Despite the absence of major updates the wait for Dying Light 2 shows no sign of abating. The Techland game has been one of Steam’s Most Wanted for months, and even console users can’t wait to hear all about a sequel destined to take the original’s heady mix of zombies and parkour to the next level.
The Polish studio recently answered some of the most popular questions from fans, giving new information on the project while waiting to restart at full capacity with classic communication. Before going deeper, we remind you to subscribe to our channel and activate notifications: it takes very little to keep up with the videos of Everyeye.it. It was directly Tymon Smektala, Lead Game Designer of the production, who responded to the curiosity of fans, thus shedding light on different aspects of an ambitious following and also ready to take risks.
Smektala started by confirming the greater extension of the game map. With its almost 7km square, Dying Light 2 will develop on a double surface than that of the predecessor and the related DLCs, to which a renewed emphasis on verticality will be added. The game promises a wide alternation between interiors and exteriors, with a ruined metropolis made up of two macro regions: one in the old city style, and the other decidedly more modern, characterized by skyscrapers and shopping areas. Except for a single mission, there will be no vehicles in the game: the focus of the team is on free movement and parkour, with an even more advanced system of animations and interaction with the scenario.
In confirming the general structure of the title, with the day / night cycle that will see the infected less active with the light of the sun and more ravenous and lethal than ever when darkness falls, the designer recounted the changes made regarding the grapple. If in the first Dying Light the impression was that of moving like Spider-Man, with sudden accelerations and choreographic movements, the Lead Game Designer instead referred to Tarzan to give an idea of how the grapple will work in the following. In short, the approach will be more realistic and credible, based on rocking like Tarzan’s on vines rather than on sudden jerks and vertical projections. Smektala still wanted to get their hands on, asking fans to trust Techland and indeed promising an incredibly fun and rewarding movement system, with grappling implications in terms of combat as well.
Speaking of confrontations: Dying Light 2 will continue to be a physical and visceral experience, with an emphasis primarily on hand-to-hand and hand-to-hand weapons. There will also be ranged weapons, but guns, rifles and guns in general will be absent, considered incompatible with a world in ruins and technologically returned to a sort of new Middle Ages. All with one notable exception, that is a handcrafted shotgun to be managed with the left hand, while holding another weapon with the right: a tool of death as powerful as it is fragile, to be used strategically only and only when cornered by royalty. emergencies.
The most significant revelation of the Ask Me Anything, however, is the one concerning the functioning of the narrative component of Dying Light 2. Since the presentation at E3 2018 Techland has in fact treaded its hand on the impact that user decisions will have on the game world and on the narrative level, for an experience destined to react to our inputs. Following controversial personal vicissitudes, an RPG legend like Chris Avellone is no longer involved in the project, yet Dying Light 2 has not given up its non-linearity anyway.
Smektala explained that in-game actions will have repercussions on three different levels. The first is the one concerning the general plot, with junctions that will force you to make decisions that will gradually influence the ending. The second floor is the one that has to do with the main quests and above all with the secondary ones: helping or not some characters will have repercussions on the same missions and beyond. In the video, the developer cites the example of an opera singer who, if treated safely, will from that moment thank you by delighting you with her vocal skills in the central hub.
The last level is the one that will affect the alignment of the city. Favoring one faction over another will change the appearance of the various areas, with forces at play that will manage the settings in a very different way, affecting the gameplay. For example, the survivors will create trampolines and cableways almost everywhere, making it easier to travel to sow threats. The peacemakers, on the other hand, will favor traps and devices designed to lend a hand in direct combat. In short, giving support to one group or another will modify the scenario both aesthetically and playfully, allowing you to experiment with a living world.