Dying Light 2 has the best climbing since Breath of the Wild

I’ve been climbing a lot in recent video games, from Forbidden Horizon in the West arrive Not detected yet: Legacy of Thieves and while both have stronger characters and significantly more stunning views to enjoy from the peaks, I can’t stop thinking about the best climbing experience I’ve had in a game for so far this year. I’m talking about Dying light 2 Stay human.

I like climbing in games. I love to run and jump and grab a ledge and swing up on the terrace. It almost never feels like real-life climbing – but that’s not the point; I don’t want to deal with the errands of finding the perfect handset. I love feeling like an unstoppable parkour god, gliding through rickety rooftops and climbing water pipes to reach dilapidated alcoves and dilapidated balconies. Dying light 2 doesn’t force me to step back and analyze each surface, architectural extent, or terrain to find a set of developer-defined ledges. In Dying Light 2, if it looks like you can get it, you most likely can, with very few exceptions. Unbelievable.

Dying Light 2Climbing controls are also very simple. It’s just a button – the right bumper on your controller – and it acts as a button to jump while holding the handle. The flow of jumping, climbing and dropping yourself up to the next fist spot before pulling yourself up to the next rooftop is all very fluid and satisfying. There’s a fitness bar that stops you climbing forever, but eventually, you’ll unlock power-ups to expand it. Later in the game you’ll collect even more move tools (like grappling hooks), but the platform mechanics impressed me from the start. The simple action of pressing a button to go through anything in my path, just keep an eye on my stamina bar if I happen to go up, giving me an instant sense of freedom and self-determination Instantly – even as I’m walking through a harsh zombie -the world is encouraged.

Aloy climbs a cliff, with bright yellow lines overlapping the rock face, in Horizon Forbidden West

Thanks to the Aloy’s Focus tool, the positions on the mountainside are marked with yellow dots and lines
Image: Sony’s Guerrilla Game / Interactive Entertainment via Polygon

In contrast, the climbing in the Uncharted and Horizon games feels oddly limited, despite the fun, endless invitation of exploration implied by these games’ beautiful languages. In Forbidden Horizon in the West, Aloy can only climb to specific handheld positions, using Focus (her futuristic, cosmic Google Glass attachment) to scan and mark safety ledges. In many puzzles, only one route is available. Luckily for Aloy, there’s always a handrail or ladder or rope in place to get her to the next platform. Given that Aloy often explores crumbling ruins abandoned by civilization, it’s odd that she’s always trying to find a perfect path that seems to have been laid out by a climbing gym designer. She’ll jump from a convenient ladder to just a wooden ledge within reach, etc. Although the world may look real, its craftiness is evident in the design of these climbing puzzles; there is almost always only one way for Aloy to take.

Then there’s the Aloy’s grappling hook, it’s ridiculously limited. It has two different uses, each with a completely different button combination; one allows her to latch onto debris and remove it to access new areas, and the other allows her to pull herself towards high specific grappling points and spin upwards. It’s complexity for the sake of complexity, and in reality it actually feels more restrained, rather than the smooth fusion of a new instrument to convey. In Dying Light 2, like Insomniac’s Spider-Man games, you can use the grappling hook to swing from building to building without worrying as much about specific grappling points. It’s simple and smooth, and it really feels energizing when you get it, as opposed to Aloy’s grappling hook, which is more annoying at times (“Which button is it?” ).

Since Todd Howard is said to have said, “See that mountain? You can climb on it, “I want to play a game to fulfill that promise. The Elder Scrolls: Skyrim At its best, of course, by allowing the player to do approximate hiking by jumping over different rock textures and balancing on bits and pieces of jagged terrain. Breath of the Wild enhanced on that same sense of endless exploration, but with the fitness bar, making the climbing experience more satisfying by introducing a surmountable yet light sense of restraint. However, it Dying Light 2 Stays In Humans that does best of all, allowing players to climb almost any structure, while narrowing down the entire experience with the push of a button. This is as good as it gets. Well, at least until Breath of the Wild 2.

https://www.polygon.com/22941196/dying-light-2-stay-human-climbing-parkour-techland Dying Light 2 has the best climbing since Breath of the Wild

Aila Slisco

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