Connect with us

Gaming

Dying Light 2 Stay Human is Looking Like an Exciting Sequel

Published

on

Zombie fans rejoice! Dying Light 2 is finally almost upon us. After years of starts and stops and endless speculation about the sequel to one of the better zombie games of all time we can now finally expect Dying Light 2 Stay Human to drop on December 7th this year – assuming it isn’t delayed again. But with how much Techland has been talking about Dying Light 2 and how much information we currently have about the game it does seem like it’s truly about ready to come out of the oven, so even if we do get another delay, it probably won’t be a very big one. All that said, with everything that we know about Dying Light 2 at this point there’s plenty of reason to think it’s not only going to be a worthy successor to the original game in just about every way, but it could also, very easily, end up being one of the biggest games of this year if not the biggest. Techland’s open world action survival zombie game terrorized us and opened our minds to what we could expect from a zombie game back in 2015. the open-ended nature of the level design, The Mirror’s Edge style traversal, and of course the combat being just as customizable as it was visceral, were all things that made Dying Light an instant classic, and despite the rather long wait we’ve had for the sequel, it’s hard to not be excited about it.

There are a lot of things that make up the Dying Light experience but one of the bigger ones is obviously the parkour traversal. Dying Light 2 is promising to not only bring that back but effectively double it, with twice the amount of moves you can do as you move about the world. This includes an astounding 3000 unique animations, which hopefully aren’t just visual in nature but also help the traversal feel more versatile and fluid. With all of the different types of ledges, walls, and other surfaces that you’ll be dealing with as you move about, and of course all of the different angles that you can hit those things at, it makes sense that Techland would want to move the number of animations up to a much higher degree, but 3000 does sound like a lot – even in light of that.

I don’t think the point of knowing that is to look super closely at every little animation, though. Ideally, this is just something that subtly makes moving around the world of Dying Light 2 just feel more real, which isn’t exactly something the first game struggled with, but of course an improvement would still be much appreciated. Some of this might just be out of utility as well, seeing as the game will have more surface types and traversal tools like an improved grappling hook and makeshift bridges to contend with. So how this all shakes out is certainly going to be interesting to see. Given that the parkour challenge modes were some of the more fun parts of the post-game content for Dying Light, I suspect a good portion of this long wait we’ve been experiencing since 2015 has been geared towards expanding and perfecting the traversal so this will be one of the major elements of the game I’ll be looking at once I get my hands on it.

Of course, perhaps the more striking element of Dying Light’s gameplay was its combat. As one of the few games to really get first-person melee combat right, it did much more than that and actually had one of the better combat systems of the last generation by adding in a good amount of customization and a satisfying skill tree that always made you feel like you were progressing in a meaningful way. As far as I can tell from the information that’s been released at this point it seems like Dying Light 2 is more or less sticking to the script on that while adding in a bit more complexity with enemies changing up their tactics on you mid-fight, requiring you to alter your approach on the fly at times. Jump kicks, melee weapons, environmental objects, and projectiles all look outlandishly satisfying to use and that’s mostly because they seem to have taken a conservative approach with modifying the first game’s combat, and mostly left it in place. That said, you can choose to emphasize in different areas including mobility, brute force, and a more technical skill set that seems more geared towards taking full advantage of the game’s expanded crafting system. It looks like they’re doing each area of expertise justice with a lot of experience to be gained in each of them, so no matter how you choose to upgrade your character in the game, you’re going to have plenty to do and learn.

While the story of Dying Light was pretty good all things considered, it still purposely took a back seat to the traversal and the combat and was very linear in nature. There’s certainly nothing wrong with that, but it does look like Dying Light 2 story has gotten a lot more attention this time around with branching narrative paths that are chosen by you deciding who to side with among the cities 3 main factions. Depending on which faction you align yourself with, you will have access to different safe zones and different technologies to aid you in other situations, and can also hinder your progress in certain respects, so choosing wisely with who to help and who to screw over is going to be a big part of the experience.

