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What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

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Welcome to this issue of More Than Game, I'm Joey.

The game I'm going to introduce to you in this issue is something I've been looking forward to for a long time. It is also my favorite IP - "Fading Light". I've been doing more than 1 generation games a long time ago, and this issue is finally going to introduce 2 generations to you. However, due to the large amount of content in the game, it adopts a multi-linear branch and multi-ending method. Therefore, we are going to introduce it to you in two installments. In this issue and tomorrow to give you more, this issue first tells you about the mechanics and gameplay of the game, and the next issue tells you about the plot branches and all the endings of the game.

Gone with the Wind was developed by Techland, a company that has a deep understanding of zombies, open worlds, and action games, and has developed another Dead Island series in addition to this IP. After the success of "Fading Light 1", it has experienced many twists and turns, and recently finally released a sequel "Fading Light 2: The Battle of Man and Ren".

If there are viewers who are not familiar with the 1st generation, I will briefly introduce you here, the story of the 1st generation takes place in a fictional "Harlan City", which broke out of the Resident Evil, and a large number of citizens have become zombies due to virus infection. But at that time, the disaster only enveloped the city, and it was good for the whole world. The military quickly blockaded the area and built a high wall. So much so that the infection did not spread. In a city that has lost its rule of law, survivors are huddled together to keep warm, and people are doing their best to survive. A group called the GRE also airdropped supplies and anti-virus agents to survivors inside from time to time. In order to solve Harlan's crisis, the organization finally came up with a solution, parachuting the 1st generation protagonist into it, and asking him to find a solution to vaccines and viruses.

What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

This is the worldview of generation 1, and the crisis of generation 2 has not only not been lifted, but has become more serious. At this time, the GRE has found a vaccine and a solution to the virus, and if things come to this point, there may be a chance to save it. Unfortunately, when the virus was studied and understood by humans, it was deliberately preserved for military purposes. However, the variant of the virus leaked again, this time more ferocious and serious than Harlan, and soon swept the world. There are only a handful of survivors who survive in some strongholds.

And human interaction with each other, like Death Stranding, is only possible by a few people named "Wanderers" to pass information and supplies to each other through the ruined ruins and a lot of dangers. Fast forward to 2036, and our protagonist, named Aiden, is escaping the zombie chase with another companion, Spike, on his way to a city called Villedo.

Aiden's purpose in choosing to be a wanderer in the last days is to look around for his childhood lost sister "Mia". After saying goodbye to his companions, he went alone with a faint clue to find the informant. However, in the tunnel, he is attacked by an extremely powerful mutant zombie, the Night Devil. Fortunately, the informant appeared in time to repel the Night Demon. However, Aiden, like the protagonist of the 1st generation, was bitten by the zombie when he landed on the ground, and unfortunately the infection virus passed out.

When he wakes up again, the informant is caught and beaten by a group of unknown people, and Aiden fights with them to save the lineman.

This game is more particular about melee skills, requiring players to find the right time to dodge, block and use various techniques to attack. In particular, the blocking is more important in this game. A perfectly timed block can cause the enemy to stumble and cast more skills.

After making these enemies, a man named Waltz came here at this moment. The informant is extremely panicked about his arrival, and after handing over a "key to GRE" to the protagonist, he urges him to run away. In the end, the informant died, and our protagonist came to Villedo with the key. The story of "Gone With the Wind 2" unfolds.

What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

The core gameplay of the game is parkour, combat and exploration of the three elements are complete, still has the taste of the first generation. Since the protagonist has been infected with the Night Devil's virus, it is possible to mutate at any time. To do this, we need to constantly search for viral inhibitors scattered throughout Villedo, left behind by the previous GRE. Some of these inhibitors are scattered throughout the main storyline and require the player to continuously advance the main line to reach the scene. Others are scattered in more dangerous dark areas and hidden locations that require players to risk their lives to explore or search for them. The GRE key we got is a very important prop in this world. It senses nearby inhibitor containers and helps us find them. And can open the GRE legacy related facilities to assist us in our exploration. After obtaining the inhibitor by injecting it, it will increase the main level of the character.

