After watching Dying Light 2's spectacular E3 trailer, it's immediately clear that this is a very different game than its predecessor. During an extended demo behind closed doors of Dying Light 2 at E3 this week, we learned from the lead game designer, Tymon Smektala about how the team rethought everything about parkour, melee combat, and story narrative to create something very ambitious, but shows a lot of potential.
"We started working on Dying Light 2, by designing a unique vision of post-apocalyptic reality, called the modern dark ages. Imagine it has been 15 years since humanity has lost its war with the infected and the whole world has gone brutal, primal and merciless. There are no governments, no morals, no goals. This is interesting for us as developers, because we can look at the world that has collapsed and try to rise from the ashes. The game takes place in the city. Once a prosperous European metropolis. Now probably, the last human settlement still struggling to survive. In this unique setting, we are giving people everything they love about Dying Light and adding completely new layers of depth to the experience. "
Smektala explains that this is not just a zombie game, where the infected will just chase you and that's it.
"You can't see that many infected on the streets during the day because most of them hide inside buildings to avoid the sun. If they don't manage to find shelter in time, they turn into weak and shambling degenerates. This is a nest of the infected. The infected sleep here during the day waiting for the night to come. Places like this aren't looted, so you will want to come back here at night."
Smektala highlighted the new stamina system that will now impact parkour skills, instead of just combat and sprinting.
"You have to look at the environment, choose the route you want to follow and then execute all of the moves quickly while monitoring your stamina. Stamina goes down with each move so be careful not to waste it. But it's not always about stamina sometimes you have to execute a difficult parkour move without any mistakes."
Smektala finally emphasized a new addition to the Dying Light formula, called the narrative sandbox.
"As you play the game, you will face many difficult dilemmas and the choices you make will allow you to transform the world around you. This is a huge undertaking and an ambitious idea, so we knew we needed some help. With the aid of Chris Avellone, master of non-linear narrative and utilizing former members from the Witcher 3 writing team, we believe we are in a good position to create a compelling gameplay narrative. Our mission here is to avenge the peacekeeper, one of the new factions in the game to help take over the water tower. We can also try to cut a deal with the two survivors Jack an Joe. Each decision has its consequences, but since we want the faction to recognize us. Let's stand up to them and serve justice for those guys."
"With the bandits gone, we can tell the peacekeepers to move here and take over the water tower. Now we have good look at the city and as you can see, it is sprawling. The city is the size of all of the maps from Dying Light combined because you can go to each of those places to find new quests and locations. A few weeks later, the peacekeepers are here. Patrols will keep the streets clear of bandits and drive out the infected from dark places. And since water is free, the player gets a new way to heal himself while he explores the city. "
"While it seems like we did a good thing, there is never an easy choice in the world of Dying Light 2. Because of the peacekeepers rule with an iron fist. They will banish anyone who disobeys their laws and it may even be the player. But for now, we did something good for them. New groups have appeared, who will obey the peacekeeper's laws. You can go to these people and form choices and you can take the narrative in a new direction. "
"But of course, all of this can look different. Let's assume we make a different choice. This time we will cut a deal with Jack and Joe. Two weeks after we cut a deal with them, the city looks different. More messy, less well kept and surely more dangerous. The survivors are suffering and you will have to rely on your own parkour skills to move around. The water is not free and is now being sold, so you will no longer be able to use it to heal yourself at the fountain. "
"On the other hand, business seems to be going quite well for Jack and Joe. And since we decided to a cut a deal with them, it is our business now and we can get our share of the profits. And if you want you can continue to work with those guys and who knows where that will take you. The whole region has been affected. Different factions have formed and are selling Illegal substances and powerful weapons. Choices have general consequences on the game itself. How it looks and how it plays."
I appreciate Techland's dedication and ambition, allowing the player to craft a dazzling story with choices having major consequences on the game itself. With what I've seen and heard so far, from the new gameplay mechanics and the narrative sandbox feature, it's hard not to be interested in this new world that Techland has envisioned for the Dying Light 2 Series.