![]() But the way Techland implements these ideas instead makes the parkour far less enjoyable. Logically, all of this should facilitate more immersive free-running. ![]() Most importantly of all, there are fewer seams in the parkour’s move-set, with animations designed to link elegantly together for a smoother experience. The environment is also built to better suit free-running, with the player able to utilise objects like rope-swings, ziplines, and pipes that you can slide down to reach the ground. It adds a bunch of additional abilities to the player’s skillset, like wall-running, dashes, and even a double-jump (which doesn’t make a whole lot of sense, but then again, it is a game with zombies in it). On paper, Dying Light 2 does much to improve upon the first game’s parkour. ![]() Dying Light‘s combination of free-running and zombie survival put the game on the map, and having a whole new city to parkour across was key to the appeal of the sequel. Even the day/night juxtaposition, fundamental to the point it’s alluded to in the game’s title, is rendered insignificant by the game’s peculiar structure.īut the game’s most notable flaws are found in its parkour, the acrobatic movement system that lets players leap, roll, and climb across the rooftops of Villedor to evade the city’s zombie hordes. The evolving cityscape that Techland hyped up prior to release is way less involved than what the studio promised.
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