its cuz people have lust for beauty which is the worst thing to have ever happend which is why games are probably so terribly optimized its also included the ceo's and devs but especially the ceo's
Then Techland really came with Dying Light 2 and said "Hey, you know how those cool little details we did in Dying Light? Yeah, what if we didn't do any of that in 2?".
The lighting too is top notch. I remember when the fire and electricity on the weapon would cast light on the wall you are near. Also the crossed out 4 children inside is heartbreaking
I already said this on a similar video, but I think it's worth re-stating it here; One of the BIG reason Dying Light endlessly appeals to me, is because of it's setting. It's not some posh, western(or westernized), metropolis, but a borderline second/third-world town/city. As someone who lives in a country of similar state; running and jumping across rusted, rustic rooftops, getting in and out of small drive roads and cramped walkways, and looting small, dingy, but lived-in houses...THIS feels like home. And despite the shortcomings of the countryside map in the parkour sense, it's 'local town' vibe also resonates so much to me. As for the "incredible" soundscape...yeah, that's the reason why I opted to NEVER play this game on headphones. Tried it once, and those occasional, faint, faraway zombie wails actually got to me. Like there are days where I thought I actually heard it, and I'm not even in the game. xD
Unmatched atmosphere and ambience. It's the little details and things that make this game feel so real and alive. From the way the lights slowly flicker into existence at twilight, to the way the night darkens even more when it's raining. There's so much ambient sound design as well, from the manholes to the screams that actually have great audio engineering and positioning behind it where it feels like it's coming from the source. And of course the unbeatable morbid environmental storytelling. Fun fact: in the Slums close to the Tower, you can see a bunch of pizza boxes and candles on a rooftop and a blood trail that leads off the roof. If you follow it down, you'll see a mutilated body that's been torn in half with bloody footprints and handprints all around. Which points to a random survivor (exiled?) camping out and losing a fight horribly. This game's an experience you have to slowly chew and savor.
I was just thinking that, Dying light 3 or Dying light 1 remaster with a big dlc. I never understand why companies mess it up from a proven winner. Battlefield is the same.
Staying on top of the tower at night is literally PERFECT Just looking down is so chilling knowing all the volatiles down there are just waiting for you to come down to kill you While you are safe on top of this HUGE building I LOVE IT.
Okay so a little bit of context for what i'm gonna say right now, maps in garry's mod (even the workshop maps) have sounds based on where you are. The map author can choose what they want to put in the background. There's this one specific map that's called; "gm_bigcity". Police sirens in the background, sounds of the people in the city, but there's nothing there. It's just you, the map and *whatever* is hiding in the map. Source Engine games always give you the "you're supposed to be alone, but you're not." vibes, but Garry's Mod is completely next level. It still scares a player, no matter how many mods they have installed, they are still *not* safe from *something* in that big, empty map. Hell, i don't even want to mention the dark room in "gm_construct". And Dying Light's athmosphere gives me those vibes, i just wish we had this kind of stuff in Dying Light 2 too.
8:33 man, that small portion of that song just floods my brain with memories. i can't even imagine how much time i spent playing this game from like 2016-2022. i think i'm gonna reinstall it.
the sound design and music made harran live in my head rent free , few games can make me want to replay them just for the world and dying is one of them , i am glad the world of dying light 1 gets the appeciation it deserves
I will always love Dying light for all the sound design and lighting/visuals. This game has a deep hold in my memories with just how good everything is, like even just the little details make me smile in awe. I always loved the storytelling that is everywhere, which is just told by the environment
Gosh, even Dead Island 1 had a great atmosphere. The moody thunder clouds rolling in across the bay and the distant screams and clangs are something both games share that made that atmosphere truly remarkable.
Rant time. Harran felt like an actual city where real people used to live before the events of Dying Light took place. The first game's atmosphere and level design was amazing, small mistakes in the environment were easy to forgive because you were always only a few steps away from another perfect scene. The developer's creativity and vision always shined through any issues. Villedor felt like a colorful indoor freerunning park which just happened to have an apocalypse theme painted on top of it. The second game's atmosphere just begs itself to be taken seriously but it's so cartoonish with exaggerated attempts are scares and gore to keep the player's attention that just had me rolling my eyes. The world felt meaningless, Villedor was not a place you could imagine people living in before the apocalypse, which made all its issues so much more noticeable. The story was pretty much carrying the game on its shoulders, which is why it's no wonder people turned on Dying Light 2 when its story came short of their expectations despite those same people saying Dying Light 1's story was avarage at best but still treating that game like the second coming of Christ. The secret sauce was in the world. All those copy paste interiors from the second game are just meant to be ran through, everything looks the same and there's glaring design fails everywhere. Some skyscraper office interiors have no entry points which would've made them inaccessible and unuseable, seriously. This isn't a joke. Look around and count how many of the highrise offices have no doors that could lead into them. Some apartments have impossible to access elevated sections with no stairs or doors connecting them to lower floors and not even any safety railings. One way streets will have traffic lights and signs facing the wrong way. Some buildings in Old Villedor straight up look like they were assembled wrong by the people putting the map together. It's so dissapointing because Dying Light 2 had incredible potential, but it fell flat on its face.
9:13 - This exact thing was the most memorable experience I have of this game. It was the first time I'd plucked up the courage to stay out long enough to see the transition from day to night. I was pretty much in the same place you were on the bridge and, suddenly, all the zombies just fell silent and turned to face the sun. They all just stood there, ignoring me as I timidly walked amongst them, watching as it slowly dipped below the horizon. This, combined with the frantic beeping sound my watch was making, all but screaming at me that I should seek shelter immediately, made this one of the most unnerving experiences I've ever felt in a game. _This_ is how you do atmosphere.
They gave so much heart and soul into the first one, makes me want to replay it again for like the 11th time. I wont ever boot up number 2 cause its just a shell game now and the passion wasnt there like the first one. There goin down a volition path I say 1 more game and that studio is done if they go down the same roadmap as the second one.
This is probably one of the reasons I have a strong bond with this game. It's ambiance, OSTs, weather... They all match so well that I fall in love with it. And of course when we add the story, gameplay and different types of interactions, it gets closer to perfection...
Dying Light 2 meanwhile looks like it was designed for the mass market by a committee. Sabit in particular still sends chills down my spine, such a horrifying fate.
