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The first Dying Light focuses on a unique day / night cycle that features primarily smooth parkour-inspired movement, brutal melee combat, and daytime action-rich style gameplay and more discreet stealth. It was an open world survival game built on-a night base style to avoid much more powerful and aggressive volatile zombies.
Based on the four hours of playtime in the preview build of Dying Light 2, it’s certainly the same, but developer Techland has apparently put a lot of effort into addressing many issues in the previous game and identified at the same time. Completely reinvented the basics of Design Pillars – Ultimately, so far, building a game that feels like the natural next step in the franchise, while at the same time establishing its own identity. To do.
Dying Light 2: First Hands-on Preview Screenshot
The first thing that really surprised me about Dying Light 2 was the world. The original open world was a highlight because it was designed as a playground for parkour skills, but in reality it was very well-founded and lacked a clear visual style. That changed with Dying Light 2, which takes place 20 years after the collapse of society. Mankind has returned to the modern Middle Ages. Nothing is more obvious than the bazaar, which serves as the main safe haven for Old Buildol, where most of my play sessions took place.
The bazaar is actually a large church in the middle of the Old Bildor, where a group of survivors strengthened the walls, added a small farm, and turned the interior into a shop, a weapons craftsman, and a hand-painted complete temporary city. Changed to a wooden sign – with scattered UV rays that help dodge infected people. Like the other big cities found in the Fallout series, the bazaar has its own culture and personality, between and near the image of the church, the sweater and hood worn by the inhabitants who look like a medieval chainmail. Is overflowing. All the complete lack of technology drives the theme of the “modern Dark Ages” home.
The world outside the bazaar also looks very different. There is a really nice dichotomy on the ground and rooftop levels of Old Villedor. The first floor is a wasteland. There are plenty of zombies, brown and gray bands, and all the wreckage of abandoned society. However, looking at the rooftop, the top of the dilapidated building is overgrown with trees and grass, and overgrown with trees and grass. There are also survivor camps where you can power yourself by climbing a fragile windmill. Helps create a safe zone with UV light that repels infected people.
I was also able to check the post-environment called the central loop. Central Loop traded in a small old buildle home in favor of a huge skyscraper that can only be passed through with new paragliders, ziplines and pulleys.
Regardless of which environment I played in, it was a lot of fun to move around. This time I feel that the jump has risen a little. It took some tweaking to get used to, but in the end I was able to challenge a very accurate platform and a very cool death that always jumps over a very satisfying rooftop gap, especially while running. rice field. Since there is no sprint button, it basically maintains momentum to speed up and provide a great incentive to make parkour as smooth as possible.
The fluidity of movement is just one part of the puzzle. Dying Light stands out among other similar zombie survival games, thanks to its brutal close quarters combat. This feels almost the same in the sequel. Talking to Dying Light 2 lead designer Tymon Smektala, one of the goals this time around is to combine parkour and combat, where players just encounter, stop, kill all enemies, and then continue their path. .. To that end, one of the earliest abilities you’ll get with Dying Light 2 is the ability to bounce an enemy and drop-kick another enemy to your face. Unfortunately, I didn’t have a deep enough understanding of the combat skill tree, so I couldn’t really tell how successful Dying Light 2 would be in achieving this particular goal, but combat still has an impact. Has action-packed melee weapons, modifiable melee weapons, craftable tools, and upgradeable skill-rich weapons.
One of the complete changes from what we did in the previous game is the day / night cycle. Smektala told me in the first game that many players didn’t attend the night for some reason. Some people thought it was too difficult, too scary, or not sure why they needed to bother.
To address this, Techland has a much clearer and clearer incentive to explore at night. During the day, large numbers of infected people hide inside buildings and are extremely dangerous to explore. But during the night, infected people can leave the street and take them to the street, leaving the interior almost unprotected and finding the valuables inside much easier. Then there are special open world events such as side missions that can only be completed at night and the GRE anomaly, a mini-boss battle against a powerful infected person.
Beyond that, don’t hang out during the night very As dangerous or scary as in the past. Volatile substances no longer just roam the city-at least in my experience. Instead, there is a special infected person called Howler, who alerts the horde of your presence when they find you, triggers a multi-layered tracking sequence like GTA, escapes and breaks your line of sight, or stands up. Force to fight with no one left to chase. However, the longer you stay within range, the more tracking meters will fill up, and more and more dangerous threats will be called for each new level, eventually reaching level 4. At this point, a big problem arises.
The final pillar of Dying Light 2’s design, which didn’t exist in the first game, is that the choices bring results, both in terms of story and real gameplay. During playtime, I encountered several points that offered me the option of siding in one faction or another. I can’t comment on how deeply those options affected the overall story, but it looked pretty dramatic. It’s like going back to the bazaar to make a decision on whether to share valuable information with the survivors, or to take that information back to the peacekeeping forces that enforce the law.
You can also occupy a particular facility and choose whether to give control to peacekeepers or survivors. Each choice offers unique benefits and benefits. Giving control to peacekeepers gives you certain combat-related perks, such as arming all vehicles in the controlled area with a remote-controlled car bomb. On the other hand, giving control to the survivors instead gives them the benefit of facilitating traversal. .. Example: There is a zipline that makes it easy to move the rooftop in the area. The more you work with a particular faction, the stronger the perks you can earn.
Dying Light 2 Stay Human-I’m dying to see screenshots
Overall, I had a lot of fun while using Dying Light 2. Unfortunately, I didn’t have much chance to see the four hours of play time, as most of it was focused on the content of the main quest. With so many side quests, side activities, and challenges, at first glance it’s clear that Dying Light 2 will be a big game and will be able to play together again. With the release of Dying Light 2 on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series consoles on February 4, 2022, it’s easy to see what’s going on.
Mitchell Saltzman is the editorial producer of IGN.You can find him on twitter @JurassicRabbit
About the author
I am good at playing various of games such GTA, FF and others. I love to share my gaming knowledge to each of you! Let's find out more fun in playing video games!