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There’s also an Apex-style slide jump, but I haven’t had the chance to try that one just yet. All of these allow more choice about how you move, giving parkour a much higher skill ceiling. One that stands out the most is the new version of Tic Tac that allows you to run on walls Titanfall-style, but other abilities like the long jump and high jump can help you leap farther/higher as you vault over obstacles. Some of them are incremental upgrades you’ll remember from the first game - like climb faster, climb more faster, and climb even more faster - but most of these skills are new techniques you can incorporate while running to help you keep momentum and reach new ground. Speaking of parkour, the new skill tree offers almost two dozen techniques and abilities to expand and improve traversal. Parkour challenges are my favorite thing to do in Dying Light, and that means exploring the City is definitely the thing I’m most excited about. The City is twice the size of the Slums and Old Town combined, but it's designed with the same level of intention to serve the storytelling and traversal. It’s not civilization rebuilt by any stretch, but it's the perfect setting for free-form parkour.
![dying light vr dying light vr](https://newyorkcityvoices.org/wp-content/uploads/2020/04/dying-light-vr-2.jpg)
Garbage and anything else that can be used to break a fall have been piled up on the streets below as people have adapted to traveling across the rooftops. Every rooftop is covered in rickety wooden structures adorned with zombie-repelling UV lights, hastily cobbled together by survivors with minimal carpentry skills. While Harran was a standard apocalyptic zombie wasteland filled with rubble, abandoned buildings, and burning cars, the City is what happens when people shove all that destruction into a pile and call it home. Techland calls this setting the “Modern Dark Ages”, which I found to be an apt description. I’m happy to see Techland expand its horizons, but I’m also concerned that it might be trying to do too much.ĭying Light 2 takes place 20 years after the original in a massive urban environment creatively named the City. It aims to be both more approachable and a deeper RPG than the original - competing design philosophies that felt mismatched more than once in my four hour preview session. Dying Light 2 takes things in a bold new narrative-focused direction that’s a lot closer to Fallout than Far Cry. I’m not surprised to see a lot of Dying Light’s core systems, like melee combat, parkour, and crafting, become more refined in the sequel, but I didn’t expect Techland to change so much - even aspects that I would have considered an essential part of the series’ DNA.
![dying light vr dying light vr](https://images.nvidia.com/aem-dam/Solutions/geforce/news/dying-light-2-ray-tracing-announcement-screenshot-001-on-850px.jpg)
Within the first 30 minutes, I had to stop trying to keep track of all the changes because there were just too many to count. When I sat down to play Dying Light 2, I wanted to make a list of everything it had that the first game didn’t.