Dying Light 2

What's with the Auto Modellista "speed effect" when you're running? That looks stupid.

Dying Light was my favorite game of the 8th gen. They better not ruin the core gameplay.
 
I've been wondering if they were going to drop last generation consoles just as they did with the original game, which was originally announced as coming to 360 and PS3 but which they dropped along the way.

Dying Light would have required 5 engines for that gen instead of just 3 for this generation.

For Dying Light 2, previous and current gen machines are similar enough that the engines are the same with just some minor tweaks to the rendering path, so 3 engines used regardless of whether previous gen consoles were supported or not.

Additionally, reducing asset quality enough that it would fit into 512 MB (X360) or split 256 MB CPU, 256 MB GPU (PS3) from what was used for 8 GB consoles would have required significantly more work than what would be needed for current gen (16 GB) versus previous gen (8 GB).

Basically supporting PS3 and X360 for Dying Light required significantly more time, money, and manpower than supporting PS4/XBO would for Dying Light 2. This isn't to say that a PS4/XBO release isn't work, but it's quite significantly less than attempting to support PS3/X360.

Considering Dying Light's release was delayed from a 2014 release to a 2015 release, I'm guessing by that point they were scrambling hard just to try getting the PS4, XBO, and PC version to a point where they could release it that they probably entirely stopped working on the PS3/X360 engine sometime early in 2014 in order to ship something without a potentially further half year or more delay in release. That's assuming that the PS4/XBO version was ever hitting internal milestones in a timely enough manner that it was feature complete and a port to PS3/X360 was even started.

Heck, if they are using the Xbox development environment, then they are potentially just working on 2 code bases as the Xbox dev. environment now allows you to compile to XBO, XBS, and PC with the other codebase being for PlayStation consoles.

Regards,
SB
 
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Dying Light would have required 5 engines for that gen instead of just 3 for this generation.
Sure, and that's what they did. Remember this wasn't a decision made before development started in order to keep the project manageable, they had 360 and PS3 builds which they obviously time and effort invested in and worked on and which they dropped over time. The original game was also delayed. :yep2:
 
So to play 1920x1080 with Ray Tracing on you need a 3080 and a fairly chonky CPU. Wonder what you'll need for 1440p or even 4k?

I am looking forward to this though, I still play the first one now. It never gets old :D. Mind you I just played through Dead Island again for the umpteenth time!
 
So to play 1920x1080 with Ray Tracing on you need a 3080 and a fairly chonky CPU. Wonder what you'll need for 1440p or even 4k?

I am looking forward to this though, I still play the first one now. It never gets old :D. Mind you I just played through Dead Island again for the umpteenth time!

Assuming the requirements are representative you'd also need a RTX 3080 for 1440p, just with DLSS Quality enabled.

1080p60 with "ultra" RT on a RTX 3080 is about the same as Cyberpunk 2077.
 
I really hope they're more friendly to mods in the second game. It used to be possible to mod the game to include massive numbers or Romero-style slower zombies and run around with weapon degradation cranked down and have a blast but there seemed to be a concerted effort to stop modders with Dying Light.
 
The Cyberpunk 2077 system requirements were relatively ballpark from what I recall. They also match the ones being set here and the game types are somewhat similar.

I know there's some talk around the RT requirements but it's largely in part due to the presentation by listing without DLSS, which is supported, and specifying 60 fps. The overall listed system requirements are basically fairly in line with Cyberpunk 2077 otherwise.

Overall I'd predict that "high" RT effects with basically the full slate of reflections, shadows, and GI on high fidelity AAA Games are going to require upscaling until at the very least the 2024 GPU generation at the typical resolutions you'll likely pair with each tier of GPU. By then it might be reach a state in which GPUs can run them at native with new AAA games in the resolutions you might commonly pair them with (eg. 1080p60 with actual mid range or lower GPUs, not the highest end). Upcoming 2022 GPUs might do it for games like this and Cyberpunk, but by then they will likely also need to account for the actual "next gen" games transition and increased requirements from that.
 
We need to separate out unique content quantity and repeat content quantity and pure padding.

Is that figure 90% due to travel layouts requiring constantly back and forth over the same areas with respawning "blockades?," copy and paste procedurally generated fetch/farm quests and pixel hunting collectible/achievement farming?


But I've always been on the side that comparing lengths to complete with games, especially cross genre/game types, as a determinant of the actual amount of meaningful content is pointless.
 
I'm guessing it means multiple playthroughs to "complete everything" as I'm expecting mutually exclusive story paths which will lock out available missions depending on which story path you are on.

At least when Chris Avalone was still on the project, they mentioned that choices will greatly change the world, environment, and other things. I'd imagine that some NPC factions will become unavailable depending on the choices that you make. Hence, their missions will be locked thus requiring multiple playthroughs to "complete everything."

Regards,
SB
 
I liked the first game but as the campaign wore on I felt it was increasingly relying on throwing specials at you, which really destroyed the fun I was having exploring the city - which was an amazing place. I really hope they've toned back the specials because I'd love to see this game present more challenges like masses of Romero-style shambling zombies. They don't move quick, they hang around too long and they can surround you. Surely that's the perfect counter for parkour?

I also hope that have massively tone down weapon degradation that it was absurd in the first game. I'd be happy if it's gone altogether.
 
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They plan on supporting Dying Light 2 for 5 years after release.

"Want to know what will happen AFTER the premiere? We guarantee to expand the world of Dying Light 2 Stay Human for at least 5 years post launch with new stories, locations, in-game events and all the fun stuff you love!"

 
I know builds are out for reviewers, but they can't share any clips yet. However, some YouTubers have been sharing videos of the game. Not sure why they're allowed to but others aren't.

Here's some YT Videos. They obviously contain spoilers from gameplay, so don't watch unless you don't mind slight spoilers.



 
I know builds are out for reviewers, but they can't share any clips yet. However, some YouTubers have been sharing videos of the game. Not sure why they're allowed to but others aren't.

That influencer privilege, I'd imagine. I watched a twitch streamer play a side mission as that was the only thing they were allowed to show, so without having watched the videos you posted I presume they are the same...?
 
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