Each time you choose to level up, you can boost your health or stamina. Get the associated cap bonus, as well as unlock the battle and parkour skill trees. When the main level is raised, players can accumulate their respective experiences on both sides to learn various skills through continuous combat and parkour in the game. Make the game experience even better. Many of the classic skills of Generation 1 have been preserved and enhanced.

However, I personally recommend increasing the upper limit of physical strength first, because this game is not as easy as a generation when climbing, and it is not difficult to go to the Caliphate in one breath. Due to the effects of the virus, the protagonist is very weak at first, and any climbing and hanging will consume stamina. Without a certain amount of physical strength, many of the game's scenes are very difficult to go up. It can be a huge headache for exploring and advancing the game flow. After having a high physical strength, with the increase of parkour experience in the later stage, our body will become more and more "light", such as "sliding wall running" and "jumping on the wall", there is a strong sense of déjà vu, after completing the game, I will write an autobiography "About Me being an Iron Rider in Villedo".

Compared to the first generation, this game increases the difficulty at night and in the dark, and has an "immune" mechanism. Injecting inhibitors not only increases the main level, but also prolongs this time. Due to the setting in the game, the virus is afraid of ultraviolet rays, and it is good to have ultraviolet rays in the sun during the day, which can reduce the viral activity of zombies. In turn, they are in a state of exhaustion and fatigue.

However, if it is in the dark or at night, it will stimulate the activity of the virus. Therefore, when the player explores at night or in the dark zone, there will be a loss of immunity. It must be restored with the help of immune agents, or some ultraviolet mushrooms, and the illumination of ultraviolet lamps. If it is exhausted, then the virus will completely attack and die.

Although this increases the difficulty, it also has certain benefits in a sense. The same mechanics are used by the night demons in the game, they will lurk in the dark zone during the day, if at the moment you think it is safe to go in during the day. Then it may be a direct encounter with them and fall into danger. But if it is night, the night demon will go out of the dark zone, and it is safer to enter the dark zone at this moment.

Compared to the 1st generation of respected players to fight zombies head-on. In this game, many zombies are in a dormant state, and with the help of stealth, they can explore more quietly, obtain inhibitor containers and better equipment. At the same time, this game is still kept outdoors at night, and "howlers" will appear in zombies. When they find you, they will "call friends", and the viral activity at night also greatly enhances the flexibility of the zombies, so that a large number of zombies will continue to chase you. At this moment, players need to use various parkour tricks to get rid of their pursuit. The longer and the level of pursuit, the "Top Hunter" Night Demon will also appear. But after finally getting rid of them, you can get more rewards. However, some missions must be completed at night, forcing the player to leave the UV-protected stronghold and face the fear.

What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

The story of this game takes place in "Villedo", which is a relatively modern city, compared to the low-rise buildings of the 1st generation, the game is lined with high-rise buildings, players will leap between buildings and parkour, and the urban area also has a subway system, which is equivalent to a teleportation point that can be teleported.

At this stage, it is mainly divided into the old Villedo, the connecting area, and the central area. The biggest feature of Generation 2 is that Villedo has many survivors compared to Harlan. They roamed all over the city and placed a lot of supplies on the roof. As the years passed, many roofs began to grow trees. Compared to the tone of the first generation of butter, this game is more fresh on the screen. At the same time, the city is not completely out of control, and the survivors inside form various factions to survive. The "survivors" formed by a large number of ordinary civilians and other "vigilantes" formed by the remnants of the former government and military personnel. The two sides occupy a number of regions and strongholds, and because of different values, they often conflict over various interests and resources.

The game scene has windmills, water towers, power stations and other necessary facilities of the city. Players need to take down and restart these facilities according to their choice, and assign them to one of the two factions. In exchange for additional strongholds, quests, and exclusive rewards.

For example, choose to help the survivors, their rewards are biased towards parkour, and will build a large number of slide-on ropes, air cushions and other items in the area. Help the vigilantes, then they will be biased towards combat, planting a lot of car bombs in the local area, and allowing the player to manipulate and detonate in the event of a siege. Players have to join one of the parties in the process according to various choices, of course, this will also cause dissatisfaction from the other faction to some extent. Choose different factions, and your story experience will also be very different. However, these systems are OK to play in the early stage, and there are more repetitive contents in the later stage.

