Things I Love about Dying Light 2: Stay Human

Is this a Taff Squees? Yeah, probably. See, I have been doing very little next to playing Dying Light 2, plotting my Latchkey Hero sequel, making gifs, and, you know, generally being preoccupied with the Dying Light franchise as a whole. So I’ve decided to whip up a little post about it. Or, rather, recycle one that has already made the rounds on Tumblr previously.

The parkour mechanics, top to bottom.

Who’d have thought that the parkour in the parkour game would be so good, huh? I’d already had (and am still having) immense fun traversing the Harran rooftops with Crane, but taking to the much more vertical Villedor armed with a boatload of new moves and tools is something else.

Let’s make a wee list of what I love about it most:

  • How the music builds as you hit your stride; and how it varies depending on the situation, the time of day, and where you are.
  • How that same music stretches when you leap far, giving you the impression that the whole world is holding its breath for when you land.
  • How Aiden gets so damn excited over getting things right. I’d always loved it when Kyle gets giddy after landing in some trashbags, so I’m delighted they’ve leaned into this a lot more for Dying Light 2. It’s catching. Aiden ought to congratulate himself more, he’s doing great.
  • How smoothly you can chain all the moves. From leaping off the edge of the roof, to gliding across to another buildng and rolling into a window, or, you know, kicking someone in the face. The possibilities sometimes feel endless.

The stealth

Have you seen my screen name? And if you have, do you know where I got it? I got it from Thief and Thief The Metal Age. My First Love. My Forever Favourite. I love stealth. Stealth is my Thingt, so when I say it pained me that Dying Light had pretty poor stealth I mean it. The game was otherwise perfect and the lack of refined stealth mechanics was something I often lamented when playing, and I am pretty sure I ranted about it to friends, too.

Then Dying Light: Stay Human happened. Help, I’m in Love. It’s unfair with how this goes straight for my heart.

Dying Light 2 is my Near Perfect Game. It included the last thing that was missing from Dying Light. And yeah I say Near, cause it’s not got Crane, but that’s an entirely different topic and not one for this particular blog post. So. Uh! Stealth!

When I noticed that stealth was a viable option, I near lost it. And it is! Viable! Very! I can steal my way through the night and I can work on clearing a bandit camp without anyone ever seeing me coming and I get to walk away feeling a wee bit accomplished after. Plus, how human enemy NPCs react to you leaving the flashlight on? Perfect. Yes, forgetting to turn it off was a dumbass move, thank you for reminding me. I will now proceed to beat you senseless with it (I mean, not really, but wouldn’t it be neat if I could?) and steal your socks.

The ability to play without a HUD because you get feedback for everything without it

I already loved that in Dying Light. You always knew when Crane needed a bandaid based on how he reacted to getting clipped. Aiden is a bit more expressive than Kyle in that regard, especially as he gets pummelled, which makes it even easier. But there’s more to it. So much more. Dying Light 2 is very immersive if you let it.

Case in point: I have never seen my stamina meter. I don’t need to. Much like I don’t need the immunity timer to tell me when I need to eat a mushroom, lest I crave succulent thigh, because the biomarker will beep and Aiden will get worked up over it when it gets hairy.

I do wish though I could look at a wristwatch and the biomarker whenever I wanted. Being able to stick out Crane’s arm to check what time it was? Used that often. Would love to use it again.

And you know what you get when you play without a HUD? Gorgeous, gorgeous vistas all day every day, without anything distracting you. Plus, the VNC Tower climb without a HUD? Hnnnngh. More, please.

If I have got a gripe, then it’s how I cannot turn off the entire HUD in the game itself (like you can in Dying Light). Currently, I gotta rely on a combination of deleting the individual HUD components and a camera mod, which is perfectly doable but also, like, a wee bit of effort.

Everything about stamina running out

My favourite game difficulty in Dying Light is Nightmare. Why? Because Crane runs out of steam and I got to be a bit more careful about what I do with the energy he’s got. As such, I’m very glad that stamina is a much more valuable resource in any of Dying Light 2’s difficulties.

Even better yet, I’m a big fan of what running out of stamina does. Yeah, you can’t swing your weapon anymore, true. But you can still shove them bitches. And Aiden thumping on his ass when you try and dodge without stamina has got to be one of the best decisions any game developer has ever made.

Using the Environment

Okay, so, before I start to get all excited about this: Where are my buckets, Techland? Hm? Hmmm? You teased them buckets and then only gave me spears, bottles, and bricks.

