Games are incredible in the way they let you exist within fully-realised virtual spaces, and how a game chooses to let you traverse that space can say a lot about its character. Look, I care a lot about movement in games. Dying Light 2 is a game that wants parkour to be as frictionless as possible, while putting up constant roadblocks to bring your urban escapades to a halt. I'm sure I'll be able to climb towers with reckless abandon in 5, 10 or 20 hours, just as I'll be allowed to do fun stuff like sliding or wall-running or swinging off grappling hooks. Stamina is both a crutch for the fact that an open-world sandbox can't create bespoke parkour challenges, and a gating mechanism. In the opening missions, my NPC bud is constantly having to kick down ladders for me after my noodle arms keep failing. But figuring out the best ways to climb up the side of a building should be a challenge in and of itself. Dying Light 2 uses a stamina system to ensure you can't clamber up skyscrapers from the get-go. Running into ropes to swing over fences, vaulting crates and jumping rooftops has the feeling of trying to grab a shoreline while being swept slowly downstream.īy the time I got to Villedor proper, another problem reared its head. A seamlessness that means I'll be holding W to climb a pipe and suddenly be hanging from a windowsill. There's a looseness that carries over into so much of Dying Light's parkour.
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