I land a flying kick into a bandit and send him screaming off the edge of a roof and onto the zombie-filled streets below. In Dying Light 2 this has become my singular goal: Kick dudes off roofs. The city is in peril, I have a half-dozen unfinished sidequests in my journal, and my map is littered with icons imploring me to scavenge resources, discover new locations, and undertake parkour challenges.
Apologies. I can’t actually deal with any of that right now. Somewhere in the city, another bandit is standing too close to the edge of another rooftop and he needs booting off it. And reaching that rooftop is just as much fun as kicking someone off it.
To get there I slide down zip lines and bounce off jump-pads, swing like Spider-Man from the rope of my grappling hook, sail through the air with my fold-up paraglider— or I just climb, clamber, wall-run, and ledge-grab my way there. Dying Light 2 is a huge and exhilarating playground for crunchy, kinetic, two-footed combat and satisfying first-person parkour. It doesn’t start out like that—there’s a few long hours before the game really opens up and gets fun, and there’s a lot of not-so-great storytelling along the way. But it’s worth it.
PILGRIM-DARK
هذه القصة مأخوذة من طبعة May 2022 من PC Gamer US Edition.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك ? تسجيل الدخول
هذه القصة مأخوذة من طبعة May 2022 من PC Gamer US Edition.
ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 9,000 مجلة وصحيفة.
بالفعل مشترك? تسجيل الدخول
Special Report- Stacked Deck - Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big.
Monster Train, a deckbuilding roguelike that firmly entrenched itself as the crown prince to the kingly Slay the Spire back in 2020, was the kind of smash success you might call Champagne Big. Four years later, its successor Inkbound’s launch from Early Access was looking more like Sandwich Big.I’m not just saying that because of the mountain of lamb and eggplants I ate while meeting with developer Shiny Shoe over lunch, to feel out what the aftermath of releasing a game looks like in 2024. I mean, have I thought about that sandwich every day since? Yes. But also, the indie team talked frankly about the struggle of luring Monster Train’s audience on board for its next game.
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