You'll have to release the key and then re-press it. If you do the wrong thing, nothing happens. The problem is that holding down interact will not trigger the "tap" inputs. Some items in the game world require you to tap the interact button, while others require you to hold it briefly, and there's no clear division between the two. Some of the other frustrating elements aren't as much "bugs" as they are poor design choices. The ray-traced lighting makes many areas darker-in some cases, too dark. Lots of games have the ability to switch between first- and third-person viewpoints, like Bethesda's Elder Scrolls and Fallout games, as well as Grand Theft Auto, so the missing option here feels especially lacking. It would help with judging distance for those long jumps, too. Simply put, immersion is a lost cause in this game, and so we would have enjoyed leaping across rooftops a lot more if we could have watched Aiden do it. We wouldn't normally complain about a game leaning harder on gameplay at the cost of immersion, but it feels hypocritical in Dying Light 2, given that the game does many other things that seem to be for the sake of immersion. That might just be this author's opinion, but the developers really should have left players the option to watch the scene or move. It's a stupid scene that transparently apes Far Cry with its attempt to set up the villain as a memorable character. Rather than being able to actually run away (like you were told), you are forced to sit and watch as the villain slowly tells your friend a pointless anecdote, then brutally eviscerates him before noticing you and having his flunkies give chase. Speaking of Far Cry, there's a scene early on in Dying Light 2 where a friend asks you to flee through a hidden vent just as the villain of the game appears. Surviving The Zombie Apocalypse In The Dying Light Like the previous Techland games, there's a crafting system in which you can modify your weapons or craft supplies to keep yourself alive, although it's considerably shallower than in the last game, as weapons themselves are no longer craftable. There's no firearms at all this time around, and while bows can offer the ability to attack at range, Aiden must mostly rely on his ability to bash, slash, and smash zombies with hand-to-hand combat and a decent variety of makeshift weapons. You don't play as Kyle Crane anymore-veterans of the first game will know why-but instead as a young pilgrim named Aiden who's looking for his lost sister.įortunately, playing as Aiden is pretty much like playing as Kyle Crane, which is to say that the gameplay remains mostly the same: first-person parkour action, with a heavy emphasis on high-mobility melee combat. Society has fallen apart due to a rampant zombie virus, and "pilgrims" travel between scattered settlements carrying messages, packages, or other valuables. It's set in the same world, but 22 years later, in 2036. Dying Light 2, then, refines the formula of the first game. From what I've experienced of Dying Light 2, it's a game that's more mindful of the impact of living during a traumatic, world-altering pandemic, while also making plenty of time for fighting zombies and running along rooftops.The original Dying Light was another huge hit for Techland, and it still has an active player base to this day. While its gameplay has improved over the years, its narrative focusing on a government agent playing different sides of a conflict during a growing global pandemic has not aged as gracefully. In that regard, its predecessor comes from a time that seems a bit more quaint by the standards of the new normal of 2022. No doubt, Dying Light 2 is a product of the COVID era, and will be examined through that lens. Eventually, Smektała says, they were able to adapt, finding that spontaneous creative spark that's often vital for game dev. According to Smektała, one of the things that made the transition to work from home was the isolation from the team, which led to some gaps in forms of communication that people often take for granted, something that many people who work in offices can no doubt relate to.
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