{"id":2744,"date":"2022-02-04T09:42:20","date_gmt":"2022-02-04T15:42:20","guid":{"rendered":"http:\/\/localhost\/ggndev\/?p=2744"},"modified":"2022-05-13T21:13:18","modified_gmt":"2022-05-14T02:13:18","slug":"dying-light-2-stay-human-first-impressions","status":"publish","type":"post","link":"https:\/\/ghostgamer.news\/dying-light-2-stay-human-first-impressions\/","title":{"rendered":"Dying Light 2: Stay Human First Impressions"},"content":{"rendered":"\n
Finally, us small indie publishers can play the game and put together our thoughts. A full review is coming within 1-2 weeks, but until then I wanted to share initial impressions after a few hours of playtime. Usual disclaimer: You can tell a lot about most games within the first few hours of play. My first impressions of Dying Light 2, however, are going to be missing a fair amount of content just because the prologue is more like a Final Fantasy game than a zombie-themed FPS (in this case, First Person Smasher). Let’s get started.<\/p>\n\n\n\n
Literally every large open world game will have numerous bugs at launch: That’s not something limited to Cyberpunk 2077’s rocky launch<\/a>. I’ve basically encountered the standard amount, which is enough to be noticeable and (mostly) easily replicated. Parkour can be buggy; I’ve had it somehow slide me up a tree as I walked up to it, my mouse wheel doesn’t function (which is absolutely critical in order to change quick access items, so I’m unable to heal unless I rebind the keys), and one really, really bad bug for stealth..<\/p>\n\n\n\n