![]() If I choose the other, the area will be more fortified for combat thanks to things like car bombs. If I choose one side, the area around the water tower will have more landmarks suited for parkour like ziplines. When I do so I've given a choice between two rival factions to whom control of the water tower should be granted. Not every choice has a major impact-some characters aren't meant to live, for example-but sometimes choosing one faction over another can have a huge impact on character relationships, the world itself, and more.įor example, in one mission I am meant to liberate a water tower that still produces clean water. The small tidbits we were fed in this demo are intriguing, as are the people we meet and choices we have to make. I hope the mission structure keeps me interested, mostly because I want to learn everything I can about this game's story arc. This highlights a variety in mission structure that I hope continues throughout the Dying Light 2 story, offering something different in the midst of "go here, talk to this person, fight this enemy, repeat" sort of storytelling. Therefore, I had to lure the Goon and his other infected buddies away from the spots I had to check, then run over and check them before he caught up and slammed my head through my backside. The objective was to search multiple spots in a confined space for a certain item, however every time I searched an objective I'd be leaving myself open to a Goon attack. One of these encounters involved the Goon, a massive bloke with an arm that doubled as a bludgeoning tool. The times that it did though, ho boy, were there some ghastly monstrosities out to get me. The infected were background characters, an ever-present issue that also never really reared its ugly head. While I did encounter some uglies during those tasks, the main source of danger came from other survivors. For a while I stuck to the linear path, going from marker to marker and completing missions. That brings me to another interesting dynamic about this world: the dangers you encounter are often linked to how directly you play the main story. I might not have seen that if I didn't go explore it, making every trek out into the Infected-infested streets a gamble. Later on in the demo I encountered a "GRE Anomaly," a hideous beast that only appears at night but, when defeated, offers upgrade materials and great loot. A more direct route may be safer, but I also might miss out on some extra loot or gear that a bandit or a convoy may hold. No two playthroughs of this demo - let alone the full Dying Light 2 experience - will be the same. The final time I stayed on the rooftops and made a beeline for the marker, as I was now worried about not being able to finish the demo.Įach of these paths brought me to unique situations, coupled with their own enemies and challenges. The second time I came from the south, encountering both a hostile group of bandits and a weary survivor singing a beautiful song on a rooftop near the marker. The first time I came from the west, having been distracted by a Military Convoy marker promising good loot and gear. ![]() Thanks to the power outages I had to make my way to the same quest marker three different times, but as I watched the footage of my demo I realized I had reached that marker via a different path every time. So why do I bring this up? Strangely, the technical issues of the real world were able to spotlight the vast openness of Dying Light 2 's in-game world. After a second power restoration, my demo was clean for the remainder of my time. After a few minutes power was restored and we were off again, only for the power failure to happen again right around the same part of the demo. Apparently the mega ultra powerful PCs the dev team loaded with our demo builds were tripping wires in the building we were playing in, so about six of the demo stations were suddenly lights out. ![]() First, a quick anecdote: I sat down at my station to play the demo, began traversing the world and making my way to the first marker, and right after I got there my station lost power. ![]()
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