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Dying Light 2 Stay Human - zombie survival with choice & consequence

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,945
Location
Wandering the world randomly in search of maps
Some quick thoughts:

-It runs fine on a 4th gen i7 w/ 16gb ram and a 2070 super, 2k monitor
-'survivor vision' is a failure of game design. Interactables should naturally stand out from the environment like they did in the original. It doesn't look that much better than DL1 but now loot blends into the environment so bad I have to spam Q constantly.
-Sprinting is an advanced ability that has to be unlocked far down the skilltree, lolwut
-The general look of the hud and UI elements feels... consolized? Everything is chunkier with heavier outlines and such. Meh.
-Don't know how to repair yet, may not be possible to repair on the fly
-You can block now
-Starter weapons don't feel like wet newspaper like in the original, can actually fight zombies at level 1
-Sam B record, Dead Island same universe now canon
-Overall tone is bleak and sad, congrats guys you finally made something that fits the trailer you made three games ago.
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
312
Some quick thoughts:

-Don't know how to repair yet, may not be possible to repair on the fly

It's limited, every time you slot a mod in a weapon it repairs some durability. Max mod slots I've ever seen were three in artifact weapons, this encourages you to delay and space out your modding or switch weapons more often.
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
312
What is up with this? What is the lore explanation behind it? And what happens if you don't make it? Does a timer turn on as soon as it turn dark?
Everyone has corona and if you stay in the dark long you will turn into a zomboid this is why everyone sleeps with uv lamps turned on and zomboids stay in the dark during the day. Yes a timer starts but you have ways of getting additional time there are boosters that will premamently increase your time in the dark all over world so I guess they wanted people to explore more to find them.

I'd wager they switched this up to deal with the fact that darkness eventually became irrelevant in the first game, and interiors were not very interesting (the infection countdown starts indoors even during the day). The tradeoffs are more pronounced now, you invade a stash during the daytime and you'll probably have to use lots of resources (immunity boosters, UV flares, molotovs) or you wait for the night and risk being chased by zombie hordes which increase until you deal with them somehow, and there's tension the further away you move from a base camp. I like how it brings these systems online, whereas in the first game I'd largely ignore these limitations, but my educated guess is that it will all become meaningless towards the second half, as you'll probably drown in resources by then. Take my assessments with a grain of salt, though, I'm only five hours in (on hard).

The story presents this to you as an accepted fact that darkness just carries the infection, it's awful.

Edit: Oh, and there are also chemicals that the military dispersed in an attempt to kill the zombies, that create hazard floors and areas with even more restrictive and unmitigable countdown timers. The story excuses for this, are, again, a quick mention and brief dismissal, unless this is all explained in logbooks and item descriptions, in which case I couldn't tell, because I'm avoiding those like the plague.
 

Skdursh

Savant
Joined
Nov 27, 2018
Messages
734
Location
Slavlandia
The nighttime arbitrarily forced exploration timer is SUPERMEGAFUCKINGGAYshit.

What is up with this? What is the lore explanation behind it? And what happens if you don't make it? Does a timer turn on as soon as it turn dark?
It's more retarded than Justicar tried to make it sound. Yes, you can get a "booster shot" to increase your time allotment, but at the start of the game you only get 5 minutes to explore outside of the "safe" UV zone during the night time. This means you have to constantly keep an eye on the clock and make sure you don't wander too far because you die if the timer goes to zero. This absolutely RUINS the gameplay in my opinion. It's a completely arbitrary and unnecessary extra step that only serves to stifle exploration. Oh joy! We get to leave the safe zone, spend a minute getting to wherever it is we want to check out, spend 3 minutes actually doing something and then we have to drop everything and spend the last minute rushing back to the safe zone to reset the timer so that we can go out and do it all over again. Yes, you can find items to add to the timer, but literally any timer is fucking retarded and ruins the gameplay flow.
 
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S.H.O.D.A.N.

Learned
Joined
Dec 16, 2020
Messages
448
The timer would have made more sense if the game made use of deeper, self contained dungeon areas where the time you have left on the clock was weighted against going down another level for extra loot.