Visual proof of Bucket Teasing

Anyway, I love throwing things. And I enjoy grabbing ledges and kicking mooks in the teeth and shoving someone into a fire because I have otherwise run out of steam. Mmm, crispy mook. What’s not to like?

Bonus Spear Action. Aiden has one hell of a throwing arm.

Expanded Night gameplay

Thank you, thank you, thank you for giving me a reason to be out at night that extends past a bunch of nighttime missions. Because the night is gorgeous and spooky and exciting in Dying Light 2. Though have you noticed how there’s always a full moon? Villedor and Night City have that in common and, honestly, it’s no longer a surprise both cities are a wee bit fucked.

Volatiles are scary again

Okay, I admit this one might just be me not allowing Aiden more health and a healthy dose of self-imposed dread, but I did feel like Volatiles in Dying Light 2 have more bite than they did in the original.

:3

Yes, the game is gorgeous

The game is visually stunning and an absolute joy to listen to. From the pitter-patter of raindrops hitting your paraglider to the night singing its creepy songs and the score playing as you move; it all fits together beautifully. Though I am not gonna lie, I do miss Dying Light’s atmospheric music, while at the same time understanding why they decided to focus on more situational scores which rely on your momentum. ‘Cause it works. It really does.

I want more

I’ve played the game for more than 120 hours, haven’t even seen everything yet, and I already want more. In particular, I want to see more of the world. More of Villedor. Like that castle sitting atop a tall hill lording over the city. I want to go there. And a game making me want to see more is a game that has my attention and is likely to hold it for a very, very long time.

Latchkey Hero, a Dying Light Fan Fiction

2016-04-14 – 3 years – 350000 words

“On the whole human beings want to be good, but not too good, and not quite all the time.” – George Orwell

The fall of Harran robbed man of its humanity, and Zofia Sirota of her innocence. Finding redemption, with the city rotting away around her, seems to be a pipe dream at best, until a man falls from the skies and turns futility to hope. Either that, or he’s about to make things a whole lot worse.

Kyle Crane

LatchkeyHero.com

Season 1: Latchkey Hero
A man falls from the skies and makes things a whole lot worse.

The Gunsmith: A Lady’s Favour
There’s a little girl in dire need of modern-day magic, and still, Crane tells Zofia: “Stay here.”

At the Tower: Hide and Seek
In which Kyle Crane finds it horribly difficult to stay on target and regrets having put on jeans for the day.

Season 2: Volatile

Season 3: #SaveHarran

All the art you see has either been done by delborovic, saph-y, or nucleargers (nsfw).

Kyle Crane
Kyle and Zofia (not Fi, not Zo, not Sofia, don’t you dare)
Kyle Crane
Kyle and his Cranebar
Kyle Crane
Kyle Crane
Dying Light Latchkey Hero
“official” cover art

I’ve done it. Finally. It took me three years, and a bunch of times of almost giving up, but here I am. The last chapter has been drafted, and all that’s left is a little more patience and a few more nights of editing what I got. Then Latchkey Hero is done.

Thank you, everyone, who has taken the time to read it.

It’s been… an experience. Thanks to you and with you, and like for any experience’s third birthday, I ought to at least make some noise. So here it is, that noise. A bunch of links on where to find the complete series, its sparkling new website, and some art that I’ve collected over… uh… the years. Literal years. Man, this feels weird.

Dying Light: Latchkey Hero

Season 3, #SaveHarran

. . . is outlined.  For the first time, I’m actually seeing the ending in front of me.  Not just by thinking about it, but by flipping through the notepad that I’ve had with me from the start, where Latchkey Hero’s first few words were written, and where I’ve plotted and outlined almost all of season two and three.

 

It’s falling apart, I admit, but with all the abuse it’s been getting I am not surprised.  And with abuse I mean waking up in the middle of the night, having an idea and figuring something out and dropping the thing three times before finding a pen.

But what delights me the most?  How absolutely perfectly it fit.

1FD70F6F-6954-4680-87AB-ED6CDAC877AE

No one can tell me that this isn’t a sign.  That Kyle Crane’s and Zofia’s journey isn’t about to pause where it ought to, because they’ve done the unthinkable and been with me for two years of incredible joy and headache.  Mostly joy though.  And pride.  I am so proud of them.

Yeah, it was Latchkey’s two year birthday on the 14th of April.  🎊

Neat.  Right?

So.  What now?  Now I got to write everything that I’ve outlined, and get back to posting once I’ve caught up.  Which, I’ll be honest, feels a bit like I’m staring at the Mount Everest right now.  It’s all a little scary.

But we got this.  748 words and counting.

Latchkey Notepad