Latest news with #Techland


Time of India
a day ago
- Entertainment
- Time of India
Dying Light The Beast official release date, pre-order perks, and more announced
(Image via Techland) Techland has officially announced some major details about Dying Light: The Beast during Summer Game Fest 2025. The official launch date and timing, along with some enticing pre-order incentives, remained in the spotlight. The upcoming title was originally planned as Dying Light 2 DLC, but instead, it evolved into a full-fledged standalone experience. It marks a significant step for the highly anticipated standalone entry within the popular zombie survival game franchise. Here is all we know about the brutal new chapter. Dying Light The Beast official release date Mark the calendars, as Dying Light: The Beast is coming on August 22, 2025. It will be released on PlayStation, Xbox Series X/S, and PC too. The date was confirmed by Techland during the Summer Game Fest event, with the new gameplay trailer premiering brutal combat, intense parkour action, and a deeper look into the dark storyline of the game. The date follows the earlier confirmation of the studio, made at Gamescom 2024. It stated that the standalone project targets a mid-2025 release. With the release date available now, players can get excited about stepping into the shoes of Kyle Crane—the original protagonist from Dying Light (original game), but with a horrifying transformation (part zombie, part human) coming after the enduring gruesome experiments. by Taboola by Taboola Sponsored Links Sponsored Links Promoted Links Promoted Links You May Like Khám phá bí quyết sở hữu nhà container hiện đại giá tốt tại Việt Nam – tìm hiểu ngay Container houses | Search Ads Tìm Ngay Undo Additionally, the narrative even promises survival, revenge, and uneasy alliances in the world that's overrun by the infected. Dying Light The Beast pre-order details and exclusive bonuses Dying Light: The Beast pre-orders are now officially open. The game carries the standard price of $59.99 across all the available platforms. PC players will be able to secure the copy through Steam or Epic Games Store. Additionally, Techland has sweetened the deal with the Hero of Harran bundle, which is exclusively available with pre-orders. Dying Light: The Beast - Gameplay Premiere Trailer | Summer Game Fest 2025 The package will also deliver 5 distinct items that blend the practical use with the nostalgic call-backs. The list of items includes the Ultimate Survivor Outfit (apocalyptic look), stealth-focused Follower Crossbow (deadly tool), the swift melee Harran Combat Knife, In Jade's Memory Pistol, and also rugged Castor Woods Patrol vehicle to mow down the infected hordes. Additionally, players who own Dying Light 2: Stay Human Ultimate Edition will get The Beast for free, automatically, as part of their pre-order bundle. Dying Light The Beast offers discounted deals on previous titles Celebrating the upcoming title's announcement, Techland rolled out some major discounts on Dying Light and Dying Light 2. Fans can grab the time-limited deals at less than half the original price of the games. Dying Light 2: Stay Human is available at 67% off and now is priced at $23.09 on both Steam and the PlayStation Store. Original Dying Light, on the other hand, is available at 80% off ($3.99) and 70% off ($8.99) on Steam and PlayStation, respectively. The offers will last until June 19, 20025. It is a perfect opportunity for the newcomers to catch up on the Dying Light franchise before Dying Light: The Beast arrives. With the gripping story, rewarding pre-order bonuses, and enhanced gameplay, Dying Light: The Beast will shape up to be one of the must-plays for fans of survival horror.


Reuters
12-05-2025
- Entertainment
- Reuters
Videogame publishers rush to seize fall launch window after 'GTA VI' delay
May 12 (Reuters) - Days after Take-Two Interactive delayed the launch of "Grand Theft Auto VI" to May next year, rival publishers are using that opportunity to lock in release dates for their games to avoid a direct clash with one of the industry's most anticipated titles. Analysts and industry executives told Reuters they expect a wave of announcements for the fall, as the absence of Take-Two-owned Rockstar Games' potential blockbuster from this year's lineup creates breathing room for other titles. "Publishers had delayed the announcement of the release dates of their games. Releasing after or even just before GTA VI would diminish their sales," said Obbe Vermeij, former technical director at Rockstar Games. "Expect a number of announcements in the coming months of games that will now target fall release dates." Electronic Arts (EA.O), opens new tab was the first to act last week, announcing four days after the "GTA" delay that it would release its new "Battlefield" title this fiscal year, which ends in March 2026. Take-Two (TTWO.O), opens new tab is also planning to use that window to launch its other game, "Mafia: The Old Country." Other titles could also benefit, including Techland's "Dying Light: The Beast" and Embracer's "Killing Floor 3," which have yet to lock in launch dates. The window from September to early December is a golden stretch for the gaming industry, buoyed by public holidays and a year-end shopping rush. But not many have the capacity to tap that opportunity for their new releases. Long development cycles for major titles - some of which can stretch from five to seven years - mean most big games cannot be rescheduled at short notice. Instead, the period may serve as a sweet spot for expansion packs, remastered titles and smaller studios, particularly for developers with games already nearing completion, analysts said. For established publishers like EA and Activision, the delay could come as a boon. Competing directly with a title as massive as "GTA VI" could have dented sales of "Battlefield". EA's strategic timing with "Battlefield" boosted its