Sound design is incredible, ultra charismatic environment with middle east vibes, more gritty (slums) parts yet surrounded by nature and tropical seas and to me, more importantly, an amazing use of animated content. They played a lot with wind stuffing the world with moving trees, hanging clothes, dust and ashes particles, flags, flock of birds, wind arrows swaying. Every shot in harran is alive and feels like the world is alive. Not only they created an amazing world to explore, but they filled the map with thousands of small details (environmental storytelling) that let you feel the tragedy. How the school was used as shelter, with bodies in the bags for example. Basically you can get what were the various stages of infection spreading all over the town. The overall atmosphere is what still makes me fire up the game just to walk around the map. They caught a lighting in a bottle with this one and in fact is what totally made me uninstall DL2 after the first ending: the generic post apocalyptic brown colored cliched world they created. It's sad 'cause modeling and texturing in general are top notch
How did they fail to create a giant dead mall in DL2? That would have been so sick... like 4 floors of this decaying, derelict building... have some flooded areas, weak floor points with volatiles in dark areas, like the basement or in a department store
I talked about it with my dad recently (both he and I are massive fans of dying light) and we came to the idea that the reason dying light feels different is that it's too full. It's far too lively, there are too many human people running around. It doesn't elicit that feeling of Barren desolation that this game has.
@@kaystephan2610I'm assuming he is talking about DL2. There is an immense amount of feeling you get in a vacuum. Atmosphere is built off of subtlety and the absencees of something. By having everything everywhere, it ultimately has nothing.
meanwhile they did it! (@30fps) On consoles at least… it fools me looking next GEN most of the time. Way greater distance view, much sharper textures and way more assets like trees, grass, flowers..❤
In the Dying light dev tools the sound zones you can use to set ambient sounds have a ton of variety for all the different areas outside and inside , some are for alley ways, others for the fishing village, some are for inside hotels and others for offices. I think sound design can be forgotten about easily because unlike lighting its less immediately noticeable but in DL1 i love how when you enter the train yard the background ambiance changes to an industrial one with metal creaking or the coast with seagulls making noise. Then there is the small effects like in the following next to alters you hear wind chimes much louder as shown in the video the noises coming from the sewer of infected and such. Just such lovely detail that helps give the world depth and background as a world can look pretty but if the sound is wrong it will feel flat. Its fun to go though and listen to all of them and see if you match where they are used from memory because they are all very distinctive and even though you arent deliberately listening for it ingame you still pick up on it subconsciously as the areas change.
0:08 goddamn! After all this time, how did I not notice the sound that plays as soon as he opens the door? 2:34 One of my favorite details in the game. I only noticed this one last year and it was the only time I've ever noticed it. Obviously you won't see anything if you noclip into it but the reverb effect, the sounds of infected we recognize in the game already, what we see in front of us, and the game's setting help you paint the picture in your head of what could be going on down there. Really good sound design. 15:31 I always loved the track that plays in these tunnels. It gives off the feeling of pure dread, but it's also saddening in a way. Piles of dead body parts belonging to loads of people that once lived in this city, turned into clumps of meat for other humans turned monsters to feast upon. Harran was once a place on Earth turned into a pit from Hell.
I love how isolated Harran is from the rest of the world and that, basically, no one gets out alive, not even the main protagonist..I love the theory of Crane being the night hunter, no plot armor in this game lol
I never really focused on the atmosphere when I played for the first time. Wasn’t till my 2nd playthrough I really recognized how special it was and how much it added to this game. Many playthroughs later and in every single one half of my time playing is just walking around and soaking in the atmosphere. Perfection 👌
I finally made a dying light essay on my channel that does this "perfect atmopshere" u show here justice, I explore the component parts of the game that construct the central atmopshere of despair/hopelessness in the game. I couldnt have finished it without being inspired by your video bro, thank you! It was rlly fun 2 make, i learnt so much things i didnt think i would know about dying light, like the middle eastern influence of the music and the romero's synthwave music which I analyse in my video. How dying light was actually heavily inspired by works like the plague by philosphers like albert camus and conrad in heart of darkness. That the name dying light was in fact a metaphor 4 meaninglessness. I approached the video from a writing perspective, and it astounds me how much love went into the game, the hidden symbolic meanings that the sun and night had in the game, if i hadent watched ur video bro, which made me play dying light again, i couldnt have made it and acquired this new perspective, like a breath of fresh air. so thx again aussie, u the goat! My video unfortunatley dosent have timestamps/chapters, but u can see them in the video description, I dont expect u 2 watch all of it, just the parts that interest u the most!
I think what makes the world feel so real is the fact that there's almost always some kind of motion in the scene. The wind affects not just trees but antennas and other small loose props, theres dust and debris particles everywhere, the zombies are always making subtle movements, there's distant sounds of bottles rolling and pipes falling, plumes of smoke, planes flying overhead, barrels on fire, etc etc. Techland really went the extra mile to make the world immersive
Every few years I reinstall and it’s like running into an old friend you haven’t seen for a few years! Love everything about this game this video was an absolute treat , even in 1080p60 on YT it’s an absolute stunner and sound with headphones is second to none! Never stop raging against the Dying of the Light!
Coming back to this after the beast is announced and god I hope they take this perspective again, they absolutely nailed the atmosphere with the graphics, everything just slotted in so perfectly and it was such a shame to see them stray away from that in dl2. I still play dl1 more than the second to this day, the second just doesn't have as much soul in it as the first.
Oh and the fact that every location felt different, sure buildings and interiors were repetive, but in DL1 they were created in such a way that they always felt like different part of the map. In DL2 I'm still not able to tell where exactly I am on the map without looking at it. Also DL1 had every quarantine zone have a different interior, meanwhile DL2 had every GRE building look almost exactly the same, following the same script. Even story, in DL1 it was simple but fun. DL2 has so many plot holes and random stuff going on in the story. I hope they hire a writter for the next big DLC.
DL1 was a world lived in. It wasn’t an amalgamation of simple elements disjointedly combined together to work in distinct bubbles. All of its parts combined to a whole that seamlessly brought you the best experience of life in a zombie-invested quarantine zone. I think DL1 is always going to be a fluke for Techland. They got it right once, and may never get it again
The sound design of this game are perfect and with the graphics being perfectly blended with that, it makes the game perfect for no hud runs with no music enabled
And to think that this game was meant to be greater... what a shame that the devs couldn't bring their whole vision of the game to life. Since DL 2 couldn't even get near this masterpiece, i just hope that some day, someone remembers the potential this saga had and exploits it.
