What went so fucking right ??

What went so fucking right ??

Attached: dc7375193c4e0ab556a935ecbd288d52fd8a8666.jpg (616x353, 38K)

Other urls found in this thread:

youtube.com/watch?v=9IM3YE0BZuo
youtube.com/watch?v=1O6HKX0yAzY
youtube.com/watch?v=B9CtyBFoiWI
twitter.com/NSFWRedditImage

It a less shitty Dead Island.

This. DL gameplay is basically just more refined and more fun version of DI's mechanics.

The parkour alone was able to make it a great game, hope they would try out other scenarios for its implementation

mechanics
mechanics are always the most important thing
but nobody making games ever realizes this

the thing that fucked them up was putting so many fbombs in it and puting DYING in the title.

Algorithmically, the AI sees it as gore porn and and blacklists it in all searches, so the only way people find it is word of mouth either by individuals or by direct linking from webpages and articles.

Everything else is complete blacklist.

I'll tell you what went so fucking wrong, killing Jade.

man of taste

Why didn't Krane have sex with The Mother?

This game has really made it harder for me to enjoy first person games because they don't have the freedom and fluidity of movement that Dying Light has.

Unlike you, Krane isn't desperate enough to have sex with rotting flesh

>That quest where you break into the post office to get somebody's package and you find a bunch of mail pre-apocalypse addressed to survivors you've met
>and just deliver it to them because you can

>Take the looting and good parts of Dead Island
>Mash in genuinely great parkour mechanics that work well in the built environment/enemies faced
>Limit side quests, so they feel more thought out and have fun moments of exploration (gathering UV bulbs on the bridge at night, exploring an electrified grocery store for supplies, exploring an office building with traps set up by a crazed serial killer)
>Have a generic, but actually pretty charming/well written main character that reacts to situations like a normal person would
>Make zombies actually tough at the start
>Make areas worth exploring for supplies and gear
>Provide tangible rewards for leveling up, including a grappling hook, head stomp, and other moves
>Actually add in charming signs that you care about the game, such as your room changing over time with trinkets and photos from quests, the ability to learn how to play guitar by finding a manual in the school, and providing constant support for the game including a proper expansion and new content every few months

The game has tons of issues, including the difficulty becoming nonexistent after maybe the halfway point and the general plot being weak. But overall it's like someone looked at Dead Island and said, "Hey, why don't we make that, but good?"

Genuinely really excited for Dying Light 2. Hopefully it's as tight in the quest design and parkour.

literally all I want in every game is arma 2 tier weapons and vehicles with dying light mechanics.

Have you played titanfall 2 and mirror's edge?

titanfall for me remains completely unsurpassed in first person movement. It is unbelievably smooth.

Sometimes I get sick of Titanfall and play other games only to immediately feel that spark of joy return when I play it again.

>The game has tons of issues, including the difficulty becoming nonexistent after maybe the halfway point

Whenever I hit a hard point in the game, i just grinded some legendary levels in the grocery store and it gave the zombies ton more health and damage but I didnt upgrade any of my legendary item perks

errr not a hard part
whenever I hit a part that wasnt hard enough*

I'm glad that they saw the weakest part of DL, they story, and set forth to improve it in 2
I just hope they don't fuck something up on the way their

>their
there

I don't agree. I enjoyed DI more. Combat had more tension and the first two areas were good.

This shit was boring as fuck.

Have they shown more normal day zombies in 2? It looks like they're repositioning them inside and that sucks, throwing zombies into spikes was a fun pastime

I FUCKING HATE RAS

I'm not sure, but from my vague memory they said that daytime is when the humies come out and roam, so not sure what that means for daytime zombies

Yeah, but even with that, zombies pose little danger by a certain point. Starting out, you're outright smashing pipes into a single zombie's head for sometimes 5 to 6 times before they're even knocked over. Later on, whether it's giant flaming swords of death or the sheer ability to knock a zombie down and kick their head off instantly, zombies become fodder. It really feels like a struggle starting out which is a great feeling, but later on that goes away. In which they start bringing in more specials and even the nighttime zombies, but even then you can tear through those with general ease.

Great game, but when you scoff at the idea of picking up something that isn't a toxic scimitar or some shit, you've hit a point of no return.

WHAT THE FUCK WERE THEY THINKING WITH THAT RAIS BATTLE?

