{"id":6368,"date":"2015-04-03T15:56:12","date_gmt":"2015-04-03T14:56:12","guid":{"rendered":"http:\/\/ps4pro.eu\/?p=6368"},"modified":"2016-02-28T17:23:11","modified_gmt":"2016-02-28T17:23:11","slug":"exclusive-techland-dying-light-ps4pro-interview","status":"publish","type":"post","link":"https:\/\/thegeek.games\/2015\/04\/03\/exclusive-techland-dying-light-ps4pro-interview\/","title":{"rendered":"EXCLUSIVE! – Techland & Dying Light PS4Pro interview"},"content":{"rendered":"

INTERVIEW – We sat down with Tymon Smektala<\/strong><\/em> the Producer of Dying Light<\/a>\"\"<\/strong><\/em> to ask him a few questions about their latest – surprisingly successful – zombie horror game and also the past and future of Techland<\/strong><\/em>. You might be surprised how old is Techland<\/strong><\/em> itself.<\/h4>\n

 <\/p>\n

When Dying Light was first announced, it was kind of a pleasant surprise since everybody expected another Dead Island from you guys. Do you plan another surprise like that?<\/strong><\/p>\n

Well to quote one of the greatest fictional characters ever \u2013 \u201cMama always said life was like a box of chocolates. You never know what you’re gonna get\u201d. We\u2019re fortunate enough to be an independent studio so you never really know\u2026 But stay tuned, we have a sweet slice of unexpectedness coming\u2026<\/p>\n

\"ps4pro.eu_dying_light_interview_4<\/a>
\nEven though Dying Light was already available a month ago as a digital download, it\u2019s still a big success as in the UK for example on physical release, when it is only in sale right now. Some theory conspirator says \u201cthis was deliberate and planned all along to maximize profits\u201d. Of course many people also highly doubt this, but still could you tell us, what exactly happened?
\n<\/strong>
\nTo make the long story short \u2013 there were logistical and manufacturing issues which made it impossible to have the game on shelves in its physical form outside of North and South America. That\u2019s a point many miss when talking about this hitch. The game came out as planned on 2 continents so you can see the delay wasn\u2019t deliberate. We pushed to get it out on time and but only managed to so on that side of the world. I love good conspiracy theories, though this one is off \u2013 it was a huge blow for us, and gave us many sleepless nights. Thankfully our fans supported us or patiently waited and the game didn\u2019t suffer because of it so thank you to everyone who backed us!<\/p>\n

Dying Light being such a success the other question which begs to be answered: do you plan a sequel to the game? By that I mean: Dying Light 2 or something similar to Dead Island: Riptide? DLCs\/standalone DLCs?
\n<\/strong>
\nThere are conversations and brainstorms but to be honest it\u2019s not our main focus yet. We still need to work hard on the core game to make it an IP that\u2019s really going to be a relevant one in this generation. We plan to support the game with lots of new content, both paid and free, and you can expect some tasty treats as soon as May.<\/p>\n

 <\/p>\n

Why did you choose a fictional Turkish city: Harran as the main city of the game? How the idea came? Also do you received some feedback from players from Turkey how did they like the setting?<\/strong><\/p>\n

As far as I know they love it \u2013 even though for us Harran is not really a Turkish city. We really wanted a fictional place, because it gave us more freedom to experiment with the game content. When the place was created we were looking at lots of real world locations, trying to find architectural patterns fitting for our Natural Movement system. We realized that Istanbul and other cities from that region have the shapes and sizes that we needed. It was also cool to use that setting since it hasn\u2019t been used heavily in the zombie genre.<\/p>\n

Regarding the gameplay you were clearly inspired by some Ubisoft games (Far Cry, Assassin\u2019s Creed) and of course also Mirror\u2019s Edge. Was this a deliberate decision to mix those gameplay elements, or did the ideas came along the development?<\/strong><\/p>\n