@@HarranSoFarAway Its quite an extended topic, but if we pay attention to how the game progresses, we see that it gets lower and lower quality. For example with the biters, they are the very first developed enemy and are the most polished and fun to fight, and are the ones that fit the most with the physics system. Then theres the virals, good enemy, can be fun to fight but also annoying and has some problems with its design, not as good as biters but ok. Then theres the volatile, very good enemy, its model and sound design made up for one of the most iconic zombies in games. But then we got other enemies, like the goon, which absolutely sucks and doesnt add anything to the gameplay. The demolisher is a very basic enemy, its ok but doesnt add much to the game. And toads... they are just there i guess, can be annoying some times. You see? The very first developed enemy's are the most fun to fight and add the most to the game, but as the game progresses, the enemy's get worse, they didn't really thought about how these enemy's would complement gameplay, like if they just had to rushed their design... it could've been something greater given more time.
I disagree with the special infected, I genuinely like fighting Demolishers, Goons and Toads. I think their designs are nice and I like where they fit in regards to the gameplay loop and how the player is meant to overcome them. Goons are a brick wall personified, having the highest HP pool in the game (aside from boss enemies). They're slow so the player can manouvre around them or distract them / lead them away from where they want to go, or if they choose to fight them they eliminate a large threat (they can 1 shot you on Nightmare from a direct hit). A single hit from their rebar can knock the player down, allowing for other infected to attack you as a follow-up. You can dodge or jump over the shockwave to avoid the attack as well. Design-wise, I like how the "strongman" jobs fulfill the role of Goons, like construction workers and firemen, and their towering presence with a multitude of different designs stand out, with them being one of the few infected that wield tools emphasise that further. Demolishers are actually one of my favourite enemies in the game. Their charge attacks make the player have to adapt to their environment and space themselves so they don't get caught in a hallway of death with nowhere to dodge it (potentially 1 shotting you on Nightmare). Being the only armored enemy in the game, the layered feel of fighting them is great where you hack off their armor over time to reveal their flesh, allowing you to deal direct damage. Visually, seeing the armor come off is fantastic feedback in a game that lacks health bars (and in general the gore / flesh / bleeding system to reflect "hurt" enemies) helped give that extra level of satisfaction. So not only are they fast with their charges, but you're also not safe if you go to a high place away from them (unlike Goons). They're able to throw rocks that deal damage and knock you over, potentially making you fall over and die of fall damage, so you can't ignore them and have to keep at least one eye open if they're nearby. Design-wise, it's nice to see people wearing armor as their job like riot police and firemen transfer those traits over to when they're infected. Toads fill the role of a ranged threat, being able to target the player from a distance (something only Demolishers and Volatiles conditionally do). They spit 3 times before regurgitating their entire stomach lining, giving you time to take them down in melee as they struggle to swallow it back in. Disgusting but cool. They can switch from mid range bursts or long range balls of explosive toxins, making sure you're never standing still, and to keep on the move by using your parkour. I like their design too, I just wish we got more variety with it than just 1 model (unlike every other special infected having multiple models and variants). Each special infected in DL1 add something to the game, and change up the gameplay with how the player reacts to them and how both special and common infected mix together and compliment each other in the gameplay sandbox. My only real issue lies with the screamers, as their screams take away control from the player as Crane puts his hands to his ears. Taking away control from the player, especially in a fast paced movement game like Dying Light, is really frustrating.
@@AussieGG Ok, my issue with specials is that they aren't integrated with the physics system and the parkour, most times a goon fight is reduced to: hit, dodge, hit, dodge... the shockwave HitBox is so big that the best thing is just dodge backwards, and even then you get hit often (u sure you can jump the shockwave? i know thats a thing in DL2 but DL1? I never knew). There aren't much ways to deal with this enemy. But biters are different, there are many ways in which you can use the parkour and physics system to beat them up: Limb targeting is important: You can target their legs so the physics trigger and make them fall so they are much vulnerable or just stop being a threat for a moment, or you can cut their hands to they can't grab u. You can use objects like bricks or gas tanks to make multiple of them fall. You can even climb up and fall onto them to knock em off. If you try something similar with specials, its probable that nothing will happen or it won't help much. Outside biters, virals and volatiles. Theres no other enemy in the game thats that well integrated with the game's mechanics like the physics, parkour, daylight cycle, dismemberment. But what if you could target the goons limbs to make him stumble of something? Maybe even cutting his arms off so he drops his weapon and gets a more agile style of fighting could be a possibility, what about climb up to drop onto it to knock it off (with the physics system) and make him drop his weapon but changing his fighting behavior?. That would be similar to how we fight biters: limb targeting and dismemberment which makes the enemy less deadly but changes its behavior, use parkour and the physics system to knock enemies off. The only difference is that the each enemy type reacts different to this fighting style. This would add much more deep to the enemies and would make them more unique and fun to fight, giving multiple options to approach into fights, like it does with biters. I always thought that the devs wanted to apply this combat formula/philosophy to all enemies in the game, thats why i'm saying that this game was suppoosed to be greater, but they had to rush their development and only the biters remained as the only enemy that got the most polish and quality, and the others remained with a very superficial kind of design that doesn't complement with the game's mechanics like physics, parkour, daylight cycle, dismemberment etc.
Yes, you can indeed jump over the shockwave, that's how I do it all the time to stay close and fight the Goons like that. I agree that there's a lot more that they could've done, but jumping on top of a Demolisher's head is a legitimate strategy that deals damage and stuns them lol. You can also bait them to run to you like a bull, and make them run off the edge of a cliff to their death, though admittedly that only occurs in The Following and some specific areas in Old Town. I'm not sure where you're getting the idea of Techland rushing DL1, but I agree that they could've done more to the game to improve the special infected even more, with some undercooked mechanics like the shitty spit that Volatiles have that are almost hitscan and there's no counterplay to them. Your suggestions also sound great. At the end of the day there will always be an argument to improve a game, no matter what state it is in. Developers draw the line of where they stop and where they think it's alright to package and ship it off to release. You set goals and complete them, but games can always improve even further almost indefiniitely.@@matthewsteer4398
Totally agree. This game and its atmosphere is special to me. No game has matched it for me. If I had to imagine a perfect atmosphere for a zombie game, DL1 is it.
