With Dying Light 2: Stay Human finally getting a release date later this year, it was about time that Techland started dishing out some of the cooler aspects of the game: the day/night cycle.

“The night is the common enemy for everyone in Dying Light 2,” explains Techland creative director Adrian Ciszewski. ”What you will be able to experience in Dying Light 2 is something not seen since the 2D era in terms of natural human-vs-monster encounters. Instead of enemies shoulder to shoulder in open areas,” our gang will be spread out and will be facing off against the world like they did during mid-1980s einachschiffes in Wolfenstein 3D and Zone of the Enders.

"This is going to be a visceral experience," Ciszewski adds. "Instead of strength, quickness and how you can manoeuvre in a crowded area being your deciding factor, whatever is we are confronting will have fully determined behaviours based on AI intelligence.

"You will not be assaulted by things turning against you or you suddenly favoring a different position that is better in combat. We will dramatically change the way we think about minions and their role in conflict."

It's safe to say that Ciszewski has a also been listening to how fans have been reacting to the game in both the game magazines and web forums. GameSpot's Sonny Dickson recently got to try out a Store Nov public demo of Dying Light 2 while this correspondent played through the full interview, raising some interesting points as well.

"I hope so." Ciszewski replies, laughing. "It's actually the most basic aspect of our combat, the way we actually think about appearing and playing HOV. Dying Light 1 was meant to be a hybrid of powers, traversal, but because we don't dare feature HOV powers (which is not entirely Gundam) in that game we used psychometry and eye motion to strengthen our gameplay.

"Which means that the way you look at things in AR, it's a form of telepathy, learning the tastes of things and getting material. In Dying Light 2, we want to take this further because the actual combat is more about creating full psychological interaction.

"So for example, do you need to solve the puzzles to fall and so set traps or go for backstabbing if you're a stronger/more powerful manoeuvre enemy? For example, that's the kind of thing that might even start affecting enemies' primary attack nodes because they remembered you using a kind of semi-stealthalike in a past attempt."

"I don't think zombies are zombies," Ciszewski says of zombie mode. "And I feel delighted, honoured and scared by the fact that we're in London on the Ceilid
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