Western Devs can't into good boss battles

doesn't help that firebombs make every enemy, zombie or human, easy peasy
>sit above a ledge looking at looters
>drop molotov on them
the absolute worst, not only are you forced to listen to him babbling all the time and then you can't even blast his brains to bits

>the thing that fucked them up was putting so many fbombs in it and puting DYING in the title.
>Algorithmically, the AI sees it as gore porn and and blacklists it in all searches, so the only way people find it is word of mouth either by individuals or by direct linking from webpages and articles.
>Everything else is complete blacklist.

What do you mean by this? I want to believe it because when I started googling it, I can only go up to page 5 of results. And if I click a number after 5, it lets me go to that page but stops having numbers above 5 at the bottom

>Boss battles are hard
>Our combat doesn't fare super well with one on one human AI
>Fuck it, just make the level before the fight the boss itself and make it a cinematic moment

Doesn't help that they set up this big showdown with a single human man wielding a machete and having one arm missing.

Regardless, whether it was a fuck you to those who complained or actually to make up to those individuals, the boss fight at the end of The Following if you go the "evil" route is pretty fucking solid.

Yeah I get what you mean.
I only used melee and hand to hand to fight stuff and played it more like payday 2 stealth but used melee.
The biggest threat was the guys with guns and trying to splinter cell ninja them.

>Pick up the EXPcalibur
>Use it up completely, keep it
>Realize using the power swing with it literally launches zombies so hard/far that either falling off cliffs kills them, or the impact of hitting surfaces does

There were so many fun ways to deal with problems in that game. One of my most fun moments I had was just going through and clearing the entire bridge worth of zombies.

I have played and really enjoyed both, especially Titanfall 2.

To me, Dying Light is mostly a refinement of Mirror's Edge mechanics although it can be buggy at times. Dying Light 2 is also apparently adding some additional moves from Mirror's Edge like wallrunning which is great.

Titanfall 2's movement is definitely the best in the FPS genre, and it would be a dream come true if a game merged Dying Light's parkour with Titanfall's core movement.

that first night, holy shit
that's when I knew this game was something else

They ran out of ideas, blown their illusion load early during the museum battle, and Rais wasn't a big tanky guy. Could've done one with parkour being in the spotlight though, maybe with crane/beam jumping action

I actually think mirror's edge 1 is slicker to play than DL. DL is fine, but in some regards I often felt that there wasn't really that much to do creatively with the movement, there wasn't a whole lot of refinement to be done, or even a reason to refine your movement that heavily

can we get a walljump kick like the one in judgement

OH also yeah, not having wallrunning in DL1 is a massive hit to it IMO. Wallrunning is like one of the most important maneuvers in Mirror's Edge, you can do shit like run on an adjacent wall to a ledge, jump, then crouch to make height without losing speed and it's just not even there in DL.

youtube and the internet in general are extremely polarized in what they allow you to see.
we literally live in big brother shadowrun era with megacorps using AI algorithms to decide what you can and cant see and if you use words that they dont like, they deplatform you and remove you from the search engines.

From what I remember this sealow guy found, he found at least 4 different markers in the code that rated videos. The public one is that yellow demonetization but there are many others running in the background and the 2 he found and posted in his videos, youtube changed the code shortly after and made it so it didnt print the values given to videos anymore.

Its pretty common sense that whatever they are using to run on youtube, is also being used on the search engine and used to screw massively with SEO rankings and deplatform wrong think.

I mean curse words and whatnot are easy targets, but I imagine it would work easily with any parameters youd punch into it as a corp sees fit to shape the narrative and develop people into thinking what they wanted them to think.

Attached: YouTubeCurseWords.png (870x2776, 958K)

but the problem is that mirror's edge is just a parkour game where as Dying Light is more of a "game" so to speak

The story in both Dying Light and The Following is genuinely great, and it puzzles me how many people seem to dislike it. It strikes a good mixture of comedic and serious. Crane is a genuinely interesting protagonist. The game's evil corporation is strikingly cynical. They're not cartoon evil. They just don't care. The music is amazing. The ending of The Following is a thing of beauty. What more do people want? If Dying Light+The Following were zombie films, they'd be very highly regarded. But for some reason gamers are weirdly nitpicky and whiny.

real niggas fight the zombies
only pussies use grappling hook

walljump roundhouse kick when

I agree that there is less creativity to be used with the movement in Dying Light and sometimes it did feel too "clingy", but I feel that Mirror's Edge had the opposite problem of feeling a bit too slippery, making the movement feel less precise.

