These are showy flourishes of a power fantasy, rather than the panicked scrabble of the first game. And where low-level combat in the original was mostly about stamina management as you breathlessly donked lead pipes off zombie skulls, the sequel mixes in parries, split-second dodges (complete with Bayonetta witch time, with the right upgrade) and the ability to vault over winded foes into a flying kick. First-person parkour feels lighter from the off, letting you cross larger gaps and throw Aiden around with some confidence. A prologue set outside the city - a linear mountain region reminiscent of the first game’s The Following expansion - establishes new hero Aiden as a more competent survivor, well versed in clambering and evasion before he sets foot in the streets of Villedor. It felt pleasingly freeform and organic at a time when Ubisoft’s mania for stymying map icons was spreading like, well, a zombie plague.ĭying Light 2 is quicker to get moving. No streets cleaned out or regions conquered just the endless undead and a constant throb of danger to whatever task you set yourself that day. Once you had a foothold in Harran, you could enjoy the game for what it was: an open world adventure about coming to terms with an unabating zombie threat. You see, the original Dying Light was slow to the boil, the fun of its survival loop not fully emerging until you’d escaped the initial narrative funnelling and levelled up your arms to the point that parkour could get more expressive and the zombie-braining more excessive. Going in, the only time value I was interested in was how long - if ever - the game takes to sink its teeth into you. Plenty of words have been written about Techland’s backfiring boast of a three week runtime, so no need to relitigate that here. Call it closer to 30 and change, although my map still swarms with chores and requests to deal with post-campaign. No, Dying Light 2 doesn’t take 500 hours to complete. 20 years after Dying Light 1, a new hero finds himself leaping and beating through an open world city, this time with disappointingly well-behaved zombies and map-filling faff.
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