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Rashid Sobolev
Rashid Sobolev

Dying Light 2 (PC) !FULL!



Dying Light 2 Stay Human is an action role-playing survival horror video game featuring a zombie apocalyptic-themed open world. Set 22 years after Dying Light, it stars a new protagonist named Aiden Caldwell (voiced by Jonah Scott), who has various parkour skills. Players can perform actions such as climbing ledges, sliding, leaping off from edges, and wall running to quickly navigate the city. It was confirmed that there are over 3000 parkour animations to give a more fluid free running experience. Tools such as a grappling hook and a paraglider also aid traversal in the city. Aiden can also use the undead to break his fall. The game is mostly melee-based with the majority of fighting using melee weapons. The melee weapons have a limited lifespan and will degrade as the player uses them in combat.[1] Long-range weapons such as crossbows, shotguns, and spears can be used as well. Weapons can be upgraded with different blueprints and components which can be found by breaking down weapons for craft parts. Aiden can utilize superhuman skills due to the infection.[2] New zombies have been added. Like the first game, the zombies are slow when exposed to sunlight, but they become more aggressive and hostile at night.[3] During the latter time of day, players can avoid zombies roaming the streets by staying on rooftops, who would otherwise hibernate inside buildings to avoid sunlight, or explore the safe interior of buildings to find items.[4]




Dying Light 2 (PC)



The 2014 zombie outbreak in Harran (depicted in Dying Light) ended with the death of all of the city's citizens, with no reported survivors. The Global Relief Effort (GRE) is able to develop a vaccine for the Harran Virus, ending the threat of the zombie pandemic. Despite promises to cease all research on the virus, the GRE continued experimenting on it in secret for military purposes. In 2021, a mutated variant of the virus named Tachytransmissive Harran Virus (THV) escapes a GRE lab and starts a second pandemic that spreads faster than the first, sweeping across the world in an event called "The Fall". The vaccine and Antizin are ineffective against the new strain of THV, but its effects can be suppressed with ultraviolet light.


The story focuses on a new, modern "Dark Ages" for humanity, which enables the story to convey themes such as betrayal, infidelity, and intrigue. The team was confident about the game's gameplay, though they felt that they needed additional help when designing the game's narrative. Therefore, the team recruited Avellone as well as writers who worked on The Witcher 3: Wild Hunt, a game widely praised for its writing and story. The narrative design prompts players to care about the non-playable characters and encourages players to be more sensitive about their presence and needs.[11] Zombies, instead of being the main enemy like in the last game, become a narrative device that pressurize other non-playable characters to induce interesting drama and themes.[14] The game features hostile human enemies more heavily when compared with the first game, as the team was inspired by works including The Walking Dead and Game of Thrones, in which living humans are equally dangerous. The team developed a life cycle for zombies in the game. Newly bitten zombies are called Viral, which are fast and dangerous enemies whose humanity still remain. They would become Biters, which are described as "regular zombies". When Biters are exposed to UV light for a long period of time, they devolved into Degenerates, which are degenerating zombies with flesh falling off from them.[15]


There are more tools to navigate the city that only arrive about halfway through the main story quests, like the paraglider I can use to sail over rooftops, steering into updrafts from air vents to extend my flight and open up an exciting new avenue of travel. It's also the perfect way to escape clawing zombie mobs. Eventually I get a grappling hook, too, not a Just Cause-type for yanking myself through the air but one I can sink into an object above me and swing across gaps with like Indiana Jones. With all of these tools in play Villedor becomes a brilliant playground, a massive, zombie-filled puzzle I can solve by climbing, leaping, gliding, and swinging, whether I'm on a quest or just exploring.


When night falls traversing the city becomes incredibly dangerous as all the zombies who avoid daylight head out onto the streets, much meaner and faster than their daytime counterparts. But night also means the interiors of buildings are easier to navigate since most of the hordes are outside. Nighttime activities reward you with more loot and increased XP, so it's a real risk-vs-reward prospect. It's also a fantastic way to add tension. Creeping past slumbering zombies who might wake up at any moment or scuttling across rooftops hoping I don't do anything to make noise and alert the mob always has me holding my breath. And finishing up a long mission and realizing night has nearly fallen is a real oh-shit moment, followed by a mad dash to a safe zone as warning bells sound across the city and the howls of the undead begin rising in my ears. Parkour while panicking is the true test of your skills.


