As far as analogies go it’s admittedly a little messy, but I think it works. Take the demo shown to the public late last year; In it, you’ll see a group of smugglers seize control of a water tower in a dilapidated district of the city and begin rationing resources that are vital to survival. One of the local factions, The Peacekeepers – the last bastion of law and order – send us in to investigate after an emissary goes missing. Assist The Peacekeepers in eliminating the squatters and the area will evolve accordingly as a result, introducing new gameplay and narrative opportunities to you.
The Peacekeepers may begin to gradually move into the district and bring their considerable wealth and influence with them, which in turn could give you benefits such as free health stations and new traversal options to better assist your movement when night falls. Decline the offer and choose to side with the smugglers, on the other hand, and you’ll have to pay for clean water like everybody else, but you will get a monetary cut of the illegal businesses that begin cropping up in the area and may even see new hubs appear, such as black market retailers selling high-end weapons and rare crafting materials. You could choose to ignore this strand of the game entirely, forcing a whole other set of opportunities to unfurl.
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THE RETURN OF THE GRAPPLING HOOK
Techland confirms the
grappling hook is back for Dying Light 2 and it promises it won’t break the game (this time).
If the choice seems clear-cut on paper, Techland is keen to assure us that this is still a world of grey areas. There are no clear ‘right or wrong’ decisions; The Peacekeepers are authoritarian by their very nature, so while the area may become more overtly safe – shifting the locations of Dark Zone areas and hordes of zombies, for example – the group will begin to crack down on any behaviour that doesn’t fall in line with its own. Siding with the smugglers, on the other hand, will turn the district into a criminal den, but it won’t be under the iron fist of the government, giving you more freedom to move and space to act as you please.
Every faction in Dying Light 2 has its own goals and motivations; They have their own enemies, friends and plans for the future. Interfering with any of these elements will have an impact on something else in the city, with the game working behind the scenes to constantly generate new scenarios and world states, all of which will steadily lead you towards the end-game objective. Of course, little of the change in the city will happen overnight. Techland wants the city to feel like a living, breathing space. For this to work, Dying Light 2 has to feel as if it is being constantly shaped by player-driven decisions, rather than being altered by scripted moments triggered at pivotal points in key quests.