2:32 Funny thing is that the sound is coming from the manhole cover itself, there's no visible underground part. I discovered this upon hearing a similar audio on a manhole cover which isn't laying flat on the ground, it looks like they just applied this to every manhole cover lmao.
the lights the colors the locations, the way everything was placed,the architecture of the city was more organic and just looked better, the textures were more goory and realistic (i might be wrong but in dl2 people look cartoony and volatiles are way less scary with a crappier design), not forgetting about the frightening and fitting soundtracks and sound design, i mean just look at it look the way volatile hives used to look, like a place where you can clearly see it was infested by those things, meanwhile in dl2 they are just normal places similar or identical to one another the only difference being there is a volatile mid mutation lying around the pavement, i'm sorry i don't know what happened what went wrong dl2 doesn't feel like a sequel (doesn't deserve to be called a sequel to dl1) it looks worse (yeah yeah it has ray tracing but the way the map and architecture and locations are made to the character design everything looks worse) dl2 doesn't have a quarter of the atmosphere the first one had, and let's be honest dl1 was way WAY scarier and more entertaining, and volatiles felt misterious and scary, like that scene in the broadcast tunnel (with that extremely eerie music) the way they where all gathered around that larger volatile it made it look so alien so terrifying. I don't know what went wrong dl2 doesn't feel the same feels like a knock off made by a different company, you may disagree but that's how i feel.
I love dying light 1 so much. SOOOOO much more than DL2. I have played DL1 through a few times but I need to go back and play it again. Its about time.
Man this game always gives me chills, especially the game modes like super Mario in old town and plants vs zombies in antena, the bozak horde is my favorite mission.
This is a game I play regularly, I never get tired of it, it's perfect in every way. I didn't buy the second one because I wasn't convinced from the beginning, and I don't think I'll ever buy it after watching your videos. The feeling is not the same. I can't explain why.
I remember when my friends in school at the time told me about the teaser for this game, we were so hyped. I was constantly playing battlefield 4 back then, but dropped it just so i can enjoy this for months. Never will it be beaten again...
2:42 8 years later and I learn something new, sound from severs, wow. Well what can I say when everything was said already. Sounds, music, graphics, gameplay mechanics, side quests, DL1 did all of it better. I'm even sadder looking at what DL2 turned out to be a week ago.
10:33 hahahaha My overall favourite is stormy/rainy nights. My coward ass always wished to be a bit more brave just to feel that perfect atmosphere a bit longer.
I remember when a dev stated in an interview that they were toning it down at night (DL2) because some players found it too hard/scary. My interest for the game dropped exponentially after that announcement. The best mechanic of the game was being toned down. Like, wtf were they doing/thinking?? I knew then that the game was no longer a passion project but a game designed by committee: a committee that doesn’t even play or want to play the game. Even when I was high level I was still extremely anxious to be out at night. That tension was what made the game for me. I still haven’t bought DL2 but was interested when they updated the game with the Good Night, Good Luck patch. Then the awful decision to implement a currency and micro transactions into the game (single player game, primarily) ensured I’d never, EVER buy the game. It’s done, the studio is finished to me. With the ESG stuff and being bought by Tencent, I have zero interest in giving them any of my money.
That's what for me makes this game SO GOOD, the atmosphere is so good that u constantly are afraid and on the alert and this is even more during night. For me me i see the parkour realy like an option in this game. Because you could walk in the streets but with this atmosphere u don't want to because there is enemies everywhere so parkour is the solution to help u avoid those fights. Imo that's what is missing in dl2
This game always looks so much more close to the real world, my sister would say it's called Dying Light but it somehow feels more alive and I cannot agree more.❤❤
Pretty unrelated but you and can always make me laugh, my dog had to get put down yesterday and just watching you can make me laugh at stuff i rarely find funny anymore, so to conclude this, I want to thank you
I was saying to a friend today about how much better older games were with atmosphere. I think dl1 is amazing as well as the division 1 and watch dogs 1
I absolutely loved DL1 even on release it had its bugs but the game still blew me away, I've gone back to it over and over again then i played DL2 after 2 days i lost interest then i played it recently and it is still a bad game because of the climbing stamina/ gear/ crafting/ upgrades/story/zombie's/lack of guns/exploration, just a bad game even "days gone" is a far superior game.
Honestly, sound design is one of the most underated aspect of games. Everyone just focuses on graphics.
Indeed, the sound was the main focus of this video, with some visuals as well of course.
Damn guess is the last good game they ever made
its cuz people have lust for beauty which is the worst thing to have ever happend which is why games are probably so terribly optimized its also included the ceo's and devs but especially the ceo's
@@someguywithnochallenger8178dl2 better
sound design is like 50% of the job especialy in a horror vodeo game or movie. They did a great job in Dying Light
This game felt genuinely scarier than the second, it goes to show that level design and sound is incredibly important to a game.
Then Techland really came with Dying Light 2 and said "Hey, you know how those cool little details we did in Dying Light? Yeah, what if we didn't do any of that in 2?".
Such a shame
The lighting too is top notch. I remember when the fire and electricity on the weapon would cast light on the wall you are near. Also the crossed out 4 children inside is heartbreaking
I already said this on a similar video, but I think it's worth re-stating it here; One of the BIG reason Dying Light endlessly appeals to me, is because of it's setting. It's not some posh, western(or westernized), metropolis, but a borderline second/third-world town/city. As someone who lives in a country of similar state; running and jumping across rusted, rustic rooftops, getting in and out of small drive roads and cramped walkways, and looting small, dingy, but lived-in houses...THIS feels like home.
And despite the shortcomings of the countryside map in the parkour sense, it's 'local town' vibe also resonates so much to me. As for the "incredible" soundscape...yeah, that's the reason why I opted to NEVER play this game on headphones. Tried it once, and those occasional, faint, faraway zombie wails actually got to me. Like there are days where I thought I actually heard it, and I'm not even in the game. xD
The music is top notch as well.
ive replayed the story over 20 times, at least 5 were just to hear the music again
@@mlgsquirrel If you have a Android phone go over to Zedge, The Following ringtone is great.
It really captures that isolating, post-apocalyptic feel of an empty Half Life 2 map, but even better
Unmatched atmosphere and ambience. It's the little details and things that make this game feel so real and alive. From the way the lights slowly flicker into existence at twilight, to the way the night darkens even more when it's raining.
There's so much ambient sound design as well, from the manholes to the screams that actually have great audio engineering and positioning behind it where it feels like it's coming from the source.
And of course the unbeatable morbid environmental storytelling. Fun fact: in the Slums close to the Tower, you can see a bunch of pizza boxes and candles on a rooftop and a blood trail that leads off the roof. If you follow it down, you'll see a mutilated body that's been torn in half with bloody footprints and handprints all around. Which points to a random survivor (exiled?) camping out and losing a fight horribly.
This game's an experience you have to slowly chew and savor.
