New Dying Light 2 update; if it ain't broke, don't fix it
- Ryan G
- Jul 3, 2023
- 2 min read
About three months ago, I covered an update to Dying Light 2's combat mechanics. To recap, the update brought proper and satisfying physics and attacks when you are killing zombies. Something the community has argued that should have been in the game on launch. On June 29th, they released an update which overhauled the main aspect of the Dying Light franchise, parkour.
What was wrong with it?
Along with the combat mechanics, on launch, Dying Light 2 was leagues behind what the first game brought in terms of parkour. It just felt like they started tweaking things for no reason and mixed up a perfectly good formula. This would be less of a problem if you've never played the first game. In short, they essentially released this game with "floaty" controls. There was no weight to how far you jump and how fast you run. You were always guarantied to stick to whatever ledge you wanted to grab onto. The floatiness comes from the walking/running itself. Previously, when you were running and you let go of the walk key, your character would still "glide" forward a couple of inches. This doesn't sound like much of a problem but when you are running at night and in a chase, it could mean making a quick turn or falling off of a building.
Patch Notes (some)
Several animations have been improved to reduce floatiness.
Personalize your sprinting experience with the option to switch between auto and manual mode, giving you complete control over how you sprint in the game.
Keep your momentum while performing a series of parkour moves.
Regain air control in mid-flight, allowing for reactive maneuvers.
Added variety of vault animations.
Tweaked afterboost mechanics now allow for its use after a number of parkour moves, with improved responsiveness and a balanced duration and cooldown.
Important Changes
Assisted Parkour: Perfect for beginners, maintaining the original Dying Light 2 experience.
Physical Parkour: Enable this setting for a grounded, physical, and intense journey. A more grounded and ruthless experience. The ability to disable "jump magnets" for more authentic gameplay.
The two most important mechanical changes were the introduction of Assisted Parkour and Physical Parkour. As they say, the first one is much like how the game functioned on launch with assisted ledge grabs and and such. Physical Parkour is much like the first Dying Light game and many players feel like this is how the game should have been designed from the beginning.









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