The first-person action in Dying Light 2 feels grounded and physical even with a paraglider that magically refolds itself whenever you’re done using it, but it also breaks from the confines of reality in more subtle ways to make sure it’s still fun. Later, when you unlock a paraglider and a grappling hook, Dying Light 2’s parkour feels a little more videogamey, but the feeling of vertigo never went away, no matter how many tools I had to fight against gravity. I’m not going to Mario-style triple-jump around the city or swing on webs like Spidey, but I sure as hell could at least attempt some jumps the way they’re presented in Dying Light 2. ![]() Dying Light 2’s parkour is great because it often feels like something I (well, not me personally, but someone in actual good shape) could do in real life, and it also feels like something I could die while doing in real life. To say that I enjoyed the anxiety-inducing moments of Dying Light 2 would be an overstatement, but I can at least appreciate the craft that went into making such an unpleasant, physical response possible. The most basic video game maneuver suddenly had new meaning. Even falling to my death many, many times and respawning like nothing had happened didn’t cure me of the fear of missing a jump. I’ve had games like Alien: Isolation and Silent Hill beat on my amygdala like it was a speed bag before, but never did it feel so personal. For someone with an intense visual height intolerance verging on acrophobia, Dying Light 2’s sense of scale was panic-inducing I literally had to stop and take deep breaths between certain jumps. Dying Light 2 Stay Human elicited involuntary, physical responses so often throughout my playthrough that I began to dread having to sit down and consume more.
0 Comments
Leave a Reply. |