Ninja Turtles got busy with a bad guy
@@HarranSoFarAwaylol
If current techland had to remake DL1 it would be a disaster
Yeah obviously cuz the gaming industry changes overtime
I was just thinking that, Dying light 3 or Dying light 1 remaster with a big dlc. I never understand why companies mess it up from a proven winner. Battlefield is the same.
dl points in dl1 ☹️
@@Surnwtf They don't sell out like this
Staying on top of the tower at night is literally PERFECT
Just looking down is so chilling knowing all the volatiles down there are just waiting for you to come down to kill you
While you are safe on top of this HUGE building I LOVE IT.
Okay so a little bit of context for what i'm gonna say right now, maps in garry's mod (even the workshop maps) have sounds based on where you are. The map author can choose what they want to put in the background. There's this one specific map that's called; "gm_bigcity". Police sirens in the background, sounds of the people in the city, but there's nothing there. It's just you, the map and *whatever* is hiding in the map. Source Engine games always give you the "you're supposed to be alone, but you're not." vibes, but Garry's Mod is completely next level. It still scares a player, no matter how many mods they have installed, they are still *not* safe from *something* in that big, empty map. Hell, i don't even want to mention the dark room in "gm_construct". And Dying Light's athmosphere gives me those vibes, i just wish we had this kind of stuff in Dying Light 2 too.
8:33 man, that small portion of that song just floods my brain with memories. i can't even imagine how much time i spent playing this game from like 2016-2022. i think i'm gonna reinstall it.
frrrr i keep dreaming about this game everynight wtf
i just played this for the billionth time like 5 months ago, and this video is making me want to play it all over again. this game is timeless
the sound design and music made harran live in my head rent free , few games can make me want to replay them just for the world and dying is one of them , i am glad the world of dying light 1 gets the appeciation it deserves
14:40 “just let me die” 😢
13:29 This Will always be my favorite, OLD techland will never be topped.
I will always love Dying light for all the sound design and lighting/visuals. This game has a deep hold in my memories with just how good everything is, like even just the little details make me smile in awe. I always loved the storytelling that is everywhere, which is just told by the environment
For me, main menu theme is just a masterpiece, it's a small piece, but it makes you feel Harran, Happiness and Sadness, Hope and Despair
Gosh, even Dead Island 1 had a great atmosphere. The moody thunder clouds rolling in across the bay and the distant screams and clangs are something both games share that made that atmosphere truly remarkable.
Rant time. Harran felt like an actual city where real people used to live before the events of Dying Light took place. The first game's atmosphere and level design was amazing, small mistakes in the environment were easy to forgive because you were always only a few steps away from another perfect scene. The developer's creativity and vision always shined through any issues. Villedor felt like a colorful indoor freerunning park which just happened to have an apocalypse theme painted on top of it. The second game's atmosphere just begs itself to be taken seriously but it's so cartoonish with exaggerated attempts are scares and gore to keep the player's attention that just had me rolling my eyes. The world felt meaningless, Villedor was not a place you could imagine people living in before the apocalypse, which made all its issues so much more noticeable. The story was pretty much carrying the game on its shoulders, which is why it's no wonder people turned on Dying Light 2 when its story came short of their expectations despite those same people saying Dying Light 1's story was avarage at best but still treating that game like the second coming of Christ. The secret sauce was in the world. All those copy paste interiors from the second game are just meant to be ran through, everything looks the same and there's glaring design fails everywhere. Some skyscraper office interiors have no entry points which would've made them inaccessible and unuseable, seriously. This isn't a joke. Look around and count how many of the highrise offices have no doors that could lead into them. Some apartments have impossible to access elevated sections with no stairs or doors connecting them to lower floors and not even any safety railings. One way streets will have traffic lights and signs facing the wrong way. Some buildings in Old Villedor straight up look like they were assembled wrong by the people putting the map together. It's so dissapointing because Dying Light 2 had incredible potential, but it fell flat on its face.
You should work for them to help smooth out the game by pointing out the mistake before they launch it.
@@kelloncupid Haha thanks! I've always been very passionate about level design, map details, and worldbuilding in videogames.
9:13 - This exact thing was the most memorable experience I have of this game. It was the first time I'd plucked up the courage to stay out long enough to see the transition from day to night. I was pretty much in the same place you were on the bridge and, suddenly, all the zombies just fell silent and turned to face the sun. They all just stood there, ignoring me as I timidly walked amongst them, watching as it slowly dipped below the horizon. This, combined with the frantic beeping sound my watch was making, all but screaming at me that I should seek shelter immediately, made this one of the most unnerving experiences I've ever felt in a game. _This_ is how you do atmosphere.
They gave so much heart and soul into the first one, makes me want to replay it again for like the 11th time. I wont ever boot up number 2 cause its just a shell game now and the passion wasnt there like the first one. There goin down a volition path I say 1 more game and that studio is done if they go down the same roadmap as the second one.
Time will tell… I’m hesitant to try their new game they’re working on, especially after how DL2 turned out.
This is probably one of the reasons I have a strong bond with this game. It's ambiance, OSTs, weather... They all match so well that I fall in love with it.
And of course when we add the story, gameplay and different types of interactions, it gets closer to perfection...
When I started the game and that volatile came out of nowhere...aight imma head out
Man everything goes perfectly together such a shame that DL2 couldn't achieve half of it😕
Dying Light 2 meanwhile looks like it was designed for the mass market by a committee. Sabit in particular still sends chills down my spine, such a horrifying fate.
This game was (IS) so far ahead for its time friend.. Great video!
Sound design is incredible, ultra charismatic environment with middle east vibes, more gritty (slums) parts yet surrounded by nature and tropical seas and to me, more importantly, an amazing use of animated content. They played a lot with wind stuffing the world with moving trees, hanging clothes, dust and ashes particles, flags, flock of birds, wind arrows swaying. Every shot in harran is alive and feels like the world is alive. Not only they created an amazing world to explore, but they filled the map with thousands of small details (environmental storytelling) that let you feel the tragedy. How the school was used as shelter, with bodies in the bags for example. Basically you can get what were the various stages of infection spreading all over the town. The overall atmosphere is what still makes me fire up the game just to walk around the map. They caught a lighting in a bottle with this one and in fact is what totally made me uninstall DL2 after the first ending: the generic post apocalyptic brown colored cliched world they created. It's sad 'cause modeling and texturing in general are top notch
How did they fail to create a giant dead mall in DL2? That would have been so sick... like 4 floors of this decaying, derelict building... have some flooded areas, weak floor points with volatiles in dark areas, like the basement or in a department store
I talked about it with my dad recently (both he and I are massive fans of dying light) and we came to the idea that the reason dying light feels different is that it's too full.