Dying Light 2_06

Last but not least of course is the zombies themselves. While it’s only been about six years since the last game came out, within the context of the story it’s actually been closer to 15, so of course the zombies that we got used to in the last game have mutated into different things now and have very different rules in some cases. The basic rules of the day and night cycle are still in place, and that means lesser, weaker enemies are out during the day while the more imposing creatures come out at night. But within those rules we’re going to see a lot more variety. A larger number of enemy types especially at night will be a sight to behold in Dying Light 2, with enemies that are much stronger and faster then what we’re used to from the first game. On top of that, Techland has said that individual enemies will have a different set of AI priorities than enemies in a group, which might remind you of something a little game called Days Gone tinkered with as it differentiated individual encounters with freaker hordes. They haven’t gone into a lot of detail on what that exactly will mean but the fact that they brought up that particular point really raised my eyebrows because that could lead to a lot of variety with enemy encounters and keep us on our toes much more than the previous game – which is saying a lot.

Dying Light 2 Stay Human is really looking to be a true sequel in every sense of the word. While many sequels these days come out and largely rest on their laurels by rehashing what the last game did, it really does look like Techland is having none of that. Assuming their new game is going to be everything that they’re cracking it up to be, it does look like it’s shaping up to be a real successor to a game that is already great, and that’s a recipe for success if I’ve ever seen one.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.


PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://gamingbolt.com/dying-light-2-stay-human-is-looking-like-an-exciting-sequel

Gaming

Destruction AllStars Developer Delays Season 2, Releases New Patch

Published

on

destruction allstars

For all the potential its core game mechanics showed at launch, Destruction AllStars has sort of petered out into the background since its release earlier this year, and it hasn’t helped that the game’s post-launch support hasn’t exactly been the most stellar. Season 1 kicked off nearly three months ago, but with the next season approaching, developer Lucid Games has announced in a blog update that that’s been delayed.

Season 1 is being extended so that the developer can focus on “the game’s core experience”. New tiers have been added to the current battle pass, but a new patch for the game has also gone live, with brings several improvements and additions. Latency has been improved to prevent “ghost hits”, while cooldowns for all slams on all vehicles have also been “drastically” reduced.

Meanwhile, the patch also adds several new things to the game:

  • New high quality skins and cosmetics
  • Online parties for solo game modes
  • A new Quickplay playlist
  • Buffs to AllStars and Hero Vehicles
  • Two Reworked Mayhem maps with smaller arena size (going live in a few weeks)
  • Three new premium AllStar Pass tiers
  • Refreshed shop interface

Destruction AllStars is available exclusively on PS5.


PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://gamingbolt.com/destruction-allstars-developer-delays-season-2-releases-new-patch

Continue Reading

Gaming

Crimson Desert Delayed to Unknown Date

Published

on

Crimson Desert

Adding on to the list of delays this season is Pearl Abyss’s Crimson Desert. The developer/publisher announced on Twitter that the open world title was being delayed in order to “dedicate more time to adding new ideas for an even deeper, more enriching game.” While it’s looking to “create the best possible experience,” the team also wants to ensure “the health and safety of everyone involved in delivering the game”.

Announced at The Game Awards 2020 and originally slated to release this Winter, Crimson Desert serves as a prequel to Black Desert. Though the latter is an online MMO, Crimson Desert is touted as a single-player title focused on a band of mercenaries in Pywel. The player controls Macduff who is haunted by his past and must lead his band to success. Combat appears to be based on Black Desert’s responsive hack and clash gameplay but more grounded and visceral.

While a new release date or window wasn’t announced, Pearl Abyss said it would provide an “updated schedule in the future.” Stay tuned for updates, whenever they may be revealed. Crimson Desert is being developed for PC, Xbox Series X/S and PS5.


PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://gamingbolt.com/crimson-desert-delayed-to-unknown-date

Continue Reading

Gaming

Resident Evil Village and Monster Hunter Rise Drive Record Q1 Profits for Capcom

Published

on

Capcom Logo

Capcom has announced its financial results of the first quarter of the current fiscal year (April 1-June 30), and the company is continuing to enjoy impressive commercial success on the back of strong sales for major well-received releases.

Capcom says it has posted its highest ever net sales and profits to date for the first quarter of any fiscal year, with the primary drivers being the sales for Resident Evil Village and Monster Hunter RiseAt last count, Resident Evil Village had shipped 4.5 million units worldwide, while Monster Hunter Rise had shipped over 7 million units.

