

When the initial *Dying Light* debuted in 2015, I was captivated from the very first leap between rooftops. The combination of parkour and panic was unparalleled at that time. Movement had substance, combat felt intense, and the environment clamored to be discovered, even while it was actively attempting to eliminate you. Years later, I revisited it with a group of friends, traversing the campaign co-op from beginning to end, and once again found myself enamored with it. That game remains impactful. The way it melds tension and momentum, continually compelling you to think swiftly.
Thus, when I learned that *Dying Light: The Beast* was reverting to its horror origins, my curiosity was piqued. I was prepared. The entire setup feels like a significant change: a forest in place of a city, a calculated antagonist rather than a brute, and the long-anticipated comeback of a character I’d thought was forever lost. Kyle Crane is not just back; he’s damaged, furious, and perhaps more perilous than the creatures surrounding him.
To explore how Techland is advancing a franchise that helped reshape the zombie genre, CGM engaged Franchise Director Tymon Smektała in a discussion about Castor Woods, the evolving tone of the series, and the experience of constructing something new atop the foundation of something cherished.
**Let’s discuss Castor Woods. It represents a significant departure from the dense urban landscapes we’ve encountered previously. What inspired the choice of the tranquil, tourist-town-turned-nightmare concept?**
**Tymon Smektała:** After developing city-focused sandboxes in two consecutive games, we were eager to tackle something different. We made the decision to delve into an environment where nature, rather than concrete, dictates the rules, primarily to challenge ourselves a bit and expand the limits of what we believed worked in a *Dying Light* game.
Castor Woods initially existed as a picture-perfect resort—a destination for hikers, travelers, and… Instagram-worthy views. Following the outbreak, that picturesque setting became frozen in time, leaving chalets overtaken by ivy and hiking trail signs partially buried in dirt. Artistically, it allowed us to juxtapose beauty with decay, and from a gameplay perspective, it compelled us to reassess traversal and how our horrors and scares could operate when trees substituted for alleyways.
**Kyle Crane returns in *Dying Light: The Beast*, which is monumental for fans of the first game like myself. What made this the opportune moment to bring him back, and how does he differ from the character we knew previously?**
**Tymon Smektała:** Players have continuously wondered “what truly happened to Crane?” since *Dying Light: The Following*, and I grew weary of answering it for a decade, haha. In all seriousness, the franchise’s 10-year anniversary felt like the ideal occasion to resolve that once and for all. However, don’t anticipate Kyle to be the upbeat, wise-cracking badass mercenary he used to be. Years of captivity and experimentation have left him damaged—both physically and mentally. He’s tougher and more resentful, interacting with others with a significant level of skepticism.
Moreover—due to what Baron did to him—he’s susceptible to frightening outbursts of power that he doesn’t completely control, which present themselves not only in gameplay but also in the narrative. Nonetheless, beneath all that, he remains intact, flesh, bones, and spirit, and as the game progresses, he gradually reconnects with the “old Kyle.” I believe we’ve succeeded in making him a more intriguing, mature character without sacrificing what endeared him to millions of players initially.
**The Baron appears to be a truly villainous character. How did you go about crafting a villain in *Dying Light: The Beast* who could hold his own against the horror established by Rais and Waltz?**
**Tymon Smektała:** Rais exemplified pure brutality, while Waltz embodied blind obsession; the Baron represents intellectual coldness. We posed this question: What does a scientist become when ethics perish before humanity? The Baron is our answer. Even his appearance—expensive coat, golden brooch, impeccably clean surgical gloves—combines luxury, sophistication, and ruthlessness in a way no other adversary we’ve created before has.
He’s the closest to a Bond villain we’ve ever approached. Interestingly, for most of the game, he maintains a hands-off approach—making your life more difficult through his private army and monstrous Chimeras, while keeping a distance, observing your reactions. This intensifies players’ motivation to “finally confront him,” and when that confrontation occurs… well, I’m afraid I can’t provide spoilers.
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