Well our original design docs didn\u2019t reference Mirrors\u2019 Edge or Far Cry so it wasn\u2019t really deliberate.\u00a0 But the titles you mentioned are undiscussed benchmarks in, respectively, the \u201cfirst person parkour\u201d and \u201cthe first person open world\u201d genres so even subconsciously we were drawing from these great interactive experiences. I hope though that in gamer\u2019s eyes Dying Light<\/strong><\/em> offers a mix of elements unique enough to give it its own identity.<\/p>\n

\u201cZombies\u201d have a lot of allegories, including depicting stupid people for their choice regarding their political or other decisions and strongly believe everything their leaders\/product description says.<\/strong><\/p>\n

Some would believe that\u2019s why zombies in games are so popular: they show a mocking glass\u00a0to people. <\/strong><\/p><\/blockquote>\n

Do you believe so? Is this one of the reasons why you like doing zombie games \u2013 to show this subtle mocking mirror to gamers?<\/strong><\/p>\n

I remember the first time it struck me \u2013 the allegorical power of the zombie figure. It was during my first viewing of the original \u201cDawn of the Living Dead\u201d, a true genre classic which formed my own thinking about zombies. I\u2019m not sure if it really is the secret of the zombie formula \u2013 many people say that, especially in games, zombies allow you to whack other people with machetes without feeling guilty about it \u2013 but I believe that adding this element to your fictional story can help to infuse it with more profound themes. Either in their \u201cliving undead\u201d and \u201ccrazed victims of infection\u201d version they\u2019re very extreme, and such extremities allow you to explore very deep, untouched parts of human psyche. Just look at a movie like \u201c28 days later\u201d. Even in \u201c28 weeks later\u201d, which was a much weaker, action oriented sequel to the great original, the first scene shows how much you tell with that formula.<\/p>\n

\"ps4pro.eu_dying_light_interview_1<\/a><\/p>\n

What kind of inspirations did you have for Dying Light? The Walking Dead? Day Z?<\/strong><\/p>\n

When you trying to create a mobster story you have to reference The Godfather, right? Of course Walking Dead and Day Z were watched and played at Techland<\/strong><\/em> during the production of Dying Light<\/strong><\/em>, but we went deeper than that. We have some very heavy zombie buffs in our studio so we looked at almost everything \u2013 starting with \u201cWhite Zombie\u201d and ending with some crazy stuff like \u201cJesus Hates Zombies\u201d or \u201cZombie Strippers\u201d (Jenna Jameson is a bomb in this one).<\/p>\n

“I\u2019m sure that gamers wouldn\u2019t mind another zombie experience from us.”<\/p><\/blockquote>\n

What would YOU do in case of a zombie apocalypse? \ud83d\ude00<\/strong><\/p>\n

Probably hole up in my apartment with my family, trying to survive for as long as we can. Being a father makes you look at questions like that with all seriousness\u2026. Not that I think zombie apocalypse will happen. \ud83d\ude1b<\/p>\n

When I first met you, it was back in the early 2000\u2019s in Cannes (maybe in 2002, when there was a gaming event here), where you have shown Chrome, a totally different game back then. Do you plan to go back to the roots regarding this kind of game or do you want to stick to zombie games or do you plan to do something totally different?<\/strong><\/p>\n

I\u2019ll say yes to all of your questions. There\u2019s a strong movement within our company which says \u201cLet\u2019s make Chrome 2\u201d \u2013 and we know that there are people out there who would love to see a sequel to that game. We go even deeper \u2013 Techland<\/strong><\/em>\u2019s first game was Crime Cities and that\u2019s a title who\u2019s sequel could really benefit from current technology. I\u2019m also sure that gamers wouldn\u2019t mind another zombie experience from us, so that\u2019s another option. And us, being a bunch of creative people, we always want to do something new. As I said before \u2013 there are some surprises coming, but the core Dying Light<\/strong><\/em> team still focuses on this game.<\/p>\n

