I Truly Desire Dying Light: The Beast Included Instant Movement

Set for your next quest within this zombie survival title? Meet you over there of the landscape in roughly… Ten minutes? Fifteen? Truthfully, however long it takes to get there by running or vehicle, since the new release seems to despise simplicity and wants the main character to suffer beyond his current hardships.

The lack of fast travel in the newest entry, the newest installment in a popular lineup featuring zombie-slaying first-person games, is surely designed to foster adventure, yet what it achieves for me is encourage frustration. Although thoughtfully evaluating the arguments why this sandbox horror title shouldn’t feature instant movement, they each fall flat — just like the main character, when I rush him off an edifice hurriedly.

The Reasons the Lack of Instant Movement Disappoints

To illustrate, it’s possible to suggest that this game’s free-running is fantastic, and I’d wholeheartedly agree, yet that does not imply I wish to run, jump, and climb constantly. True, this adventure includes automobiles I can use, however, transport, route access, and energy stocks are limited. And I accept that encountering new locations is what creates an expansive game engaging, yet when you’ve traversed an area multiple times, there’s little left to explore.

Subsequent to my initial trip to the metropolitan Old Town, I got the feeling that this game was purposely lengthening my travel time by spreading out mission spots within the same quests.

Once a secondary mission directed me to a dark zone in Old Town, I viewed my map, sought out the closest vehicle, discovered it, drove toward Old Town, ran out of fuel, checked my map once more, sprinted the remaining distance, and, eventually, experienced an enjoyable moment with the dark zone’s zombies — just to discover that the next quest objective returned me to the place I originated, over there of the landscape.

The Case supporting Instant Movement

I need to recognize that Dying Light: The Beast lacks the biggest world ever created in a sandbox title, but that is even more reason to support fast travel; if its absence irritates me in a more compact world, it would surely annoy me in a more vast one.

Understandably, it would help to organize mission goals in a particular arrangement, but can we honestly say concerning “fostering adventure” when I feel forced to shorten my journey? It sounds more like I’d be “minimizing annoyance” as far as I can. Additionally, if I am absorbed in a plot and want to know the next development (which is beneficial, designers!), I do not desire to finish additional mission goals first.

Possible Fixes to Fast Travel

There’s only one reason I can consider advocating for preventing fast travel: You don’t get a simple escape path. And I must confess, I wouldn’t want to miss out on the small heart attack I feel as soon as the night arrives – but undoubtedly there are workarounds regarding that. For example, instant movement from Dark Zones could be prohibited, or quick transport spots could be placed beyond secure areas, obliging you to take a brief sprint through the darkness before reaching safety. Maybe even more effectively, the game could permit instant movement among quick transport spots exclusively, so you decrease journey duration without the possibility of instant teleportation.

  • Instant movement could be restricted to automobile spots, for example,
  • cost in-game money,
  • or be halted by random encounters (the risk to be attacked by surprise enemies).

Certainly, it is just reasonable to activate new quick transport spots after exploring their surroundings.

The Strongest Argument supporting Fast Travel

Possibly the best reason advocating for fast travel, nevertheless, is freedom: Even with an instant movement feature implemented, gamers who like to move only by running and driving would still possess that choice, while gamers with limited time to play, or with less thirst for driving and parkour, could use that time on additional virtual pursuits. It, from my perspective, is the real sense of independence players should anticipate from an expansive adventure.

Gregory White
Gregory White

A seasoned communication coach with over a decade of experience in helping individuals master public speaking and interpersonal skills.