>WHAT THE FUCK WERE THEY THINKING WITH THAT RAIS BATTLE?
You mean the final QTE showdown? Nothing wrong with it. Final boss battles are shitty "gamey" device. They mimicked the QTE fights from Far Cry 3. In real life, two men don't have a fancy pants dramatic battle. They scrabble around for a few seconds until one of them gets stabbed. That's how you end a story like this. You don't end it with some retarded final boss showdown. It doesn't fit the narrative at all. The worst decision the Far Cry games have made is listening to the whiners and shoehorning in shitty final boss battles. The final boss battles in Far Cry 1 were horseshit. They were horseshit in Instincts. They were horeshit in 5 and New Dawn and even Primal. Far Cry 4 has no final boss battle. You ascend to the top of the mountain and have dinner with Pagan. That's the ending. No cliched bad guy throwing waves of enemies at you as you shoot the bullet sponge until he dies.

might as well make a first-person shooter/hack and slash Devil May Cry zombie game then

*blocks your path*
nothing personal, kid

Attached: Evolved_Volatile.png (1024x1316, 1.21M)

satisfying gore, dismemberment and ragdoll

Attached: ludo.webm (640x360, 540K)

I wouldn't say ME1 is slippery at ALL. It had momentum, but anything with speed does.

>getting into a car chase with these stupid fucking things

comfy safehouses and atmosphere

Attached: Dying-Light-Dev-Explains-How-to-Play-as-the-Night-Hunter-Video-472783-3.jpg (1920x1080, 152K)

Maybe slippery isn't the right word but I often found my grabs not connecting when they really should have. Dying light is much more generous with this but sometimes to a fault.

Yeah, no. Literally no reason to remove DI's directional melee swings. As a result, DL's combat feels shitty.

not this faggot again, nobody care about your directional melee swings shithead

When I think "slippery" I think of, like, HL1, where you literally slide along the ground after a jump and it can be difficult to come to a complete stop.

He is retarded or mentally ill. You REALLY think Dying Light is some niche title that only spreads through word of mouth? Come on now.

>THE BOOGEYMAN

Go outside, weirdo. Fact is, directional melee made weapons much more satisfying because they all had different move sets.

DL was amazing but The Following felt like a lesson in what not to do. Parkour makes the game, the urban or suburban-ish landscapes make the game. Vehicles do not, Vehicles made it start to feel like a soulless open world zombie game. TF's story was fine, just the way it was designed was not.

I don't think there are any normal day zombies. Rather they are just hold up in houses, tunnels, ect.

The story has to be accepted for what it is - a cheesy retro 1980s action movie. But retro done right - not over the top synthwave and neon everything, rather just the spirit and mood of an action movie of the time.

Until mid/late game they make you feel like prey in such an excellent way. That first night is absolute terror and it doesn't help you're put in the worst situation - an ascent from a low point. If I recall right in the midst of a storm or abyssal blackness.

Hell I never actually tried fighting a volatile. I always just ran. With the toadboys I'd stake it out, rush in, kill it, then book it. I remember I had some situation with Rais' men guarding some courtyard I needed to get to. I threw something to draw the volatiles (There were something like 7 hanging around) and hid in a nearby pharmacy and with that x-ray third sense watched the probably +8 Rais thugs with automatics get slaughtered.

I hope they build on the melee combat in the sequel. Maybe add parrying or directional guarding, much like Bannerlord, Mordhau or even For Honor.

Attached: dyinglighttunnel.jpg (2164x1217, 518K)

Attached: dyinglight-thingy.jpg (3184x1668, 1.52M)

Attached: dyingwizard.jpg (2164x1217, 463K)

Attached: ZombieDoorway.jpg (3408x1924, 948K)

Attached: zombiesunrise.jpg (3532x1982, 820K)

Attached: whenshedoesntevenknowyouexist.jpg (3482x1982, 812K)

Anyone else got a bug that disabled fall damage forever? It's not some perk I picked, I can just jump from the highest places and nothing happens. I can't revert it on my save game even by reinstalling the game. I mean sure, I'll take it, but it's just bizarre.

Simple.
It looks good and it plays really well for a 1st person zombie brawler. They made the parkour stuff actually work.