There is also a third-party force, the Rebels, and we will encounter a large number of such enemies in the later part of the game.

Some of the "emergencies" in this game are very well done, in the events of the 1st generation, it is generally just that some people are surrounded by zombies and shout for help. One night in this game, I was still wandering outside, and suddenly I saw a signal bomb fired in the distance. Red flares shone so brightly in the night sky that one survivor was in danger. Get some extra rewards after helping him survive. Some are even more outrageous, grilling on the street.

Some scene interactions are also designed to be more detailed and realistic. For example, pick up a gas canister, ignite it and throw it out. It can also be destroyed and detonated when it is under siege, and to my surprise, the IQ of the AI is not bad. When they see you do this, they will also flee in a hurry to avoid being affected by the explosion. Of course, the hustle and bustle attracts the zombies around them.

In addition to retaining the fixed spikes and obstacles in the scene, the "scene kill" for the player to perform physical skills to achieve huge damage, but also added a large number of disposable "on-site props", which can be grabbed and thrown at the enemy when fighting with the enemy, whether it is a wine bottle, brick, spear, etc.

What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

The game's equipment in the first generation is mainly a variety of weapons, while in the second generation, the element of RPG is added, and there are also costumes for each part of the body. And there are four qualities: white, blue, purple and gold.

High-quality weapons will carry one to three slots, through these accessories, players can give the weapon powerful attributes, in the attack will trigger frozen, burning, electric shock, poisoning and other elemental damage, some attribute damage is particularly useful, such as electric shock to directly paralyze the target, or poisoning to make the enemy in a state of hesitation, so that it is more convenient for us to use skills.

In addition to the protagonist who can dress up us, the costume is also divided into four types: "boxer", "ranger", "doctor" and "meat shield", according to the player's playing tendency, there are different entries, such as "ranger" increases the damage of ranged weapons, "boxer" increases the acquisition of combat experience, etc. But I personally find the parameters of these gears a bit complicated and don't feel particularly noticeable after wearing them.

Seeing that this may be a player, they have to ask: How can they see that there is not a gun now? I was also very puzzled, when Grandpa was still a legend in Harlan, carrying a military rifle, there were no three or five night devils who could not get close. Until I did a side mission, according to this history teacher, there was a riot in Villedo, when the army took all the guns in the area and strictly investigated all the people who were hiding them, and with the fall of the fall, the bullets became less and less, and the remaining guns and ammunition became a pile of broken copper and iron.

As a result, the only ranged weapons in this game are cold weapons such as flying knives, spears and crossbows. Occasionally, there are consumables "homemade earth guns", but they are less powerful and particularly easy to damage. With the kung fu of shooting, I kicked two zombies to death with my feet. Only if the game takes a lot of time and constantly collects various Easter egg ducks, can you get a Doom shotgun that belongs to the easter egg reward. Therefore, I personally suggest that if you choose to help the vigilante, you can get a crossbow with continuous fire, which is also a kind of gun in a sense.

I personally think the removal of the gun changes is a good thing, but not entirely good. I think it would be more ideal to have guns and ammunition very scarce and only available in some very difficult places. And it has great power. Forcing players to rely mainly on cold weapons and various techniques to fight, so as not to lose the design mechanism of the game itself. At the same time, in a desperate moment, let the player use the gun and have the opportunity to fight against the water. In the early days of the first generation, when there was no gun, it was quite fun, and I was happy to pick up a pistol for a long time, and the bullets were reluctant to use. However, in the middle and late stages, guns and ammunition appear in large quantities, and in order to save trouble, the whole process of gun will be used in the middle and late stages, so that the mentality will also change, resulting in reluctance to think about what combat skills.

