dy­ing light 2

Plunge into the dark ages and bring hu­man­ity back into the light, or not

XBox: The Official Magazine (US) - - CONTENTS -

Adam Bryant “Dy­ing Light 2 will re­tain much of what made the first game so ap­peal­ing”

Pub­lisheR Tech­land Pub­lish­ing De­vel­oper Tech­land For­mat Xbox One ETA 2019

Life can be tough, es­pe­cially when the world as you know it has come to an end at the hands of an in­fec­tion that’s turned the ma­jor­ity of the planet into feral zom­bies. Dou­bly so when you live in the last hu­man set­tle­ment left on Earth and a mul­ti­tude of dif­fer­ent fac­tions are all vy­ing for dom­i­nance. What, then, would you do if you had the chance to in­flu­ence the fu­ture of this set­tle­ment and of hu­man­ity? This is the type of ques­tion that Tech­land is hop­ing you will an­swer with its lat­est park­our sur­vival RPG.

Dy­ing Light 2 will re­tain much of what made the first game so ap­peal­ing, such as fluid park­our tra­ver­sal, first-per­son melee com­bat and a day and night sys­tem, but they’ve added a strong branch­ing nar­ra­tive to the mix, some­thing the de­vel­op­ers ad­mit was lack­ing in the pre­vi­ous game.

Dur­ing a hands-off demon­stra­tion, we get an op­por­tu­nity to see this im­proved nar­ra­tive first hand. The story takes place 15 years af­ter ‘The Fall’. The pro­tag­o­nist, who is a sur­vivor, has ar­rived in the city (it’s un­clear whether or not this is the same city as the pre­vi­ous game) to re­trieve some­thing of im­por­tance and needs the help of the lo­cals to get it. How­ever, none of the lo­cal fac­tions are re­motely in­ter­ested in talk­ing to him. Af­ter learn­ing that an emis­sary from one of the fac­tions, the Peace Keep­ers, has gone miss­ing while in­ves­ti­gat­ing a nearby wa­ter tower, he sees an op­por­tu­nity to change this. If you can find out what hap­pened to him you may gain enough re­spect for them to help you.

Park­our galore

The pro­tag­o­nist takes off into the city, jump­ing through win­dows, climb­ing walls, and scal­ing rooftops, in a deft park­our dis­play. You’ll have dou­ble the amount of park­our moves to play around with this time, and mastering them all will al­low you to bet­ter adapt to the en­vi­ron­ment and zip around the city. Peo­ple are safest dur­ing the day, it’s when night falls and the in­fected come out in droves that things get a lot harder. We catch a glimpse of them, holed up like sar­dines in one of the many ‘Dark Spa­ces’ found through­out the city.

Once we reach the top of the wa­ter tower, we’re met by two mem­bers of an op­pos­ing fac­tion. We find out that these men have killed the emis­sary, and af­ter an ex­change, which takes place over a con­ver­sa­tion wheel, we’re given two op­tions. We can ei­ther take these men out and hand over con­trol of the wa­ter tower to the Peace Keep­ers, or we can strike a deal with them and take a cut of what­ever prof­its they get from sell­ing the wa­ter. If we side with the Peace Keep­ers, ev­ery­one in the city will have ac­cess to free wa­ter, and we’ll have ac­cess to foun­tains that will re­plen­ish our health. But the Peace Keep­ers are fas­cist rulers, and the peo­ple are sub­ject to pub­lic ex­e­cu­tions should they cross them. Side with the ban­dits, how­ever, and the whole area will fall fur­ther into dis­re­pair where peo­ple now have to pay for wa­ter, and are dy­ing of thirst. Nei­ther of these choices are per­fect, so you’ll have to de­cide care­fully on what to do. Each of the choices you make will change the world around you, for bet­ter or for worse. This may be just a snip­pet of Dy­ing

Light 2’ s pos­si­bil­i­ties, but we’re im­pressed by what we’ve seen so far. Cre­at­ing a truly evolv­ing city where all of your choices mat­ter is a bold un­der­tak­ing, but we have con­fi­dence that Tech­land will pull it off.

De­spite be­ing three years old, Dy­ing Light still draws in half a mil­lion play­ers ev­ery week

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