Fuck quarantine zones

Night zombies stop being THAT scary once you learn they die to one rifle headshot.
But then armored ones start appearing

I felt like I actually really enjoyed the following. The vehicle stuff was actually really satisfying and more importantly, it actually made the volatiles a considerable threat again. You can sort of figure out how to cheese and juke volatiles reasonably quick in the default game and they wind up kind of a nuisance, sort of like Mr. X in RE2 where instead of terrified you eventually end up feeling more like "oh my GOD just fuck off so I can play the game"

The blue volatiles that are ridiculously fast in the following with little building parkour shit to juke them through made them batshit terrifying trying to drive away from. Knowing you're probably fucked if you crash once you're speeding like crazy, and you can barely see the road because it's the middle of the night.

are you sure you just aren't landing on cars or something?

game is a direct upgrade to idea of Dead Island, tho all the fucking games do the same world progression and it bothers me:
- start in a shithole (DI: beach resort, DI:R: jungle with occasional signs of civilization, DL: slums)
- progress to a city and meet your first actual human opponents, along with more types of infested (DI: some shit city, you get to meet the Ram, DI:R: same as DI, DL: same as before but you meet him just before city part)
- progress to some third area or unlock new location in the city (DI: jungle with a laboratory, DI:R: new location in the city, DI:R - where TF happens)
quite noticable if you played all the three games, watch it happen in DL2.

DL - where TF happens*

No, I've been landing anywhere I please from survivor level 13 or so and literally never got hurt. At the same time that cooldown my hookshot initially had completely disappeared too.

and then super armored ones start appearing

you can cheese them anyway, in the Old City. go to the safehouse where you've met that guy who wanted Mayor's stamp. get these cunts to chase you, then literally walk in and out while hitting them with strongest shit you have

the only complaint I have with DL is that because it takes place in a shithole it's hard to do parkour stuff sometimes, I mean it should be a bit more vertical in my opinion rather than just slums, and also the maps are a bit too small which doesn't help.

The great parkour system gets thrown out the window the moment you get the grappling hook. Including that was such a fucking mistake. Sure you can just not use it, and I don't, but knowing it's in the game still takes away from my enjoyment of it.

Old Town really should have been the focus of the game. The verticality there was great.

The soundtrack is fantastic. Not a single track is wasted or bad.

>not using it like scorpion

It makes getting around in the tail end of the game a lot more tolerable, though.

Dying Light sold really good you idiot

Slums are vertical and that's good for parkour, but some places are, eh, you know, picrelated, visually and gameplay-wise.
This. Only if more buildings were accessible, too.

Attached: disgusting.png (153x159, 61K)

Based. Also the first trailer song couldn't be more fitting. Woodkid' stuff is just legendary.
youtube.com/watch?v=9IM3YE0BZuo

it took me a year after release to make the connection that this was the injury the guy was talking about

yeah but it died pretty fast because during the rise of its success years ago was when the algorithms were executed.

that was a lifetime ago in ai terms.
everything is completely different now.
shit as simple as overwatch trips the filter now.
the only way anyone is getting past it is with financial exclusion like rappers do where they literally give youtube $100,000 or whatever to allow the use of nigger and naked women in their videos.

well that or having an audience capable of pushing 100,000 views on a video through subs alone.

but if you watch anything like louder with crowder, a lot of them are still personally blocked in the system, but their subs pure direct linking gets them past the ai firewall.

>Combat had more tension and the first two areas were good.
How? The first area's alright but the second is a complete slot.
>Guns are now needed because gun enemies are everywhere unless you like tanking bullets.
>Zombies take so many hits to kill and your weapons break so quickly.
>Barely any money at all to upgrade your weapons to actually kill stuff in the first place.
>Specials spawn constantly in the second area compared to the first.
I dropped the game outright when I was still taking 2-4 hits to kill a single zombie and paying through the nose to repair the only decent weapons I had to take the zombies down.

burned to a cinder

Attached: 1563015108984.jpg (588x668, 50K)

>being this bad at the game
oof

The Following had a lot of problems but the houses in the middle of the woods, especially in the dead of night surrounded by zombies, were supremely comfy and spooky in equal measure.

Attached: 1473552376-2542200117.jpg (1920x1080, 1.21M)

the mother was actually a decent fight and it surprised me in a game like dying light

simplistic but it worked

they made the best car in first person ever. I can't enjoy shitty farcry skate wheels cars after this.

atmosphere in general is metro 2033 tier good even in base game
the only problem is the slums. the whole city should've been like old city, slums were quite below the old city map

Managing the car was one of the best experiences Ive had in a video game

Is there any rhyme or reason to damage numbers shown in inventory? When I start with a rusty pipe with 20 damage, common zombies take 8-10 hits if I remember correctly. But when I use an endgame thunderfire angelic katana with 900 damage they still don't always die to one hit.

