I feel you about that parkour bit, I was heavily into parkour when this game came out and fir that reason I became hooked. It's been years since i did parkour though and I keep wanting to get back into it but I just haven't been able to find the time or a good place to train at that's not illegal lol.
It's nice to get such a good slice of that parkour experience in the game. Still makes me nostalgic as hell, but that's another part of the appeal. Great to see another traceur here 👍
I didn't train as long as you did in parkour, but the first time I fell on the street in game, was surrounded by zombies, and started looking up and around, for the path out, where the question becomes "how?" in the face of an obstacle-- that's what really sold me on the game. One of my favorite things with friends was take them or be taken somewhere one or more of us had never been, but that the person showing us had done a lot. It was just always the best, splitting as a group, everyone looking at the angles and walls in different ways, and just seeing possibilities. Miss that shit, it was so good. Your little section on the roll, and the pavement and the bite of dirt took me way back.
I’m happy to see a fellow traceur here! Yes, the puzzle element of evade-and-escape was a huge appeal for me too. I would instigate fights with volatiles just to see what I could come up with under pressure. The rooftop flow of Old Town is a rush which is unrivaled in any game with parkour mechanics to date. I hear you. I miss the camaraderie and fellowship of those days, the creative freedom and exploration, and the revelation of seeing a familiar spot with new eyes and fresh possibilities. I still have parkour dreams occasionally. The calling never left. I still watch the highlight reels of Belle, Ilabaca, and Vorslav. ‘Out of time’ is one of my favorite pk vids. Thanks for the comment, and thank you for indulging my nostalgia 🙏
@@HeyBlondieGamer Hey, thanks for being nostalgic. I don't think I'd consciously connected that gameplay memory with doing parkour in as conscious as a way before, so hearing your experience fleshed my own out. Mucho apreciado
Fantastic video. This is quality content man! Been watching your Stalker Anomaly series, finally got around to checking out this channel, and damn am I glad I did. You deserve 100 times more subs.
A truly fantastic video I finally got around to watching. I'm a mega fan of both The Dead Island and Dying Light series. I think DL1 easily has the best story in both series currently and DL2 comes pretty dang close. I'd definitely live to hear your full thoughts on the Dead Island games and Dying Light 2. Dying Light does so so much right and is truly hard to match and makes me more excited to see how Dead Island 2 does.
Colored perspective is sometimes a nice change of pace from all of the negativity of the gaming market. That is as long as it is not actively delusional, trying to pass glaring issues recognized by most as misunderstood brilliance. I think you have avoided doing that.
I don’t overlook or play down glaring faults just because I like a game. There’s bias, sure, but my bias is in liking a game *despite* its faults. I prefer that everyone knows that upfront.
If they had tightened the writing and characterisation, this could have been a banger remembered well beyond its time. It's a shame, because the parkour and traversal are so damn solid that it *should* be remembered.
I'm sure I'll have another comment to make at some point but for now I appreciate your description of the subtle feel of the game's movement, how the game's just helpful enough to keep you from falling but also just enough flexibility in the momentum so you have to be careful. I think it's an extremely undersold aspect of games: how good it feels to be try to be the player character. I'm no VR simp as I like games because I want the joy of free movement without having to literally do it when non VR games really do the work to not just make something functional but actually a repeatable pleasure, it always pays back in spades. Also I liked how solid this game was and how it was a more realistic, gritty version of Dead Island, a series I can never quite bring myself to fully enjoy. The parkour and actually decent story really keeps this one memorable.
The subtle forgiveness of DL’s movement is probably it’s most under-appreciated aspect. It turns what could easily be a frustrating game into an experience that requires player input and attention without demanding perfection. It’s a sweet bonus that this aspect of movement ties in perfectly to parkour. A traceur never simply slips off a rail, there are a multitude of internal systems which act as early alerts that something must be adjusted (the vestibular system is the *last* in this chain). I’m so glad you picked up on this! The grittiness sold me too. Dead Island was a little too camp for my taste. 😋
Oh man. I was just thinking how fucken amazing it would be to have a game with Dying Light's parkour system, set somewhere like a city in China with tons of tightly packed height variation, but then with S.T.A.L.K.E.R. Anomalies' mechanics mixed in for combat, crafting. Maybe not with it's encumbrance system (though, maybe something cool could be done with a modified version of it, prolly not though), and maybe some of it's world/world building. Like, instead of a progression system based around armor and gear, one based around mobility in combat and traversal. Maybe as I get better at coding, I could look at modding Stalker's base movement systems as a proof of concept. In any case, your videos got me thinking about possibilities with mechanics and games.
I would be all over a game like this, it sounds incredible! At the very least Stalker would benefit from things like vaulting, mantling, and drop rolls (don’t know how practical that would be with a backpack on). These systems were a fundamental principle of parkour during its early adoption as a training system for soldiers (way before it became mainstream). I’m really looking forward to Dying Light 2, I’m interested to see how they push the survival systems.
@@HeyBlondieGamer Mantling and backpack mechanics got me thinking: There's this fantasy/hardcore survival/crafting game called Outward. It's inventory system is that you have two inventories: 1. What you can carry on your person/pockets 2. What is carried in your bag. The entire encumbrance system functions where your dodge roll, movement speed, and stamina regen are affected by what level of weight your carrying (kinda like Dark Souls 1's dodge tiers). So if you're super encumbered, but all the weight is in your backpack, you can press the Drop Backpack key, and there's a decently lengthy animation of taking it off. But then you can move quickly again for combat. Having a system in place like that would be great. Drop your pack to move fast, but it takes time to drop it in combat, so you may make a build where you never have to for combat, either just by being lightweight enough or by being slow and dealing with the pack. But dropping it would increase traversal ability, for climbs and scouting, etc. Could be cool. Sorry for the wall of text.
Something like this does exist in Anomaly, but I haven’t used it much. You can get an item which allows you to quick-release the backpack to move with only your carried gear. Dangerous, because meds are stored in the backpack… I’m glad it’s sparking thought and conversation, that’s what this channel is all about!
@@HeyBlondieGamer oh that's perfect then. All you would need to do is write some sort of GetState interaction script for ladders since they already exist in game and then modify the player actor's behavior to either treat certain surfaces as ladders (which they already do some of the time), or program the top pieces of most building objects to behave like ladders. Quick mantling would need a lot more but totally doable with what already exists I expect.
I think of it as an enabler. If used to augment the flow state, you can get some really nice runs going. But yeah, it does circumvent a lot of the parkour challenge.
Finally got the message from your Anomaly series and came over to find you made a video on one of my favorite games. I always appreciated that Techland gave old customers the upgrade version for free on it's 1 year anniversary.
Thanks for jumping over and checking it out! The parkour in Dying Light is soooo good, I could roam Harran for hours chasing the flowstate. I'm excited for what Dying Light 2 will bring to the table.