It's far too lively, there are too many human people running around.
It doesn't elicit that feeling of Barren desolation that this game has.
Is your dad “NavyLemur” by any chance?
@@Chacher definitely not lol
Wait so does Dying Light 1 feel different cause it's too full or does Dying Light 2 feel different cause it's too full?
@@kaystephan2610I'm assuming he is talking about DL2. There is an immense amount of feeling you get in a vacuum. Atmosphere is built off of subtlety and the absencees of something. By having everything everywhere, it ultimately has nothing.
They need to make a 4k 60fps remaster of DL1. Don't change shit, just update the graphics / textures.
meanwhile they did it! (@30fps) On consoles at least… it fools me looking next GEN most of the time. Way greater distance view, much sharper textures and way more assets like trees, grass, flowers..❤
In the Dying light dev tools the sound zones you can use to set ambient sounds have a ton of variety for all the different areas outside and inside , some are for alley ways, others for the fishing village, some are for inside hotels and others for offices. I think sound design can be forgotten about easily because unlike lighting its less immediately noticeable but in DL1 i love how when you enter the train yard the background ambiance changes to an industrial one with metal creaking or the coast with seagulls making noise. Then there is the small effects like in the following next to alters you hear wind chimes much louder as shown in the video the noises coming from the sewer of infected and such. Just such lovely detail that helps give the world depth and background as a world can look pretty but if the sound is wrong it will feel flat. Its fun to go though and listen to all of them and see if you match where they are used from memory because they are all very distinctive and even though you arent deliberately listening for it ingame you still pick up on it subconsciously as the areas change.
0:08 goddamn! After all this time, how did I not notice the sound that plays as soon as he opens the door?
2:34 One of my favorite details in the game. I only noticed this one last year and it was the only time I've ever noticed it. Obviously you won't see anything if you noclip into it but the reverb effect, the sounds of infected we recognize in the game already, what we see in front of us, and the game's setting help you paint the picture in your head of what could be going on down there. Really good sound design.
15:31 I always loved the track that plays in these tunnels. It gives off the feeling of pure dread, but it's also saddening in a way. Piles of dead body parts belonging to loads of people that once lived in this city, turned into clumps of meat for other humans turned monsters to feast upon. Harran was once a place on Earth turned into a pit from Hell.
I love how isolated Harran is from the rest of the world and that, basically, no one gets out alive, not even the main protagonist..I love the theory of Crane being the night hunter, no plot armor in this game lol
I never really focused on the atmosphere when I played for the first time. Wasn’t till my 2nd playthrough I really recognized how special it was and how much it added to this game. Many playthroughs later and in every single one half of my time playing is just walking around and soaking in the atmosphere. Perfection 👌
I finally made a dying light essay on my channel that does this "perfect atmopshere" u show here justice, I explore the component parts of the game that construct the central atmopshere of despair/hopelessness in the game. I couldnt have finished it without being inspired by your video bro, thank you! It was rlly fun 2 make, i learnt so much things i didnt think i would know about dying light, like the middle eastern influence of the music and the romero's synthwave music which I analyse in my video. How dying light was actually heavily inspired by works like the plague by philosphers like albert camus and conrad in heart of darkness. That the name dying light was in fact a metaphor 4 meaninglessness. I approached the video from a writing perspective, and it astounds me how much love went into the game, the hidden symbolic meanings that the sun and night had in the game, if i hadent watched ur video bro, which made me play dying light again, i couldnt have made it and acquired this new perspective, like a breath of fresh air. so thx again aussie, u the goat! My video unfortunatley dosent have timestamps/chapters, but u can see them in the video description, I dont expect u 2 watch all of it, just the parts that interest u the most!
I think what makes the world feel so real is the fact that there's almost always some kind of motion in the scene.
The wind affects not just trees but antennas and other small loose props, theres dust and debris particles everywhere, the zombies are always making subtle movements, there's distant sounds of bottles rolling and pipes falling, plumes of smoke, planes flying overhead, barrels on fire, etc etc.
Techland really went the extra mile to make the world immersive
Perfectly said
Every few years I reinstall and it’s like running into an old friend you haven’t seen for a few years! Love everything about this game this video was an absolute treat , even in 1080p60 on YT it’s an absolute stunner and sound with headphones is second to none! Never stop raging against the Dying of the Light!
Nice showcase of the amazing sound design of DL1.
Coming back to this after the beast is announced and god I hope they take this perspective again, they absolutely nailed the atmosphere with the graphics, everything just slotted in so perfectly and it was such a shame to see them stray away from that in dl2. I still play dl1 more than the second to this day, the second just doesn't have as much soul in it as the first.
For me, the environment and atmosphere in this part is several times more catchy than in the sequel.
It hurts me in its own way.
Oh and the fact that every location felt different, sure buildings and interiors were repetive, but in DL1 they were created in such a way that they always felt like different part of the map. In DL2 I'm still not able to tell where exactly I am on the map without looking at it. Also DL1 had every quarantine zone have a different interior, meanwhile DL2 had every GRE building look almost exactly the same, following the same script. Even story, in DL1 it was simple but fun. DL2 has so many plot holes and random stuff going on in the story. I hope they hire a writter for the next big DLC.
This game really felt like an extinction event, felt very apocalyptic. I loved this.
Dying light 2 wont even come close to this masterpiece
DL1 was a world lived in. It wasn’t an amalgamation of simple elements disjointedly combined together to work in distinct bubbles. All of its parts combined to a whole that seamlessly brought you the best experience of life in a zombie-invested quarantine zone. I think DL1 is always going to be a fluke for Techland. They got it right once, and may never get it again
They did Dead Island… that wasn’t a fluke. Dying Light is just the evolution of Dead Island.
The sound design of this game are perfect and with the graphics being perfectly blended with that, it makes the game perfect for no hud runs with no music enabled
And to think that this game was meant to be greater... what a shame that the devs couldn't bring their whole vision of the game to life.
Since DL 2 couldn't even get near this masterpiece, i just hope that some day, someone remembers the potential this saga had and exploits it.
In what ways was it meant to be? Genuinely curious
@@HarranSoFarAway Its quite an extended topic, but if we pay attention to how the game progresses, we see that it gets lower and lower quality.
For example with the biters, they are the very first developed enemy and are the most polished and fun to fight, and are the ones that fit the most with the physics system. Then theres the virals, good enemy, can be fun to fight but also annoying and has some problems with its design, not as good as biters but ok. Then theres the volatile, very good enemy, its model and sound design made up for one of the most iconic zombies in games.
