System Shack is the new column at NME that explores the mechanics behind the most successful games in the industry. This week, Rick Lane stumbles upon Dying Light 2.
Tfar home in shake systemI discovered the mechanisms that help make their games great. But since we tend to learn more from our mistakes than our successes, it’s sometimes worth playing a game where the basic ideas don’t quite work out. By far the most famous disappointment this year is death light 2Techland’s free-to-play, zombie-knock sequel that simply fails to live up to the original’s fun.
There is a lot wrong with that death light 2. The story is terrible and exhausting. Techland’s cutting-edge cityscape before its release is way less involved than the studio promised. Even the juxtaposition of day/night, which is central to the point I alluded to in the game’s title, is rendered insignificant by the game’s unique structure.
But the game’s most notable flaw is in the parkour, the acrobatic movement system that lets players jump, roll and climb across the rooftops of Philidor to evade the city’s zombie hordes. dying lightThe combination of free running and zombie survival put the game on the map, and having a whole new city to play parkour across was key to the sequel’s allure.
on paper, death light 2 It does a lot to improve parkour in the first game. It adds a bunch of extra abilities to the player’s skill set, like wall running, dashes, and even double jumping (which doesn’t seem to make sense, but then again, it’s a game with zombies in it). The environment is also designed to better suit free running, with the player being able to use things like rope swings, slides, and tubes that you can slide into to hit the ground. Best of all, there are fewer seams in the parkour action suite, with animations designed to link together elegantly for a smoother experience.
Logically, all of this should facilitate a more immersive free play. But the way Techland implements these ideas makes parkour a little less fun. First of all, Techland’s attempt to slim down parkour instead removes a lot of the weight and momentum behind it, as it increases the gap between player input and what’s happening on screen. Look closely at any parkour video of death light 2, and you can see that the game compensates for what it considers a player error, artificially extending the jumps and redirecting Aiden to land on specific obstacles. The result may look more elegant, but it feels devoid of impact and physicality, as if you inhabit a character more and more as if you were a puppet on a wire.
This is by far the biggest flaw in death light 2parkour, but the problem is compounded by two other factors. First, a great deal of the game platform’s potential is locked behind the skill upgrade tree. These upgrade trees are somewhat typical of modern open world games, but death light 2The parkour system is completely hampered during the first ten hours of the game. It’s not just about blocking advanced moves like wall running and being able to jump off enemies. It prevents you from doing basic things like jumping up to higher edges and maintaining a grip on the handle for more than a few seconds. while dying lightParkour was liberated, your main defense against zombies, death light 2Parkour is restricted and unsatisfactory.
This problem eventually disappears. By the time you reach the second chapter of the game, you will have unlocked most of the basic parkour skills and can enjoy the system as is. But this problem is almost immediately replaced by another, that is death light 2Chapter Two renders the game’s parkour system null and void. The second act takes place in downtown Philidor, and all the twinkling skyscrapers are too tall to climb by hand and too far to jump between them. Instead, this downtown move largely revolves around a canopy, allowing you to glide between skyscrapers and reach them from the ground using upgrades.
A parachute can be fun to play with, but it also allows you to go anywhere in downtown Philidor. This means that, after spending hours slowly unraveling the potential death light 2Parkour, the game suddenly introduces a system that greatly reduces the need for your free running skills. Just at the point where parkour becomes interesting does the game replace it with a much less interactive movement system.
The pitfalls Techland makes with death light 2Parkour becomes a lens through which the game’s biggest problems can be viewed. Techland obviously wants that death light 2 To be a more luxurious and culturally significant experience than the first game, which is why it dedicates so much of its resources to storytelling. But it overlooks what made the original game fun in the process, and the results were a less satisfying experience all around.
If you enjoyed this column, check out last week shake system – Where Rick explores what he’s making elden ringGuard counters are very unique.