgeable.
  • No Man's Sky and Minecraft promote curiosity and creativity, teaching players about the cosmos and fostering innovation.

Open-world video games have accomplished numerous things over the years, but the ability to make a player smarter just by virtue of experiencing it is a rare feat. While many video games are intent on telling some sort of cinematic story or expanding on entertaining gameplay systems, some games dive a bit deeper into their responsibilities to players and end up teaching the player far more than how to jump or duck behind waist-high cover.

Theseopen worlds are special experiences, and ones that have had a unique impact on players over the years, through multiple generations. Each player has come away from these experiences with a greater understanding of the world around them, as well as potentially locked and loaded with new information that shapes them moving forward. These titles have been ranked based on their writing, execution, and overall ability to improve the intelligence of players.

Red Dead Redemption

The End of the Wild West

Rockstar's compelling exploration of the Old West has emerged as one of the industry's most successful franchises, as theRed Dead RedemptionThe series continues to examine the dying days of cowboys and the emergence of the modern world. Boosted by exceptional writing and a commitment to showcasing the harsh realities of the period,Red Dead Redemptionfeels like a living, a breathing history lesson on some of humanity's darkest moments.

Red Dead RedemptionIt does its best to combine a fictional history and mythology alongside a world that explores human atrocities, as well as gripping commentary on the steps that led humanity to where we are today. It may seem hard to believe considering these developers also made a name for themselves with the profanity-lacedGrand Theft Autofranchise, butRed DeadIts intelligent, measured look at humans and the evolution of our world continues to make its players smarter with each passing entry.

Outer Wilds

Compelling Space Game Makes Its Players Smarter

Outer Wildsbegan development after a group of USC graduates got together to create a game that explored the concept of aplanet that lives and evolvesThroughout the experience, an experiment that paid off handsomely, as it became an indie favorite and continued to captivate its players six years later. Its looping narrative revolves around the player attempting to solve the mystery of a supernova and their imminent destruction, creating an unmatched sense of urgency.

Outer WildsIt isn't just content with making the player live through a catastrophic time loop in order to satisfy entertaining gameplay concepts, as it insists on informing the player about both the way its world works and how one can understand its complex science, which is often based on real-world ideas. It is a truly fascinating game that was clearly made by smart, intelligent people, and their sense of wonder and discovery is infectious, making each player who experiences it more knowledgeable about the cosmic world surrounding them.

Death Stranding

Philosophy and Science Fiction Collide

Hideo Kojima'sapocalyptic vision of the futureis still one of gaming's most fascinating experiences, asDeath StrandingWas made by a man who has a lot of things to say, and finds truly incredible ways to say them. As Sam Bridges, players trek their way across a harsh landscape in order to reconnect a broken United States and usher in a new era of peace, but find themselves at odds with the worst humanity has to offer, in addition to haunting ghosts known as BTs.

As so many of Kojima's games do,Death StrandingFocuses on complex, sociopolitical themes and concepts, with a story rooted in musings on the fragility of life and the loss of humanity in a time of chaos. It challenges the player to examine their own biases and preconceptions, prompting philosophical discussions in a way no game ever has. Not only that, but the actual gameplay itself makes players feel smarter, as making it out of BT territory alive comes with its own intelligence boost, as the game's harsh world is truly a beautiful nightmare, where survival is paramount.

No Man's Sky

Explore the Depths of Outer Space and Expand Your Mind

Despite its incredibly rough launch and problematic first few years,No Man's Skyhas slowly rebuilt itsreputation into something truly special, becoming one of the industry's most celebrated survival games. With its impressive technology and sense of scale that lets players travel from star system to star system,No Man's Skyrelies heavily on the player's willingness to be part of the journey and its own intelligence to push them forward each time they play it.

The voyage between each star system creates an intoxicating sense of wonder that fills one with both anticipation of what the next world may look like and the ability to consider just how insignificant humans are in comparison to the world around them.No Man's Skyalso features worlds that teach the player about flora, fauna, and the general concept of how a planet operates, something that is so unique to this experience. In many waysNo Man's Skyteaches players that it's okay to just let go and see the cosmos for what it is, and teaching that sense of humility is one of the game's greatest strengths.

Minecraft

Shape Your World

MinecraftRecently celebrated its fifteenth anniversary, which is still tremendously impressive considering that, despite how long it has been around,Mojang's hit open-world survival gameis still just as relevant today as it was back when it launched in 2011. Ever since then,MinecraftIt has dedicated itself to teaching its players the ability to think, innovate, and create, resulting in one of the industry's most influential games of all time. It remains one of the most iconic releases, as it continues to educate players on those same core values over a decade later.

Players who spend time onMinecraftcome away with a sense of invention and creativity that is still truly incredible to watch, as they have used the game's remarkable set of tools to build and shape outstanding works of art. It has also cultivated a fanbase filled with heart and emotional intelligence, as the continuously growing community has emerged as one of the industry's smartest player bases, as the internal mechanics ofMinecraftalso rely on clever crafting and knowledge.MinecraftHas shown no signs of slowing down, creating a community of highly intelligent, innovative players.