I really need to give Dying Light another go. I got about five hours into it a couple of years back but I was playing on the harder difficulty (hoping for a survival type experience) which only made it a chore to play and not so much fun. I conceded defeat when the night time zombies came and forgot all about it.
Firs time through I absolutely loved it. The highlights being game world traversal and combat. And because of its open world nature, I think it has many weird and wonderful moments that only you may experience! Unfortunately, the expansion didn't do it for me and, strangely, I couldn't get back into it, when I tried to replay the base game. Which is odd for me. But yes, it's a great game, with superb traversal, custom weapon creation system and zombie mashing action. Well worth playing!
Last edited by Saint of Killers on Mon Dec 23, 2019 4:25 pm, edited 2 times in total.
This article reads quite sensationalistic and all over the place but hell I can write some points out for whoever is interested:
- lack of story, gameplay direction, allegedly constantly changing; no vertical slice still - Avellone's script has been diluted by the execs - psychological depth and many multilayered interactions between fractions has been short changed for a typical run of the mill story and quest structure - Work between Avellone and Ciszewski (director of dying Light) has soured even before initial presentation - On the other hand Avellone's quest lines written for one of the fractions did not make sense for the game (play? mechanics?) - One dev compares it as if he wrote it for New Vegas - Ciszewski's name appears to be mentioned a lot in complaints from Techland's team - Despite being championed in the Techland as someone who's done "a lot of good" for the company, the team is painting a picture of a workaholic who has not been ready for the amount of workload and responsibilities; one mentions hearing him call his teammate a "moron", also calling people late at nights about work even outside of crunch time; a lot of people has been fired or left Techland - His "design through iteration" (LOL) methods mean that work is never finite, affecting the morale - Foreign hires from western game dev, very positive reactions from teams - Contrary to what the start of the article suggest game is in good shape generally, with all elements in place, the problem lies in details and lack of vertical slice that would solidify the gameplay loop. At the same time - there are suggestions that there were vertical slices, though nothing is referencing the state the game is in now - [I am skipping on information on the details of Techland entering the stock exchange and Microsoft buyout, but the team is generally skeptical about 2020 release] - mentions of starting work on Fantasy RPG by the Warsaw studio (although I am not sure what does it exactly add to the story imo) - people are going through crunch to finish off alpha build; a lot of them in hopes of getting lucrative bonuses (internal speculation follows); some hope for improving the Morale with relocating to the new building (the one someone posted here on era about, with a slide into the reception) - although picture of despair, lack of motivation and "we" mentality, rather "them and us" alluding to the distance between execs and lower level employees - PR sent out emails to the team warning about talking to journalists - going back to Avellone (wtf is this article tbh) - He DENIES that the work between him and Ciszewski to go sour, talks about working on the project in present tense (although this could be translation issue) - going back to Ciszewski again - a lot of faith in him by the CEO - someone who is involved in a lot of aspects of the game as well as someone who's advice is being actively sought after by the employees (though the kinds of detailed work described sounds like something verging on micromanaging, likely a source of discontent) - to conclude the article - just PR talk (literally, from PR people) about the state of the game and that everything is fine. CEO compares the game dev to a living thing and iterative state of design (they seem to love the lingo!). Quote closing the article: "Yes we are still ironing Dying Light 2. But that's how games are made."
And few more morsels from me (btw stuff in brackets is not part of article in case you wondered): Polish LOVE to complain amongst themselves. In the work place? Even more so. This is generalising of course, but reading this I chuckled somewhat because it read slapstick to me personally. This also leads to another point that the quality and tone of the employees' statements read like they were obtained over a beer or few. It is either reflecting back on their lack of professionalism or the journalist's. Even if the moods are low, there is certain mode of communication about your woes about a workplace notwithstanding. I am also really not sure about the structure and the quality of the story the journalist tried to tell with this apart from the fact people are complaining, and bickering with one another as a result as the game is hitting issues but is coming along either way. But it does discern the fact that individual employees are not in unison on game's general direction or what exactly is going on within the 400 strong team.
The allegations against Ciszewski are quite serious however.
Hope this helps somewhat, and sorry for mistakes, I wrote it on the run pretty much
Over twenty years ago in Harran, we fought the virus—and lost. Now, we’re losing again. The City, one of the last large human settlements, is torn by conflict. Civilization has fallen back into the Dark Ages. And yet, we still have hope.
You are a wanderer with the power to change the fate of The City. But your exceptional abilities come at a price. Haunted by memories you cannot decipher, you set out to learn the truth… and find yourself in a combat zone. Hone your skills, as to defeat your enemies and make allies, you’ll need both fists and wits. Unravel the dark secrets behind the wielders of power, choose sides and decide your destiny. But wherever your actions take you, there's one thing you can never forget—stay human.
VAST OPEN WORLD Participate in the life of a city engulfed in a new dark era. Discover different paths and hidden passages, as you explore its multiple levels and locations.
CREATIVE & BRUTAL COMBAT Take advantage of your parkour skills to tip the scales of even the most brutal encounter. Clever thinking, traps and creative weapons will be your best friends.
DAY AND NIGHT CYCLE Wait for night to venture into dark hideouts of the Infected. Sunlight keeps them at bay, but once it’s gone, monsters begin the hunt, leaving their lairs free to explore.
CHOICES & CONSEQUENCES Shape the future of The City with your actions and watch how it changes. Determine the balance of power by making choices in a growing conflict and forge your own experience.
2-4 PLAYER CO-OP GAMEPLAY Play in up to four-player co-op. Host your own games or join others and see how their choices have played out differently than yours.