But then we got other enemies, like the goon, which absolutely sucks and doesnt add anything to the gameplay. The demolisher is a very basic enemy, its ok but doesnt add much to the game. And toads... they are just there i guess, can be annoying some times.
You see? The very first developed enemy's are the most fun to fight and add the most to the game, but as the game progresses, the enemy's get worse, they didn't really thought about how these enemy's would complement gameplay, like if they just had to rushed their design... it could've been something greater given more time.
I disagree with the special infected, I genuinely like fighting Demolishers, Goons and Toads. I think their designs are nice and I like where they fit in regards to the gameplay loop and how the player is meant to overcome them.
Goons are a brick wall personified, having the highest HP pool in the game (aside from boss enemies). They're slow so the player can manouvre around them or distract them / lead them away from where they want to go, or if they choose to fight them they eliminate a large threat (they can 1 shot you on Nightmare from a direct hit). A single hit from their rebar can knock the player down, allowing for other infected to attack you as a follow-up. You can dodge or jump over the shockwave to avoid the attack as well. Design-wise, I like how the "strongman" jobs fulfill the role of Goons, like construction workers and firemen, and their towering presence with a multitude of different designs stand out, with them being one of the few infected that wield tools emphasise that further.
Demolishers are actually one of my favourite enemies in the game. Their charge attacks make the player have to adapt to their environment and space themselves so they don't get caught in a hallway of death with nowhere to dodge it (potentially 1 shotting you on Nightmare). Being the only armored enemy in the game, the layered feel of fighting them is great where you hack off their armor over time to reveal their flesh, allowing you to deal direct damage. Visually, seeing the armor come off is fantastic feedback in a game that lacks health bars (and in general the gore / flesh / bleeding system to reflect "hurt" enemies) helped give that extra level of satisfaction. So not only are they fast with their charges, but you're also not safe if you go to a high place away from them (unlike Goons). They're able to throw rocks that deal damage and knock you over, potentially making you fall over and die of fall damage, so you can't ignore them and have to keep at least one eye open if they're nearby. Design-wise, it's nice to see people wearing armor as their job like riot police and firemen transfer those traits over to when they're infected.
Toads fill the role of a ranged threat, being able to target the player from a distance (something only Demolishers and Volatiles conditionally do). They spit 3 times before regurgitating their entire stomach lining, giving you time to take them down in melee as they struggle to swallow it back in. Disgusting but cool. They can switch from mid range bursts or long range balls of explosive toxins, making sure you're never standing still, and to keep on the move by using your parkour. I like their design too, I just wish we got more variety with it than just 1 model (unlike every other special infected having multiple models and variants).
Each special infected in DL1 add something to the game, and change up the gameplay with how the player reacts to them and how both special and common infected mix together and compliment each other in the gameplay sandbox. My only real issue lies with the screamers, as their screams take away control from the player as Crane puts his hands to his ears. Taking away control from the player, especially in a fast paced movement game like Dying Light, is really frustrating.
@@AussieGG
Ok, my issue with specials is that they aren't integrated with the physics system and the parkour, most times a goon fight is reduced to: hit, dodge, hit, dodge... the shockwave HitBox is so big that the best thing is just dodge backwards, and even then you get hit often (u sure you can jump the shockwave? i know thats a thing in DL2 but DL1? I never knew). There aren't much ways to deal with this enemy.
But biters are different, there are many ways in which you can use the parkour and physics system to beat them up: Limb targeting is important: You can target their legs so the physics trigger and make them fall so they are much vulnerable or just stop being a threat for a moment, or you can cut their hands to they can't grab u. You can use objects like bricks or gas tanks to make multiple of them fall. You can even climb up and fall onto them to knock em off. If you try something similar with specials, its probable that nothing will happen or it won't help much.
Outside biters, virals and volatiles. Theres no other enemy in the game thats that well integrated with the game's mechanics like the physics, parkour, daylight cycle, dismemberment.
But what if you could target the goons limbs to make him stumble of something? Maybe even cutting his arms off so he drops his weapon and gets a more agile style of fighting could be a possibility, what about climb up to drop onto it to knock it off (with the physics system) and make him drop his weapon but changing his fighting behavior?. That would be similar to how we fight biters: limb targeting and dismemberment which makes the enemy less deadly but changes its behavior, use parkour and the physics system to knock enemies off. The only difference is that the each enemy type reacts different to this fighting style.
This would add much more deep to the enemies and would make them more unique and fun to fight, giving multiple options to approach into fights, like it does with biters. I always thought that the devs wanted to apply this combat formula/philosophy to all enemies in the game, thats why i'm saying that this game was suppoosed to be greater, but they had to rush their development and only the biters remained as the only enemy that got the most polish and quality, and the others remained with a very superficial kind of design that doesn't complement with the game's mechanics like physics, parkour, daylight cycle, dismemberment etc.
Yes, you can indeed jump over the shockwave, that's how I do it all the time to stay close and fight the Goons like that. I agree that there's a lot more that they could've done, but jumping on top of a Demolisher's head is a legitimate strategy that deals damage and stuns them lol. You can also bait them to run to you like a bull, and make them run off the edge of a cliff to their death, though admittedly that only occurs in The Following and some specific areas in Old Town.
I'm not sure where you're getting the idea of Techland rushing DL1, but I agree that they could've done more to the game to improve the special infected even more, with some undercooked mechanics like the shitty spit that Volatiles have that are almost hitscan and there's no counterplay to them. Your suggestions also sound great.
At the end of the day there will always be an argument to improve a game, no matter what state it is in. Developers draw the line of where they stop and where they think it's alright to package and ship it off to release. You set goals and complete them, but games can always improve even further almost indefiniitely.@@matthewsteer4398
I also loved its colors of choice, with black, white , gray and orange being very prominent in the ui, hud and game
Simply put: True zombie horror game MASTERPIECE. No bullshit kids game like DL2.
2015 dying light graphics looks much better than dying light 2
Graphics? Nah, but the art style and direction are top notch and definitely head & shoulders above DL2.
Textures definitely better than dl2@@AussieGG
Textures are better in DL2 if you compare them at max vs DL1 at max.
yes@@AussieGG
ive been waiting for this video. the atmosphere in this game makes it one of my favorite of all time
Man. You just made me want to go and play it again. Its one of my favourite games of all time.
İ watched dl 2 first, then watched this, First game's atmosphere is better for sure
Totally agree. This game and its atmosphere is special to me. No game has matched it for me. If I had to imagine a perfect atmosphere for a zombie game, DL1 is it.
pawel understands the atmosphere of the game, he creates some very fitting music for it.