Zombies get stronger as you progress through the main story

>It's run faster
>good atmosphere
>good mechanics

try aiming. head takes more damage, imagine that

I got bored of Dying Light after spending hours running around in circles to level my parkour. What a shit system.

>Chore simulator with artificial numbers and sponges enemies

Nothing. None of my friends want to play it with me. :(

You're not supposed to do that retard

I remember holding with main quests so I can do more side quest and clear areas, loot and etc. because after finding the main quests game doesn't feel the same.
anyone else like that?

NO. I need BIG numbers before I do anything!

youtube.com/watch?v=1O6HKX0yAzY

Even the main theme give me chills, good soundtrack too

just replayed this co op with my little brother, can't wait for dying light 2. best zombie game i've ever played so far

ITT people with shit taste

ITT people with superior refined tastes

I'm on the fence about the parkour stuff. It's fluid and great in itself. But it makes the areas feel so small when you can pretty much go straight to where you need to go while avoiding pretty much everything.

It's pretty tense if you stick to ground level and play a bit more traditionally. All in all, a great system in the wrong game, for me.

Dying Light is one of those game where the gameplay is fun enough to entice my pussy ass to play, but too intense for me to finish

The hook is the only thing that makes the movement in the game fun

You have to grind parkour levels to unlock basic functionality. Shit like sliding is hidden behind an unlock.

parkour and drop kicks

The Following was the greatest thing about it, and even worth coming back to. Forget everything else.

I like that they added a gun silencer

Attached: maxresdefault.jpg (1280x720, 170K)

Agreed, they should make a game without parkour using the same world. It would be a lot more tense having to move slowly and calculated. Fire a gun? You can't just climb away anymore.

Why is it a better Far Cry game than Far Cry games themselves?

Attached: webmshare_eQvOy.webm (250x140, 751K)

The last time I played this, my friends and I parked our buggies on the highway in the middle of the night and just stood in the light of the headlights while volatiles endless charged at us. It was really fucking cool.

Dead island is better though

In what ways?

Game was fun but I lost interest completely once I got the grappling hook. The grappling hook is fun for a bit but it removes all of the challenge and fucks up the pacing of the action completely.

Why is the PC version fucked with a controller. The camera moves on its own with an xbone controller. The """fix""" is to increase the deadzone but even at Max it still moves, albeit slowly.

Any ideas?

youtube.com/watch?v=B9CtyBFoiWI

this
night time in base game isn't scary at all but when you take away all the buildings and shit to grapple to it becomes super spooky

The overall story and voice acting is the most bland shit. It's like a straight to tv movie. The gameplay kept me interested for a while, I had fun playing on the highest difficulty for a while even though the beginning of the game is a bit of a slog taking two or three minutes just to kill a single zombie.

This

the best part of the game was the frantic parkour and intense combat. The grappling hook ruined both things, no need to carefully run and jump around when you can just ziiip away every few seconds. Same with the combat, it's just not intimidating once you can just basically instantly fuck off at any time.

Attached: orbital2.jpg (1080x1080, 98K)

is this a thing?
or is this a you thing

I agree, running out of fuel or damaging a buggy part in the middle of the night when you're trying to get back to a safe house is fucking terrifying. Also fuck bombers standing around every blind corner.

Hellraid died for it.

Attached: ss_5e4746bb3d1526a2046169af3cd5fa3f8bcc3c86.jpg (1920x1080, 2.52M)

I didn't actually like it that much so for me, nothing.

Dead Island gives me horrendous migraines.
It's something about the motion blur and DoF or something; something with the camera, how it moves.
It's the only game I've ever played that does this. It did it at launch and it did it last year when I tried again. I don't get it.

Alright, I reinstalled the game because of this thread and figured it out. It was the ongoing community event when I was playing that negated fall damage, make hookshot stronger and powered up the kick as if I was some dark messiah. So I guess i lucked out that I went through the game just as devs blessed us with infinite hookshots and cartoon physics.

>Pleb Taste: The Thread
By OP the huge faggot

Game had no right to be so enjoyable

I played the remastered dead island after playing dying light and I can say it is good
I felt like I was playing a different game
the choking feeling of the tight city alleys and that fucking quarantined part of the city was scary as fuck

only downside I can think is that there was no day and night cycle

im hoping they have better mod tools this time around for dying light 2