Delayed...again
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Delayed...again
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The 4th Episode of "Dying 2 Know" on September 30
Dying 2 Know: Episode 4 from yesterday's livestream
Dynamic music kicks in and intensifies as soon as you start chaining successive parkour moves
David Belle, the founder of modern parkour, is a supporting character/NPC in Dying Light 2.
David was the parkour advisor in Dying Light 1, and now, on top of being the advisor/consultant in Dying Light 2, he's an actual character in-game named Hakon, who will be supporting the player and acting as a mentor. He's also providing most of the motion capture for parkour moves.
Cool! He’s in a couple of films I watched. Banlieu 13 is silly but worth it for those who enjoy parkour.
Not directly related to Dying Light 2, but Dying Light 1 has been released on the Nintendo switch (if you have one and are interested to give it a try)
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Parkour team, STORROR, made a POV parkour video in preparation for Dying Light 2 release in February
20 Minutes of NEW Dying Light 2 Gameplay
Quote from will2k2 hours ago, will2k said: 20 Minutes of NEW Dying Light 2 Gameplay
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I can't see the game. There's too much UI in the way.
Another video with different gameplay/areas
A sneak peek at the tools used to build Dying Light 2 (I already linked the article back in April but with the release date closing in, it's good to see the tools/technology used to build the massive open world/city in the game)
QuoteQuote How did the CityBuilder tool help you craft The City? Did it enable you to create a more varied environment than we're used to in open world games?[/b]
Łukasz:[/b] The main reason we invested in creating CityBuilder was giving C-Engine users a tool to efficiently build large-scale urban environments. CityBuilder implements a top-down approach to crafting the game world. The user can draw a city plan just like an urban architect would. There is no longer a need to place every wall manually on the map. CityBuilder automates the tedious repeatable parts of the map building process and lets Level Artists and Level Designers focus on the more creative parts. It also boosts iteration times. Changes to visual styles or geometry of buildings can be easily propagated across the city.
Users retain full control over the look and feel of the city and they can invest their time into crafting memorable, unique locations and gameplay opportunities while CityBuilder takes care of the rest. This way, we can craft a more detailed, varied, and unique environment in a regular production schedule.
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Quote from will2k42 minutes ago, will2k said: A sneak peek at the tools used to build Dying Light 2 (I already linked the article back in April but with the release date closing in, it's good to see the tools/technology used to build the massive open world/city in the game)
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Got a small heart attack when I saw your post lol
Today at 12 PM PT / 9 PM CET is the new episode showcasing 15 min of new gameplay footage
For live stream https://www.youtube.com/redirect?event…h.tv%2Ftechland
For later VOD https://www.youtube.com/channel/UC_LtqnFEM3N3SZzc2qPk2pg
The new gameplay video from yesterday's episode
New cinematic trailer
Cinematic Trailer - Behind The Scenes
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