2:32 Funny thing is that the sound is coming from the manhole cover itself, there's no visible underground part. I discovered this upon hearing a similar audio on a manhole cover which isn't laying flat on the ground, it looks like they just applied this to every manhole cover lmao.
the lights the colors the locations, the way everything was placed,the architecture of the city was more organic and just looked better, the textures were more goory and realistic (i might be wrong but in dl2 people look cartoony and volatiles are way less scary with a crappier design), not forgetting about the frightening and fitting soundtracks and sound design, i mean just look at it look the way volatile hives used to look, like a place where you can clearly see it was infested by those things, meanwhile in dl2 they are just normal places similar or identical to one another the only difference being there is a volatile mid mutation lying around the pavement, i'm sorry i don't know what happened what went wrong dl2 doesn't feel like a sequel (doesn't deserve to be called a sequel to dl1) it looks worse (yeah yeah it has ray tracing but the way the map and architecture and locations are made to the character design everything looks worse) dl2 doesn't have a quarter of the atmosphere the first one had, and let's be honest dl1 was way WAY scarier and more entertaining, and volatiles felt misterious and scary, like that scene in the broadcast tunnel (with that extremely eerie music) the way they where all gathered around that larger volatile it made it look so alien so terrifying. I don't know what went wrong dl2 doesn't feel the same feels like a knock off made by a different company, you may disagree but that's how i feel.
I love dying light 1 so much. SOOOOO much more than DL2. I have played DL1 through a few times but I need to go back and play it again. Its about time.
Man this game always gives me chills, especially the game modes like super Mario in old town and plants vs zombies in antena, the bozak horde is my favorite mission.
This is a game I play regularly, I never get tired of it, it's perfect in every way. I didn't buy the second one because I wasn't convinced from the beginning, and I don't think I'll ever buy it after watching your videos. The feeling is not the same. I can't explain why.
What does it for me is the insanely good ambient music that plays during the night/day, it's just so good!! :)
This video makes me so nostalgic of 2015, it's insane. Thank you for this my friend.
I remember when my friends in school at the time told me about the teaser for this game, we were so hyped. I was constantly playing battlefield 4 back then, but dropped it just so i can enjoy this for months. Never will it be beaten again...
6:50 this scared me so bad
The Beauty of the Amazing Shots of Dying Light.
Lighting
Sound design
Color grading
Environmental storytelling
How did DL2 fall off so hard?
2:42 8 years later and I learn something new, sound from severs, wow. Well what can I say when everything was said already. Sounds, music, graphics, gameplay mechanics, side quests, DL1 did all of it better. I'm even sadder looking at what DL2 turned out to be a week ago.
I love this game. I learned in 2023 that such a masterpiece existed.
I thought DL2 would improve on this atmosphere but instead it took like 3 steps back.
10:33 hahahaha
My overall favourite is stormy/rainy nights. My coward ass always wished to be a bit more brave just to feel that perfect atmosphere a bit longer.
I still play this game every couple of years. It's just ridiculously good.
Techland: “Hey now we can make DL2 really shit, because idiots will buy it anyway”
The volitale was saying help me die, just let me die, I love it.
Brilliant mate...makes me want to play DL again. Your playthroughs are amazing.
I remember when a dev stated in an interview that they were toning it down at night (DL2) because some players found it too hard/scary. My interest for the game dropped exponentially after that announcement. The best mechanic of the game was being toned down. Like, wtf were they doing/thinking??
I knew then that the game was no longer a passion project but a game designed by committee: a committee that doesn’t even play or want to play the game. Even when I was high level I was still extremely anxious to be out at night. That tension was what made the game for me.
I still haven’t bought DL2 but was interested when they updated the game with the Good Night, Good Luck patch. Then the awful decision to implement a currency and micro transactions into the game (single player game, primarily) ensured I’d never, EVER buy the game. It’s done, the studio is finished to me. With the ESG stuff and being bought by Tencent, I have zero interest in giving them any of my money.
That's what for me makes this game SO GOOD, the atmosphere is so good that u constantly are afraid and on the alert and this is even more during night. For me me i see the parkour realy like an option in this game. Because you could walk in the streets but with this atmosphere u don't want to because there is enemies everywhere so parkour is the solution to help u avoid those fights. Imo that's what is missing in dl2
This game always looks so much more close to the real world, my sister would say it's called Dying Light but it somehow feels more alive and I cannot agree more.❤❤
11:03 He Gave Him A Speed Boost 😂
the swiming in dl1 is so much more realitstic than dl2 swing have only 1 animation
honestly even playing this on the switch lite at like 30 fps is amazing.
I played the three moons restaurant for over 1000 times, that’s how I reached legend level 250 with two accounts
Most scared I’ve ever been in a game is first volatile chase. Headphones on the breathing down ur neck.
Maoning zombies in the distance
Music:
Eeuughhhh aaaaaa
This video really makes dying light look like an actual nightmare
They need to make a big atmosphere update for dl2
This is perfect for an edit I will save this to make one
I love the atmosphere of this it's mostly why it's my favorite game tho.
Thx for this vid, great job as always 👌
Definitely my favorite game of all time in all aspects except the story.
Pretty unrelated but you and can always make me laugh, my dog had to get put down yesterday and just watching you can make me laugh at stuff i rarely find funny anymore, so to conclude this, I want to thank you
Sorry to hear that happened mate, hope things get better
this is what we lost forever in the dying light (probably)
Shame they didn't hire Pawel Blaszack in DL2
I was saying to a friend today about how much better older games were with atmosphere. I think dl1 is amazing as well as the division 1 and watch dogs 1
I absolutely loved DL1 even on release it had its bugs but the game still blew me away, I've gone back to it over and over again then i played DL2 after 2 days i lost interest then i played it recently and it is still a bad game because of the climbing stamina/ gear/ crafting/ upgrades/story/zombie's/lack of guns/exploration, just a bad game even "days gone" is a far superior game.
i can say that we have the same feeling for the game❤
This is why I think Dying Light wins as best DL Game (Sound Design) (Art Design) (Level Design) "It Just Woks!"
can i use some of ur clips in a vid essay im making? will give u credit, absolutley loved the atmosphere
Sure thing, feel free to use any and all of it
@@AussieGG thx!
500 hours in this game makes me more valuable human than fortnite players
the beast
Incomparable
Reject DL 2
Return to Dying Light
Dying Light's Perfect Atmosphere by AussieGG