It has been almost four years since the official introduction of Dying Light 2. During E3 2018, Takland unveiled the Dying Light sequel (2015 product) to excite the fans of this game, which was a wonderful combination of zombies and parkour. However, after many delays and many problems for the production studio, fans gradually came to believe that Dying Light 2 would never reach them. However, we now know that the game is in perfect health and we are not far from its release on February 4 (February 4). Also, VideoGamesChronicle, or VGC, recently managed to experience a four-hour version of it. It has returned to the dark ages. While the design of the new city and the game mechanics of the game look fascinating, those expecting a different ninth-generation experience are likely to be disappointed. According to the version experienced by VGC, Dying Light 2 is based on the first part, it is a bit old visually and graphically, and its open world gameplay is not much different from the eighth generation titles.
- Dying Light 2 game preview; Is Takland's ups and downs a happy ending?
They will improve the game in different ways. VGC, which was curious about the game's numerous Delays, interviewed Timon Smectala (the game's chief designer); Smectala also spoke with open arms about the difficult and stressful development of Dying Light 2. The first question that comes to the minds of all audiences and people in the gaming industry is: What prevented the completion of the development and release of the game? Smectala explains:
Well, basically we had to completely change our game development technology. We had our own game engine called the Chrome engine, which was 15 years old and dates back to the first 3D game in Takland. As a result, we could not do what we wanted to do.
At one point, the studio's director decided to focus on first-person and open world games. This gave us the opportunity to create an engine dedicated to such titles. It was here that we decided to transform the technology infrastructure in the studio for the second time.
That is, everything you see in Dying Light 2 - even things that seem familiar to you - have been rebuilt from scratch. All animations, all code - basically everything new. Some of the storyline may have been taken from the first game, but everything that mattered had to be completely rebuilt. So I think that's really been our biggest challenge.
When you work on a sequel, you expect it to be easier; You expect to take the same stable platform of the previous game and build a new game based on it. But we really had to work hard, especially at the beginning of the development process, to get to the point where the game was first and then constantly add things to it.
If you probably have a detailed and weird report on The Have you read Gamer in the last year, you are aware of many events in Takland. As a result, it would not be so surprising to know that fundamental and important issues, such as the studio game engine, have changed at the behest of CEO Pawel Marchewka. Some reports suggest that Marchuca is constantly changing the development process to create chaos, and if he saw anything in another game, he would come and change the course of Diving Light 2 accordingly - regardless of Technical issues of developing a video game and the specific limitations of the studio. Smectala replies:
Paul Marchuka is a wonderful man. The thing is, he could go to a private island and enjoy his life, but he really wanted to be involved. This really arouses my admiration in him. Obviously, we have differences and sometimes we do not agree. He has the gift of seeing things as simply as possible.
For example, when I talk to people on the tech team, engineers or programmers - especially game engine programmers - sometimes the things they tell me are like It is magic. They really love crazy and weird things, and that's the end of the story; I do not know how, but they do. I think Marchuka does not always understand this. When he talks to them, he asks the simplest questions and suddenly hits the target. Then those incredibly smart and lovable people say, "Why didn't we think of this simple thing ourselves?" And they sometimes listen to Powell's advice and do what he says in the game. So this is Powell's positive point. Unfortunately, Paul Marchuca's management problems are only part of the studio's troubles. Polish was Takland. In late June 2020, Chris O'Leary (lead author of Diving Light 2) was fired from the studio on several counts of sexual harassment. After all, the separation of the former author of Knights of the Old Republic 2 and Planescape: Torment from the studio, which was one of the most important foundations of the game, along with the events that took place as a result of these allegations in the media, made the work of Takland members difficult. Smectala explains:
So yes, you're obviously talking about Chris O'Leary. The thing about Chris is that everything about him is about himself and I do not want to get into his personal life. But the important thing is that he joined us from the beginning of the project and had a very clear goal.
He has an extraordinary experience in creating non-linear worlds and narratives. For Diving Light 2, we needed the help of someone who really knew what he was doing, because we, as a studio, did not have experience in this area; Some kind of zero experience. So Chris joined the team and was kind enough to share with us what he had learned in Fallout: New Vegas and his other projects.
And when we took the approach of working with nonlinear games, We built a team of about 12 writers. These people actually made up the story that you experience in the game. So what you are experiencing in the story section is the result of the efforts of a team of writers led by Pewter Simank; Pewter is a television writer who worked on the Polish series The Border for HBO. Chris taught us how to build a non-linear game - and we've covered that tutorial so far. In this area, players encounter the character of Lawan, voiced by Rosario Dawson (actor of the Mendeleev series) and show a dazzling performance. Smectala reveals:
We made a character named Lavan but we really did not know who the best actor to play was. Someone suggested Dawson Dawson for the role He has a considerable history in good films, including Kids, Quentin Tarantino's Death Proof, and then the Mendelian series.
When Dawson joined our team, It made Lavan's character much bolder and more attractive than it was originally intended to be. "We can change Lavan this way," he said. Lawson actually transferred many of his personality traits or tastes to Lavan, making him one of the game's most prominent figures. Who is my favorite character in Diving Light 2? Definitely say Lavan.
While the author of VGC feels that Dying Light 2 is very similar to the episode First, Smektala believes that if you go to it after experiencing the second game, you can see the huge differences in the sequel. Will be to go to the first game. In appearance, you might say, this is parkour, I saw this in the first game; This is a cold steel fight, I saw this in the first game; When you start the second game experience, you can not clearly say what systems have changed. But when you get back to the first game right now, you just realize what a huge change has taken place. Then you say to yourself, "I can no longer play the first part because the second part is so much better."
In Dying Light 2, you as the main character have an important choice between game groups, including Peacekeepers And becomes The Survivors. After freeing each base, you can give control to one of the two groups. This fascinating mechanic seems to have been inspired by an old game on the Xbox 360: The Saboteur.
I'm most proud of the mechanics of changing the world. I remember once experiencing one of the Xbox 360 games called The Saboteur. In this open world game you have to liberate the city of Paris during World War II. This game had an amazing and unique mechanics; The whole city was black. And when you liberated different parts of it, the city gradually became more colorful, and people gradually returned to the streets. See the game. I hope players feel the same way while experiencing Dying Light 2.
As mentioned earlier, it's very close to the official release of Dying Light 2 for the PlayStation 5, Xbox X/S Series, PlayStation 4, Xbox One remains, Nintendo Switch and PC. Since the game is not a completely ninth generation effect, the system required for PC seems to be optimal and appropriate, and the minimum system required to run it without beam interception, with a frame rate of 30 and 1080p quality is as follows:
- Required space: 60 GB
- Processor: Intel Core i3-9100 or AMD Ryzen 3 2300X
- RAM: 8 GB
- Graphics card : Nvidia GeForce GTX 1050 Ti or AMD Radeon RX 560 4GB
A few days ago, by posting a video on Twitter, announcing the completion of Dying Light 2 in 100% form will take more than 500 hours! Given that some of the longest running games of the last decade, such as The Witcher 3 and Skyrim, are about 200 hours long, this number was really surprising. However, the developers soon made it clear to the audience. According to Takland, these 500 hours include completing the game with all the main and secondary missions, collecting all the items, experiencing all the selections during the game, seeing all the endings and finally going to each of the locations in its world. As a result, it takes about 20 hours to complete the main story of Dying Light 2, bringing the total to 80, taking into account all the sub-stages.
Dying Light 2 on February 4th (February 6) will be available to all players.
Source: Video Games ChronicleTags: delays,, controversy, zombies;, dying, light, worth, wait?