shares as investors cheered the return of the popular first-person shooter franchise. The company's CEO, Andrew Wilson, was not shy about the opportunity on a post-earnings call earlier this month. The launch window is "clearer than it was before," he said. Joost van Dreunen, games professor at NYU's Stern School of Business, expects EA to sell 4 million to 5 million units of the new "Battlefield" by the end of fiscal year 2026, but believes it would have sold 3 million to 4 million units if "GTA VI" had not been delayed. EA's annual releases such as the "FC" soccer franchise and "Madden NFL" will also have less competition in the period. "It does create opportunity for them to maybe further monetize their games that have a live ops component to it, whether it's the sports games or things like Apex Legends," said Chris Hewish, strategy chief at gaming fintech firm Xsolla and former studio head at VR game developer Survios. But a boost in sales for the publishers rescheduling their titles for fall 2025 is not guaranteed, as an increase in the number of launches would intensify competition at a time when consumers tighten budgets and get picky with buying new games. The delay of "GTA VI" has also raised broader questions about the industry's growth prospects for 2025. The game was expected to be a sales juggernaut, drawing in billions within weeks and driving console sales. And its delay comes at a time when prices of popular consoles such as Microsoft's Xbox and Sony's (6758.T), opens new tab PlayStation have already gone up in response to the hefty tariffs the U.S. has imposed on major manufacturing hubs including Japan, China and Vietnam. Sales of the consoles were declining already, and the price hikes could worsen that. Still, there have been some signs that gaming was proving resilient amid the economic uncertainty. Both Roblox and EA issued forecasts that were above Wall Street estimates, and some analysts said that titles stepping in for "GTA VI" in the fall could help drive the industry's growth. "There is an opportunity for that growth to be replaced by other titles ... it creates space for other games to step in," Hewish said.


The Independent
28-02-2025
- Entertainment
- The Independent
Metal Eden has parkour because ‘traversal is always boring in other games', say developers
Developers behind the upcoming Metal Eden game have revealed parkour plays such a key role in the first-person shooter (FPS) because 'traversal is always boring in other games'. Metal Eden is an 'adrenaline rush sci-fi FPS' according to studio Reikon Games, which is made up of industry veterans from CD Projekt Red (which develops The Witcher series) and Techland. Players control ASKA, an advanced Hyper Unit android built around a digitised human psyche, being plunged into cybernetic warfare to uncover the mysteries of a lost paradise across eight missions. It features breakneck-speed gameplay as missions are navigated using parkour mechanics and this carries into arena sections where players have to take out waves of enemies and complete objectives to progress. The game was first revealed at a PlayStation State of Play event on February 12 with previews of the game's first two missions going live a day after that. Games with parkour mechanics and quality first-person shooters are usually two completely separate entities and fusing these together successfully within one package has proven incredibly challenging for developers. But they revealed why they were so keen to have parkour in Metal Eden. Adrian Kornecki, executive producer of Metal Eden, said: 'For us, traversal is always boring in other games because you can only walk and that's why we started to think how we can improve that. 'There are other games in Poland [where Metal Eden is being developed] that incorporate parkour into the main loop and we wanted to do something similar. 'In the next mission [after the opening two] there is a big surprise too. ASKA is an android so she's a great option to do this with.' Some games have brilliantly unique ideas but struggle to keep the concept from growing stale as the hours go on. Along with parkour, Metal Eden's spin on the FPS genre is 'core-ripping' (where players can rip an enemy core to defeat them and then throw it at another foe to take it out or weaken them, or consume it to regenerate health) and developers have reassured they've got a few tricks up their sleeve to make sure the game never feels repetitive. 'We've got some crazy stuff that's added in later missions,' said Metal Eden brand director Jakub Izydorczyk. 'The start of the game gets players to grips with the mechanics but then things keep being added so the game keeps being a challenge. 'It's a curve we always wanted to have as the player can do impossible stuff already playing as an android but there also needs to be things that are difficult so players feel rewarded for beating it.' There have been a number of challenging aspects throughout the development of Metal Eden, the developers said. 'It's been a hard game to make, gameplay has been hard to nail,' said Izydorczyk. 'It's not been an easy road but we're happy with the game and what we've created. The pacing second-to-second has been different to anything we've done before. 'DOOM 2016 was a big reference for us, Titanfall as well, and we really enjoyed Ghost in the Shell so we thought let's do something with those vibes. 'We thought let's do a shooter that we would like to play and we also want people to really have fun playing this.' Kornecki added: 'There are also timeframes and ambitions we've had to deal with - keeping both in mind while delivering what we have has been the most challenging part. 'We spent a lot of time building the team and finding appropriate actors for voiceovers, finding great animators for the cutscenes - pushing for perfection has been the most difficult part of the production.' Metal Eden releases May 6 on PS5, Xbox Series X/S and PC.
