The Dying Light
Another reason why Techland did not make Dying Light a sequel to Dead Island was because the team wanted to create a survival game with a serious tone, while Dead Island's story is lighthearted and the game features mostly hack and slash gameplay.[28] According to producer Tymon Smektała, the team aimed to create a story that was "more mature and more serious".[30] Concerned that their team of Poles would not be able to write a story that appealed to North American audiences, Techland invited DC Comics writer Dan Jolley to be a consultant for the story.[31] Inspirations for the story were drawn from novels such as The Plague and Heart of Darkness.[32] Despite the serious tone, the game features some exotic weapons. Game designer Maciej Binkowski felt that the game featured "Hollywood realism", and that they did not intend to make over-the-top weapons like the Dead Rising series.[33] Like Dead Island, the game's combat was melee-focused, and the team invited a group of Krav Maga technique experts to show the programmers and designers "what it was like to hit something" in order to further refine the game's combat.[34]
The Dying Light
Dying Light contains a dynamic day and night cycle. During the day, the player has to go out and scavenge for supplies to send back to the safe zones. They can also set up traps, save random survivors, and make their way to airdrops. The infected are slow, apathetic, and easily visible, allowing the player to simply make their way past them, but their danger grows in numbers.[7] Players can also use environmental traps, such as spikes and electrified fences to kill the infected. Daytime will last for approximately 64 minutes, while night time will last for approximately 7 minutes. The game also features a physics-based lighting system and a dynamic weather system, which includes a variety of conditions such as fog, rain, and wind.
During the night, the infected transform into something much more dangerous and become more active and dangerous. Without daylight, the senses of the infected become more acute and accurate. They gain the ability to sprint after the player and have increased damage, as well as the ability to jump and climb buildings like the player. New enemies are also introduced at night, challenging the player to survive, introducing the new playing aspect of the hunter becoming the "hunted". In order for the player to avoid contact, they need to use their survivor sense to locate infected in the dark to stay out of their way. If spotted and trying to escape their pursuers, the player can use distractions and the traps to lower their numbers. Players can use sound to lure the enemies.[8] The player's main defense against the infected is ultraviolet light, which slows them down.
Do not go gentle into that good night,Old age should burn and rave at close of day;Rage, rage against the dying of the light.Though wise men at their end know dark is right,Because their words had forked no lightning theyDo not go gentle into that good night.Good men, the last wave by, crying how brightTheir frail deeds might have danced in a green bay,Rage, rage against the dying of the light.Wild men who caught and sang the sun in flight,And learn, too late, they grieved it on its way,Do not go gentle into that good night.Grave men, near death, who see with blinding sightBlind eyes could blaze like meteors and be gay,Rage, rage against the dying of the light.And you, my father, there on the sad height,Curse, bless, me now with your fierce tears, I pray.Do not go gentle into that good night.Rage, rage against the dying of the light.
Note that DL2 should run fine on most gaming PCs built in the last five years with Intel Core i3 9100/Ryzen 2300X and GTX 1050 Ti/Radeon RX 560 as the recommended minimums. But running the best version of the game requires some serious power. DL2 is enhanced with ray-traced lighting effects and is DLSS-enabled, so if you have an RTX graphics card you will be able to dial in your preferred balance of detail and FPS smoothness.
There are more tools to navigate the city that only arrive about halfway through the main story quests, like the paraglider I can use to sail over rooftops, steering into updrafts from air vents to extend my flight and open up an exciting new avenue of travel. It's also the perfect way to escape clawing zombie mobs. Eventually I get a grappling hook, too, not a Just Cause-type for yanking myself through the air but one I can sink into an object above me and swing across gaps with like Indiana Jones. With all of these tools in play Villedor becomes a brilliant playground, a massive, zombie-filled puzzle I can solve by climbing, leaping, gliding, and swinging, whether I'm on a quest or just exploring.
When night falls traversing the city becomes incredibly dangerous as all the zombies who avoid daylight head out onto the streets, much meaner and faster than their daytime counterparts. But night also means the interiors of buildings are easier to navigate since most of the hordes are outside. Nighttime activities reward you with more loot and increased XP, so it's a real risk-vs-reward prospect. It's also a fantastic way to add tension. Creeping past slumbering zombies who might wake up at any moment or scuttling across rooftops hoping I don't do anything to make noise and alert the mob always has me holding my breath. And finishing up a long mission and realizing night has nearly fallen is a real oh-shit moment, followed by a mad dash to a safe zone as warning bells sound across the city and the howls of the undead begin rising in my ears. Parkour while panicking is the true test of your skills.
The messengers launch; first one, then another, then hundreds, and finally, one last creature, recognizable now to him in any shape, rises from the water on a towering plume of light, vapor, and heat.
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