The company has reported a 104.1% year-over-year increase in net sales and a 120.4% year-over-year increase in operating profits. Over the course of the quarter, Capcom sold 13.3 million units of console games, which is up 44.6% from Q1 of the previous fiscal year.

Resident Evil Village is available on PS5, Xbox Series X/S, PS4, Xbox One, PC, and Stadia. Monster Hunter Rise is currently available exclusively on the Nintendo Switch, but will also be releasing for PC next year.

Capcom recently also released Monster Hunter Stories 2: Wings of Ruin (though that’s a Q2 game, given its July launch), which has already surpassed 1 million worldwide shipments.


PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://gamingbolt.com/resident-evil-village-and-monster-hunter-rise-drive-record-q1-profits-for-capcom

Continue Reading

Gaming

Resident Evil Village and Monster Hunter Rise Drive Record Q1 Profits for Capcom

Published

on

Capcom Logo

Capcom has announced its financial results of the first quarter of the current fiscal year (April 1-June 30), and the company is continuing to enjoy impressive commercial success on the back of strong sales for major well-received releases.

Capcom says it has posted its highest ever net sales and profits to date for the first quarter of any fiscal year, with the primary drivers being the sales for Resident Evil Village and Monster Hunter RiseAt last count, Resident Evil Village had shipped 4.5 million units worldwide, while Monster Hunter Rise had shipped over 7 million units.

The company has reported a 104.1% year-over-year increase in net sales and a 120.4% year-over-year increase in operating profits. Over the course of the quarter, Capcom sold 13.3 million units of console games, which is up 44.6% from Q1 of the previous fiscal year.

Resident Evil Village is available on PS5, Xbox Series X/S, PS4, Xbox One, PC, and Stadia. Monster Hunter Rise is currently available exclusively on the Nintendo Switch, but will also be releasing for PC next year.

Capcom recently also released Monster Hunter Stories 2: Wings of Ruin (though that’s a Q2 game, given its July launch), which has already surpassed 1 million worldwide shipments.


PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://gamingbolt.com/resident-evil-village-and-monster-hunter-rise-drive-record-q1-profits-for-capcom

Continue Reading
AR/VR3 days ago

Review: Winds & Leaves

Esports5 days ago

Legends of Runeterra adding new Lab of Legends mode: The Saltwater Scourge

IOT5 days ago

The Current State of Indoor Positioning with IoT | Navigine’s Alexey Panyov and Elvina Sharafutdinova

Cleantech4 days ago

The Grim Reaper & The Republican Party Embracing Climate Action Are The Only Things That Will Eliminate US Climate Change Deniers

Esports4 days ago

New World Faction Armor Sets

Esports4 days ago

Are Splitgate’s servers down? Here’s how to check server status

Esports5 days ago

Best Build for Lucario in Pokemon UNITE

Esports5 days ago

How to level up every trade skill in New World

Esports5 days ago

Valorant PBE Server Status: How to Check

Blockchain4 days ago

DigiMax Expands Global Marketing into Asia with Signing of Collaboration Deal in Hong Kong

Energy5 days ago

Innovation at the Interconnection Solves Inrush Current Issue on PV Solar+Storage Site in NC

Esports5 days ago

Twitch and Facebook Gaming set new records, YouTube Gaming sees viewership decrease in Q2 2021

Esports5 days ago

Broken Blade talks about Schalke 04’s disappointing 2021 Summer Split, his responsibility as one of the older players on the roster

Esports5 days ago

TSM and Gen.G VALORANT meet again in NA VCT Stage 3 Challengers 2 opener

Esports5 days ago

LCO caster Rusty condemns Chiefs Esports Club for ‘disrespectful’ behavior in week 7 win over Mammoth

Blockchain5 days ago

European Digital Identity: Talao Announces Professional Credential Solution

Energy5 days ago

Duke Energy helps build North Carolina workforce with $615,000 in grants to community colleges, HBCUs and nonprofits

SPAC Insiders4 days ago

Mercury Ecommerce Acquisition Corp. (MEACU) Prices $175M IPO

Esports4 days ago

How Many People Can Play Tribes of Midgard Together?

AR/VR5 days ago

Oculus Quest 2 Sales Paused Until Late August Due to Facial Interface, Silicone Cover Incoming

Trending