Yahoo
28-01-2025
- Entertainment
- Yahoo
10 years later, Dying Light's night time psychological warfare is still one of the strongest hooks in horror gaming history
When you buy through links on our articles, Future and its syndication partners may earn a commission. A digital watch has never been more threatening than in 2015's Dying Light. Picture it: you're crouched on a rooftop after losing track of time, and the staccato alarm emanating from Kyle Crane's wrist feels like a chastisement. Pained howls pierce the darkened sky. Nightfall is here. You are out of options, out of time, and out of daylight. The fear is paralysing – and that's the whole point. Dying Light's harnessing of player psychology is part of what cements it as one of the best horror games of all time. Like Pavlov's dog, upon hearing those sharp digital beeps, the player is obediently trained to break out in a cold, dreadful sweat. The watch is a harbinger of doom, alerting us to the fact that you do not want to be caught out on the streets of Harran at night. Immediately, it's fight or flight: do I stay put and finish my mission, or run for the nearest pool of UV light? It's still an underused feature in horror games in 2025, but looking back a decade later, Dying Light's day and night cycle truly is the crux of what makes it the stuff of nightmares. Bloodied legacy Dying Light: The Beast wants to be "the ultimate zombie adventure", and it only exists because Techland's DLC plans leaked "Night is coming." The on-screen text marks the terrifying home stretch at the tail end of Air Drop, the first Dying Light story mission that brings us face to face with a Volatile. Tower resident and ally Judy's voice crackles over the radio receiver, and her words are anything but encouraging. "The nightmares are walking. Don't let them see you." What comes next is one of the most stomach-churning chase sequences I've ever experienced, firmly in line with anything you'd expect from one of the best survival horror games, as a low level Crane has no choice but to run for his life from the most dangerous undead in the game. You cannot kill them; all you can do is go. It's true that danger is shambling around every corner in Dying Light, no matter the time of day. But while some of the other best zombie games are set in a state of perma-darkness (like Resident Evil 2 Remake) or feature scripted time shifts (like The Last of Us), Techland uses time differently. It's a dynamic tool, intended to psych the player out by creating a palpable sense of imminent danger, higher stakes, and ramped up difficulty. There is so much buildup around the terrors of the moonlit hours that, save for one or two missions, interacting with them at all is almost completely at your discretion. So why would anyone risk it? Because there are actual benefits to risk-taking. There's no illusion of danger in Dying Light – the Volatiles are stronger, faster, more relentless than regular zombies, and you are more likely to run into a world of hells when you venture into their dens. But by having only one or two main mission segments where exploring after nightfall is unavoidable, thereby relegating the majority of night time quests to optional side content, the inference is that it's your call to avoid it. ...nothing quite compares to the simple yet omnipresent fear of Kyle Crane stepping out into the gloaming... The optionality of interacting with Dying Light's strongest horror moments is cyclical. That was certainly the case for me when I replayed Dying Light recently; I avoided going out at night at all costs, which in turn made the night scarier and scarier. Darkness was a constant source of anxiety, prompting me to weigh up whether I'd have enough time for one more mission before the telltale watch alarm would spell out my fate. Ultimately, this turned me into just another resident of Harran; I was playing it super safe. It just goes to show how easy it is to get swept up in Dying Light's narrative and lore, with the time cycles feeding into the semblance of Harran as an ever evolving, ever shifting entity with deadly peaks and troughs. On one hand, it makes us feel more powerful when the sun comes out. On the other, we constantly fear the dying light above us. The utility of day and night cycles in horror games – and the psychological warfare that can be waged against the player's sense of self-preservation through implementing them correctly – is a surprisingly rare find, even now. Only 2007's Stalker: Shadow of Chornobyl comes to mind immediately, with The Forest and Darkwood no doubt taking inspiration from both it and Dying Light later in 2017. Sure enough, Dying Light 2 doubled down on the potentiality for night time dangers by implementing an immunity meter, with Aiden's exposure to darkness increasing the likelihood of his transformation into a Volatile himself. Still, nothing quite compares to the simple yet omnipresent fear of Kyle Crane stepping out into the gloaming, knowing full well he's not fully capable of fighting back. With Dying Light: The Beast potentially just months away from launch, replaying the first game feels all the more exciting in 2025. Dying Light marked a pivot in zombie fiction as we once knew it, and with such strong material under its belt ready to be pushed to new extremes, I've no doubt that Techland is set to impress us once again with Crane's long-awaited last hurrah. Check out all the upcoming horror games set to scare you in 2025.