

First, I did it 'properly', all hidden and quiet, finding special infected and popping headshots at range before using silent melee takedowns on chains of undead a methodical zone-by-zone clearout.
#DYING LIGHT 2 PLATFORMS FULL#
To test out how responsive this new sound system is, I played through a dark zone full of zombies in two separate ways. It is, he says, difficult to script, but hopefully makes stealth both more rewarding and more viable. “There is a whole system related to noises,” he explains, governing how different enemies react to them, how strong those reactions are, and how they're prioritised when they overlap. Smektała explains that the first game’s approach to noise was incredibly simple: “make noise, attract virals”. The game’s (much improved, more detailed) sound design plays into this renewed focus on stealth, too. We were intentionally working to make feel like that.”

“Hearing you mention the similarities to The Last of Us II,” he says, “is like ‘honey on my ears’, as we say in Poland. Smektała isn't trying to hide that inspiration. Thanks to some distraction techniques you can employ that seem very ‘inspired’ by The Last of Us II, though, you can distract human enemies and guide them away from your planned path – or into a trap. “But we also knew we wanted to give you the opportunity to interact more with humans, both in combat and in dialogue, so a huge part of our development schedule – in animation, programming, everything – was dedicated to making stealth work against human AI as well as the undead.”īy contrast Humans are smarter, tend to have better eyesight, and in the preview build I played, slightly smarter AI (though that element of the game did leave a lot to be desired in general). “The whole mechanic of going inside ‘dark zones’ and trying not to wake up… it’s a little bit different, and it’s something we’ve had in Dying Light 2 since the very beginning,” explains Smektała. It's not so hard to sneak into a lair of zombies - but mess up your route and you’ll be in the thick of them, easy prey and incredibly vulnerable. Shambling zombies make for good target practice if you're a fleet-footed bowman, thanks to their habit of standing around (even if some of them do like to tuck their little heads between their legs when they’re resting, making one-hit kills nigh-impossible). Perhaps the best measure of success for how stealth works in the game comes when you try sneaking against the infected versus trying it against humans.
#DYING LIGHT 2 PLATFORMS HOW TO#
"We really wanted to add another module, another chunk of options, for you to consider when thinking about how to overcome what we're throwing at you." And that’s obvious when you get to grips with stealth in Dying Light 2. “We really wanted to add another module, another chunk of options, for you to consider when thinking about how to overcome what we're throwing at you,” continues Smektała. If you tried to sidle past some heaving undead behemoth, you were liable to get your skull smashed into the wall. Dying Light gave you an array of ways to creatively problem-solve your way out of tricky encounters – parkour, ranged weapons, melee, or that ludicrously overpowered grappling hook spring to mind – but being both deadly and sneaky never seemed viable. Stealth wasn’t one of the options you could use to solve that, really, in the first game.” “In Dying Light, we were aiming to create a game where we could put a challenge or a problem in front of you, and you could solve it with the environment. “We’ve worked on stealth quite a lot on purpose,” lead game designer Tymon Smektała explains.
