I Truly Desire The Latest Dying Light Game Featured Quick Transport

Prepared for your upcoming mission inside the new parkour game? Meet you across the way of the landscape in approximately… Ten minutes? Fifteen? Really, however long it takes to reach it on foot or by car, as this intense game clearly dislikes ease and aims for the main character to suffer even further than before.

The lack of instant travel inside this first-person adventure, the latest entry to a popular lineup featuring action-packed survival titles, is clearly meant to promote discovery, however, its effect for me is to cause annoyance. Despite meticulously examining the reasons that explain this sandbox horror title does not need to include quick transport, all of them disappoint — just like Kyle Crane, if I leap him from a structure quickly.

Why the Lack of Fast Travel Disappoints

To illustrate, one could claim that this game’s parkour is amazing, and I fully concur, however, that is not to say I wish to run, jump, and climb all the time. Admittedly, this adventure includes automobiles that are available, however, transport, pathway availability, and gasoline resources are restricted. And I concur that encountering fresh areas is what creates an expansive game engaging, yet when you have crossed a location several times, there are few things to find.

Subsequent to the first time I went to the city’s historic district, I felt that Dying Light: The Beast was purposely lengthening my transit period by spreading out objective locations inside identical missions.

When a secondary mission led me to a dark zone within the old district, I checked my map, sought out the most accessible automobile, found it, drove toward the historic section, used up my fuel, viewed my map again, hurried the rest of the path, and, eventually, experienced an enjoyable moment with the zombies in the unsafe zone — only to find that the next quest objective sent me back to the place I originated, over there of the game world.

The Case supporting Quick Transport

I have to admit that the title lacks the most expansive landscape ever created in an expansive adventure, but that’s all the more reason to support fast travel; if its absence irritates me in a more compact world, it would certainly annoy me on a larger one.

Understandably, it would be beneficial to plan mission goals in a specific sequence, but can we honestly say regarding “promoting discovery” when I feel forced to reduce my travel time? It appears rather that I’d be “decreasing inconvenience” as far as I can. Furthermore, when I am engaged in a plot and desire to learn the next development (which is a good thing, developers!), I don’t want to finish further task targets initially.

Potential Solutions to Quick Transport

There is just one argument I can consider supporting excluding quick transport: You avoid a simple escape path. And I need to acknowledge, I do not desire to miss out on the small heart attack I feel as soon as the night arrives – but undoubtedly there are alternatives for this. To illustrate, instant movement from Dark Zones might be banned, or instant movement locations could be placed away from protected zones, obliging you to do a quick dash through the dark prior to arriving at safety. Perhaps even better, this title could enable fast travel via instant movement points only, thereby you minimize transit period without the possibility of sudden movement.

  • Quick transport could be restricted to car locations, as an example,
  • involve game funds,
  • or be halted by surprise incidents (the chance to be attacked by unexpected fiends).

Naturally, it is just reasonable to activate new fast travel points subsequent to discovering their vicinity.

The Strongest Argument supporting Instant Movement

Maybe the most convincing point advocating for instant movement, however, is choice: Although with a quick transport mechanism available, players who prefer to journey exclusively on foot and by car would still have that option, while users with reduced availability to game, or with less thirst for driving and parkour, could use that duration on different game tasks. That, from my perspective, is the real sense of freedom gamers should look for in a sandbox title.

Brian Brooks
Brian Brooks

Data scientist and tech enthusiast with a passion for demystifying complex AI concepts for a broader audience.