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Note that DL2 should run fine on most gaming PCs built in the last five years with Intel Core i3 9100/Ryzen 2300X and GTX 1050 Ti/Radeon RX 560 as the recommended minimums. But running the best version of the game requires some serious power. DL2 is enhanced with ray-traced lighting effects and is DLSS-enabled, so if you have an RTX graphics card you will be able to dial in your preferred balance of detail and FPS smoothness.


This change has a few effects: firstly, Dying Light 2 by default looks a lot better than its predecessor because its graphical quality baseline is much higher. Secondly, this higher floor means that Dying light 2 scales worse than its predecessor on lower end hardware. Its graphics are better, meaning it requires more powerful GPU hardware, but areas of the graphics are now 'unscalable' that could have helped the lower end GPUs.


In terms of how Dying Light 2 scales beyond even PS5 and Xbox Series X versions, it's true that raster settings can go beyond the high territory occupied by the consoles, but you'll note that I've used these sparingly. In truth, the high setting seems almost like overkill in many scenarios. It's ray tracing where PC is transformative, principally with ray traced global illumination (RTGI), which accurately maps light bounce around the environments, completely transforming the scene. Shadows, ambient occlusion and reflections also benefit but for the best balance of performance and image quality, RTGI is the core focus.


Two of the three modes are 30fps, with Quality mode boasting ray tracing that adds full-contact hardening sun shadows, enabling soft dithered shadows across both static and dynamic objects. These are a big increase in the quality and accuracy of shadows and can drastically change certain scenes due to the upgrade, but they are expensive. In addition, ambient occlusion of a screen space variety and screen space shadows all combine to create more accurate lighting and darker tones in recessed areas in both indoor and outdoor sections. Reflections also offer better quality than other modes, but are still screen space in nature. All these are identical in quality and coverage on Series X and PS5, but some other minor bugs do crop up.


Next is Resolution mode, which turns these ray traced shadows off and greatly reduces the ambient occlusion. This lack of depth and grounding of objects in the scene does stand out and again highlights some odd differences from Series X to PS5. The benefit is resolution, which is significantly increased over all other modes but it does come at the cost of some beneficial post effects used to improve the image quality.


During the night you have to be extremely deliberate with everything you do so you can make it back to a nearby oasis with UV lights to replenish your meter, like a diver with a limited oxygen supply. Do you risk looting every corner of a mission area or rush through and complete the main objective to mitigate danger? Should you take the time to sneak around to avoid conflict or would it be easier to press the attack and risk getting stabbed to reach a goal faster? Decisions like this layer on top of the action and give you something to think about beyond just splattering the nearest zombies and looting their corpses.


The following is a table of the Dying Light 2 controls. While you cannot change these button layouts, you can change your preference for left or right handed. This should make it easier if you need something slightly different.


Electricity is a scarce commodity, and as such is reserved for life saving UV lights that keep infection and the beasties at bay. That makes the sun and moon the primary light sources in Dying Light 2 Stay Human, and with ray tracing the quality of the illumination they offer can be improved.


Outdoors locations are more accurately illuminated, with colored lighting bouncing and naturally changing the appearance of the terrain and objects. And indoor areas are realistically illuminated and darkened by the presence and absence of light, respectively, to the extent that your flashlight becomes absolutely necessary, ramping up the tension, and the horror when you get jumped by a hidden special infected.


Mainly, ray-traced reflectivity makes decayed metal surfaces far more realistic, with visuals that match their surroundings, further refining graphics for a more immersive experience. Natural lighting, a subtle sheen, a smidge of reflectivity; it all helps when crafting a realistic world for players to explore for 80 hours or more. 041b061a72


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