But the exploration is fairly shallow, in the sense that you're never really far from a rooftop and therefore a UV light reset, so the counter generates more annoyance than tension, up until it stops being a factor at all.
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
312
The timer would have made more sense if the game made use of deeper, self contained dungeon areas where the time you have left on the clock was weighted against going down another level for extra loot.

But the exploration is fairly shallow, in the sense that you're never really far from a rooftop and therefore a UV light reset, so the counter generates more annoyance than tension, up until it stops being a factor at all.

Are you far enough in? I expected this to happen, but I'm not sure when it will hit. Anyway, although the system could be deeper it does engage the player in a risk/reward loop and forces resource expenditure until you break the power curve.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,109
Location
Nantucket
I was already enjoying the game but it got ten times better as soon as I got to the big city area with the paraglider and 10x more verticality. This map will be incredible for events and multiplayer once they put PvP invasions into the game again.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,840
God I feel like I spent 10 hours running inane chores for assholes.

The campaign is actually a huge downstep from the first game. Why does everyone and their mom have 50 lines of dialogue?

Dialogue skipping simulator over here when I just want to kick zombies into fires.
 

TwoEdge

Scholar
Joined
Jan 27, 2017
Messages
312
So the core gameplay is as good or even better than the first game ?

Kinda. The parkour and combat are expanded, giving you more and better tools and more diverse obstacles for those loops to interact with. The problem is that the first game knew it was a "zombie dropkicking simulator", as Tyranicon aptly put, and was built as a playground around this concept. This outing, however, tries to be a more credible simulation of a post-apocalyptic zombie-infested world, and this drags the experience down.
 

Blutwurstritter

Scholar
Joined
Sep 18, 2021
Messages
1,070
Location
Germany
Sounds good. I don't care for the story anyways. If anyone is playing it in co-op, are there technical problems or does it run as smooth as the first part ?
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,776
Location
Republic of Kongou
Are there more interesting enemy types in this? DL had you fight slow zombie and fast zombie for 90% of the game with the occasional special zombie and the night fuckers and it all got boring rather quickly.
 

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,872,103
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Why this shit is in crpg forum?
AuAstBu.png
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,447
Location
Grand Chien
Are there more interesting enemy types in this? DL had you fight slow zombie and fast zombie for 90% of the game with the occasional special zombie and the night fuckers and it all got boring rather quickly.
Depends how you qualify 'interesting' but I think there are a good variety of enemy types
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,776
Location
Republic of Kongou
Are there more interesting enemy types in this? DL had you fight slow zombie and fast zombie for 90% of the game with the occasional special zombie and the night fuckers and it all got boring rather quickly.
Depends how you qualify 'interesting' but I think there are a good variety of enemy types

Do they make you approach them differently? Do they offer challenge? Are there more than 6 of them in the the game (like the spitter zombie in DL1).

Again are you fighting fast and slow zombies for more or less than 90% of the game? (I guess this one might have more human enemies but they weren't all that different from fast zombies in DL1 with the exception of the dudes with guns but those were just an excuse to pull out your own gun in turn).
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,447
Location
Grand Chien
Are there more interesting enemy types in this? DL had you fight slow zombie and fast zombie for 90% of the game with the occasional special zombie and the night fuckers and it all got boring rather quickly.
Depends how you qualify 'interesting' but I think there are a good variety of enemy types

Do they make you approach them differently? Do they offer challenge? Are there more than 6 of them in the the game (like the spitter zombie in DL1).

Again are you fighting fast and slow zombies for more or less than 90% of the game? (I guess this one might have more human enemies but they weren't all that different from fast zombies in DL1 with the exception of the dudes with guns but those were just an excuse to pull out your own gun in turn).
Ehhh kinda? most of them require the same strategy, bumrush them before they can do anything. they are annoying in different ways though. the howler needs to be bumrushed because it summons a horde, they are meant to get a howl off no matter what if you kill them but so far that hasn't always happened. bolters are just very fast and like to jump on you, again just bumrush them.

I haven't fought any of the tanks yet so I can't comment on them
 

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