Dying Light is set to be one of the biggest launches in the first quarter of 2015, and publisher Warner Bros. Interactive Entertainment are certainly putting some weight behind the title. Techland, the studio developing the videogame for Xbox One, PlayStation 4 and PC, have some idea of their own of course, including a potential virtual reality (VR) edition of the videogame using the Oculus Rift head-mounted display (HMD).
Dying Light is a survival horror title played from a first-person perspective. Unlike Techland’s other famous zombie survival videogame, Dead Island, this new experience gifts the player with rewards for momentum. The player will be tasked with creating a path through the zombie hordes and then ensuring that they manage to reach their goal with sprints, slides, leaps and bounds. Combat is secondary, and given the numbers of undead you will be facing, is likely to put you at a great disadvantage. Recently the developer cancelled both PlayStation 3 and Xbox 360 versions of the title, stating that it couldn’t run on these older versions.
The reveal of potential VR support is reminiscent of The Creative Assembly’s own reveal of an Oculus Rift demo for first-person horror experience, Alien: Isolation, earlier in the year. That title launched without official VR support in October, though fans were soon able to unofficially unlock it. If the developer will revisit the title to add in Oculus Rift support is currently unknown. The same is true of Dying Light, as details on if the VR support will be made publicly available are yet to be revealed. Possible Project Morpheus integration on PlayStation 4 is also yet to be mentioned.
Many would assume that adapting Dying Light to a VR experience would be easy; after all, it’s already a first-person videogame. However it’s not that simple. A core component of the experience is the speed and agility of the player: two things that do not convert to VR particularly well. Techland will be demonstrating the challenges they’ve been facing with in adapting Dying Light to VR and how they’ve overcome these to VRFocus later this week, and you can be sure we’ll report back with any new information as soon as it’s available.