I Truly Desire The New Zombie Adventure Had Quick Transport

Prepared for the next adventure inside this zombie survival title? Meet you on the other side of the landscape in roughly… Ten minutes? Maybe fifteen? Honestly, the exact time needed to reach it by running or vehicle, because this intense game apparently hates convenience and desires Kyle Crane to endure even further than before.

The omission of fast travel inside the newest entry, the recent addition in a popular lineup with zombie-slaying first-person games, is surely designed to encourage exploration, however, its effect in my experience is to breed irritation. Although carefully considering the reasons for which this expansive undead adventure does not need to feature instant movement, every one fails — much like the hero, if I leap him from a structure quickly.

Key Factors the Absence of Quick Transport Disappoints

As an instance, it’s possible to suggest that The Beast’s parkour is amazing, and I completely support that, but that doesn’t mean I want to sprint, leap, and scale nonstop. True, this adventure offers cars I can use, yet cars, road access, and gasoline resources are limited. And I accept that stumbling upon fresh areas is what defines a sandbox title interesting, however, once you have journeyed through an area repeatedly, there is not much remaining to find.

Subsequent to my first visit to the metropolitan Old Town, I felt that the title was purposely lengthening my travel time by spreading out objective locations during similar tasks.

As soon as an optional task directed me to a hazardous location in the historic zone, I viewed my map, looked for the closest vehicle, discovered it, drove toward the historic section, ran out of fuel, viewed my map again, ran the rest of the way, and, finally, had a lovely time with the undead in the hazardous area — only to find that the next quest objective returned me to my starting point, on the other side of the map.

The Reasoning for Fast Travel

I must acknowledge that Dying Light: The Beast does not feature the biggest world ever featured in an open-world game, but that’s all the more reason to argue in favor of quick transport; if its absence bothers me on a smaller map, it would definitely bother me in a more vast one.

Understandably, it would assist to arrange task targets in a particular arrangement, but are we really talking concerning “fostering adventure” if I feel compelled to reduce my travel time? It sounds more like I would be “reducing hassle” as far as I can. Furthermore, when I am engaged in a plot and desire to learn the subsequent events (which is a good thing, creators!), I do not wish to complete additional mission goals first.

Workable Alternatives for Fast Travel

There’s only one reason I can consider in favor of preventing fast travel: You don’t get a simple escape path. And I need to acknowledge, I would not wish to lose the small heart attack I encounter whenever night falls – but surely there are alternatives for that. For example, instant movement from unsafe zones might be banned, or instant movement locations could be placed beyond secure areas, forcing you to take a brief sprint through the dark prior to arriving at safety. Perhaps even better, Dying Light: The Beast could permit fast travel via instant movement points solely, thus you reduce journey duration without the chance of sudden movement.

  • Instant movement could be limited to car locations, as an example,
  • cost in-game money,
  • or be interrupted by unexpected events (the risk to face aggression by unexpected fiends).

Naturally, it is just reasonable to unlock new fast travel points following discovering their vicinity.

The Most Compelling Case supporting Quick Transport

Perhaps the strongest argument supporting fast travel, nevertheless, is options: Even if a quick transport mechanism implemented, players who prefer to journey exclusively via walking and vehicles would still retain that option, however, gamers with limited time to play, or with less thirst for driving and parkour, could use that period on different game tasks. It, in my opinion, is the real sense of independence players should anticipate in a sandbox title.

David Gonzalez
David Gonzalez

Travel enthusiast and hospitality expert with a passion for exploring luxury destinations and sharing insider tips.