\"ps4pro.eu_dying_light_interview_5<\/a><\/p>\n

We both live in post socialist countries, which had a hard time to grow and develop and the governments aren\u2019t especially helpful regarding the development of the gaming sector. (Unlike in the UK, South Korea or especially France). How would you describe this situation in Poland, do you had a hard time to grow your firm, did you get some financial help from the government of any kind? (It\u2019s the contrary in Hungary, that\u2019s one of the reasons why big gaming development firms are dead here.) How would you describe this situation in Poland? You have another very successful firm here: CD Project Red\u2026<\/strong><\/p>\n

It\u2019s OK. I cannot say we get huge help from the government \u2013 except for some additional funds to showcase our games abroad, though that\u2019s something the government offers to majority of companies from many industries attending international fair events. We built Techland using our own resources, and it wasn\u2019t always peachy and creamy. Thankfully with Dead Island and Dying Light<\/a>\"\"<\/strong><\/em> we have two very successful projects under our belt now, so it\u2019s a great foundation for further growth and development. I hope that one day Techland name will be counted among the top in game devs. That\u2019s our ambition and our goal basically.<\/p>\n

– Interview made by BadSector-<\/strong><\/em><\/p>\n

 <\/p>\n","protected":false},"excerpt":{"rendered":"

INTERVIEW – We sat down with Tymon Smektala the Producer of Dying Light to ask him a few questions about their latest – surprisingly successful – zombie horror game and also the past and future of Techland. You might be surprised how old is Techland itself.   When Dying Light was first announced, it was kind of a pleasant surprise since everybody expected another Dead Island from you guys. Do you plan another surprise like that? Well to quote one of the greatest fictional characters ever \u2013 \u201cMama always said life was like a box of chocolates. You never know what you’re gonna get\u201d. We\u2019re fortunate enough to be an independent studio so you never really know\u2026 But stay tuned, we have a sweet slice…<\/p>\n

Read more…<\/a><\/p>\n","protected":false},"author":4,"featured_media":6369,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,1],"tags":[285,420,421],"yoast_head":"\nEXCLUSIVE! - Techland & Dying Light PS4Pro interview - theGeek.games<\/title>\n<meta name=\"description\" content=\"theGeek.games\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/thegeek.games\/2015\/04\/03\/exclusive-techland-dying-light-ps4pro-interview\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"EXCLUSIVE! - Techland & Dying Light PS4Pro interview - theGeek.games\" \/>\n<meta property=\"og:description\" content=\"theGeek.games\" \/>\n<meta property=\"og:url\" content=\"https:\/\/thegeek.games\/2015\/04\/03\/exclusive-techland-dying-light-ps4pro-interview\/\" \/>\n<meta property=\"og:site_name\" content=\"theGeek.games\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/theGeek2019\/\" \/>\n<meta property=\"article:author\" content=\"https:\/\/www.facebook.com\/aniko.angyal.54\" \/>\n<meta property=\"article:published_time\" content=\"2015-04-03T14:56:12+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2016-02-28T17:23:11+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/thegeek.games\/wp-content\/uploads\/2015\/04\/ps4pro.eu_dying_light_interview_2-1.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"664\" \/>\n\t<meta property=\"og:image:height\" content=\"374\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Angyal Anik\u00f3\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@theGeek2019\" \/>\n<meta name=\"twitter:site\" content=\"@theGeek2019\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Angyal Anik\u00f3\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"7 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/thegeek.games\/2015\/04\/03\/exclusive-techland-dying-light-ps4pro-interview\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/thegeek.games\/2015\/04\/03\/exclusive-techland-dying-light-ps4pro-interview\/\"},\"author\":{\"name\":\"Angyal Anik\u00f3\",\"@id\":\"https:\/\/thegeek.games\/#\/schema\/person\/63ce33ed5b52a1f8ce39db09ffc8f728\"},\"headline\":\"EXCLUSIVE! 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