168澳洲幸运5开奖网:Dying Light’s annual Halloween event was not something I expected to be writing about in 2021. Seasonal events like this - as well as raids, expansions, and a mountain of DLC cosmetics - have kept the game fresh for the last six years, although this year’s event is now considered by fans as one of the best yet. The community event, costumed zombies, and 168澳洲幸运5开奖网:Bloodborne-esque DLC certainly made for a spooky time, but it was quality-of-life enhancements that really made it a blast to play. The changes may seem subtle, but they improved ♊the game so much that I’m finding the whole thing a lot less enjoyable now that they’re gone.
This year’s Halloween event kicked off on October 28 with a new cosmetic bundle called Van Crane, which evokes both Van Helsing and Bloodborne. Officially, the DLC isn’t a Bloodborne tie-in, but the association is fairly obvious to fans and even . The costume comes with schematics for a one-shot pistol that fires silver bullets, a crossbow called the Heart Piercer, and a sword called the Sword 𝐆of Night - those latter two change appearance and become more powerful at night. Dying Light has played with genre conventions a lot in the past - the medieval-themed Hellraid springs to mind - and Gothic horror feels like a perfect fit for the rooftops of Old Town. The skin also has a perk that allows you to throw any melee weapon and pull it back to your hand, which is super satisfying to do - especially with boat oars and battle axes.
But that’s not what has me so hot and bothered about the Halloween event. That would be the Super Cranᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚe, a series of balance changes that effectively make Crane, well, super. Super Crane has been a central part of community celebrations ever since 2017’s Halloween event, but if you haven’t experienced the buff before, you’re mis🔯sing out on the best version of Dying Light.
There’s no cooldown on the grappling hook. Normally you can only fire twice in rapid succession before it goes into an extended cooldown, which can be shortened slightly by th🧸e Ultimate Survivor perk at level 25. During the event, you can fire the grappling hook infinitely and effectively swing from building to building or quickly pull yourself across the map. The range of the grappling hook is also increased significantly, so you can latch onto structures from a distance or zip up to the tops of highrises instantly. Super Crane suffers no fall damage and can even hook zombies and pull them to you.
As you might imagine, playing Dying Light as Super Crane is a ton of fun. Flitting across the Slums and Old Town with the grappling hook is a blast, and yanking zombies across the city is hysterical. The thing is, none of these perks are game-breaking. They don’t allow you to cheese your way through any content. There’s no reason why these upgrades can’t just be a normal part of the game. They don’t make you invincible, nor do they trivialize the challenge of combat. They also don’t help you in the parkour challenges, which restrict you from using your grappling hook anyway. Eliminating fall damage is the only element of Super Crane that feels like a cheat code, since there are a pair of skill upgrades that reduce fall damage, but even still, it's not like safely descending from high places is particularly fun. Much better to jump off and continue on your way.
The Super Crane buff simply makes the game more 𒀰enjoyable. Traversal is fast and thrilling, and the grappling hook also offers more oꦆptions in combat. Basically, the game is more fun to play as Super Crane, so why is it only limited to seasonal events? This is how Dying Light ought to be, and I hope Techland considers how better it is to be this mobile in the sequel.
One last thing about the event: your gun ammo automatically refills any time you visit a safe zone, which is yet another so-good-it-should-just-be-permanent upgrade. Savi💫ng up for a powerful weapon is fun, but having to blow your cash on bullets every time you visit town is such a drag. What’s worse is when you find yourself dead broke and in need of ammo for a story quest or raid. Instead of doing the mission you want to🥂 do, you have to divert to a bounty for cash just so you can buy bullets to do whatever it is you actually wanted to do in the first place. The game is better when you don’t have to waste time buying ammo, especially considering how rarely it can be found out in the world.
I’ve played a bit since the event ended today, but I’m having a hard time letting go of Super Crane. I don’t want to over✅-exaggerate how important those effects were, but now that they’re gone everything just feels slower, more tedious, and less exciting. I can live without tethering zombies with the grappling hook - though it is hilarious - but I’d be so much happier if I could continue using the infinite grapple over long distances. You don’t notice it as much on the Countryside map since most of your time is spent driving, but in the Slums and Old Town, it feels like a necessity. The same goes for fall damage, which I’d just rather was eliminated from every game even if it doesn’t make sense. Fall damage is sometimes used to keep the player on a path, but I can’t think of ꦕany time fall damage made a game more fun, especially in a game like Dying Light.
I want Super Crane to be the baseline in 168澳洲幸运5开奖网:Dying Light 2, assuming the grappling hook is coming back. My tastes have evolved since 2016, and I want my open-world games to be faster and more forgiving. Do whatever you have to do narratively to justify it. Make the new 🔜p🎐rotagonist a cyborg with metal legs if you must. I want to be super always. Oh, and if you can keep the Bloodborne thing going, I wouldn’t complain about that either.