Unlocking and collecting all kinds of debris was also kept. One of the rags that the player picks up during the exploration is that they can be used to buy drawings and make some consumables. Others sell money directly and traders trade. Therefore, you can buy more blueprints, and with the debris you pick up, you can use them to make some interesting things, such as zombie bait and ultraviolet light sticks. There are also special collections, "Military Chips", which require you to master parkour skills and maps, and then go to the top of some buildings to get airdrops, and with military chips, you can upgrade the Nightcrawler tools you get later.

But the only thing I wanted to complain about was that there was an iron box on the ground, and every time I braved a bunch of zombies to sneak around, I was ready to quietly loot something. As a result, this action actually stood up and kicked open the box, which made me shudder every time I watched this action.

What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

At the same time, various consumables and equipment can be obtained by killing special infectors to obtain enhancements, and then find craftsmen to improve the effect. For example, it increases damage, prolongs the effect time, or can produce qualitative changes. I will tell you the most typical, is the unlocker, after many upgrades, encounter some less difficult locks can be directly and violently opened, which can help players save a lot of time.

For everyone who prefers the 1st generation of the grappling hook, the grappling hook in the 2nd generation does not come and go as freely as the previous game. Can only hook the object in the high place, and then swing past, compared to the 1st generation can also pull up the leap, the authenticity is much stronger, but the mobility is a lot worse. I guess this change is to prevent players from climbing directly up the stairs by grabbing hooks alone, reaching some places that cannot be reached at this stage. Compared to the weakening of the grappling hook, this game adds paragliding as compensation, and players can fly to some locations that are difficult to reach with parkour. It can also use the air flow to survive, and even in the face of zombies, you can also open an umbrella at the air flow port to get out of trouble. In order to polish the parkour system, even invited the parkour sports expert, David Bell to do motion capture and technical guidance, the silky parkour experience is no worse than "Mirror's Edge". But all of this requires you to spend a lot of time learning skills and practicing them.

The game's side quests are so rich that at 500,000 words of text, even the IRrelevant NPCs on the side of the road will tell their own stories. Most side quests also have corresponding dialogue to complement the plot. A lot of worldview introductions and other character stories are in side quests. If you want an ending where most of the main characters survive, some dialogue choices must be careful. Because this generation doesn't know why there is no manual save, and there is only one slot per game. This leads to some of the choices that are particularly important, and each of our choices permanently changes the direction of the plot and certain scenes on the map.

At this stage, the game still has certain optimization problems, as well as the emergence of some bugs. However, after many updates and patches, the malignant bug has gotten a lot better. Generation 1 players know very well that the game makers have been running this game well for many years, even if it is a 15-year game, from time to time they are still adding some activities. Therefore, at this stage, the game may still have some imperfections, but we still have confidence in the future of the game from the perspective of its first-generation operation effect.

This game not only supports the official Chinese, but also has a good Chinese voiceover. In general, dubbing is ok, but in a few cases, due to the fact that the voice actors did not see the actual picture, some of the dubbing is more abrupt in tone, and there is currently a way to change it to Chinese characters. However, I personally suggest that in fact, this Chinese dubbing is not bad, because some of the ambient sounds and NPC nagging, etc., this part of the content is not subtitled. If you don't speak English well you will miss out on a lot of information. If you use it as a match, you can know more about the game's backstory. There was even a group of survivors who could hear one of them singing Chinese song while resting on the campfire. This detail also makes the player feel very substitutionary.

Gone With The Lost Light 2 is available online with friends just like its predecessors. Most of the game's missions can be completed cooperatively. Even if you don't have any friends to play with, open the menu and press S to call for help, and the system will randomly match a teammate with a similar progress to you. As luck would have it, it would have been possible for a big guy to throw a piece of gold. However, the "Night Hunter" confrontation mode is not currently supported, but the game has just been released, and there will definitely be large DLC and invasion mode in the future. At that time, players will be able to better fight.

What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that
What is the gameplay of Punching Thugs, Kicking Zombies, and Fading Light 2? More games than that

So in the end, how exactly does our protagonist Aiden survive in this factional, intricate city and find his sister Mia. In the next issue, we will tell you about the game's plot, branching options, and full ending.

Thanks for watching this issue of the game more than enough, like the audience friends can like to pay attention to the collection forward, I am Joey, we will see you in the next issue.

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