![]() ![]() This creates the impression of a video game instead of a cruel, apocalyptic and authentic world. It's just an overload with so many things. The hud and map are spamed with icons, popups explaining new features, new infected enemy types which weren't even introduced in the main story, etc. For example: First you have the emotional and slow paced prolog and once you arrive in Old Villador (just 30 minutes later) you get bombarded with several quests like forsaken stores, challenges, safe houses, GRE buildings, dark hollows, side quests, GRE container audio messages, GRE anomalies, camp fire stories, etc. It is also hard to trigger chase level 3 or 4.īad gameplay pace. You can easily escape any chase using your (upgraded) paraglider. Additionaly the paraglider (which you get later in the game) kills all the risk to get killed. ![]() You can be easily safed by the many safe zones, UV places, buildings, grass or other places to hide. Night time lacks of tension or real danger. For example: Bolters leave yellow footprints lol. The design of the infected in different glowing colors adds to the cartoonish image. with dark filters everything is going to be to look darker including your flash light and day light. Despite the filter the night lacks of the contrast between pitch dark and light e.x. For example the prolog has a great story telling part with an emotional background (world end party) but thats an exception. because of the copy & paste design it's repetetive and lacks of environmental story telling. This point is absolutely crucial for motivation to explore the environment! It also kills the immersion because again it gives the impression of a game not a believable word or city! No to mention the grindy events, the agents, the over 100x inhibitor containers to upgrade your character skills etc.Ĭities are built of to many copy & paste elements (YES much more than in DL1!): or and many areas like GRE buildings, GRE anomaly, dark hollows, forsaken stores, etc. In order to upgrade all 43 blue prints to level 9 you have to kill 2365 Common Infected, 8815 Uncommon Infected Trophies, 1892 Rare Infected Trophies, 946 Unique Trophies and collect 22059 coins. ![]() Thats why you have all the forsaken stores, dark hollows and other copy & pasted loot places. You upgrade your blueprints with various zombie tokens instead of exploration to find new blueprints compared to DL1. The gameplay is heavily focused on grinding like many Ubisoft games: e.x. ![]() Parkour physics downgraded (Not the comlexity or number of moves!): ĭynamic flashlight shadows heavily downgraded (almost non existent). You just buy them in stores!Ĭombat physics downgraded: but I hope Techland will made further improvements as with the latest update. Lack of motivation in free exploration: There are almost no blueprints you can find (with some exceptions like the easter egg). Graphically the game is a huge improvement which is to be expected after 7 years.Ĭombat vs humans is improved. Same as parkour the variations and number of environment sound effects vastly increased It has some major flaws but overall it's great. Here are the PROs and CONs of DL2 compared to DL1 from my perspective:ĭespite the floatiness I consider parkour as an improvement over DL1. I just leave it here because there are still so many ppl who will use the "You hate Dl2" card (as they already doing it here) instead of understanding what the issues are with DL2. ![]()
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