I Really Wish The New Zombie Adventure Featured Fast Travel

Ready for the next adventure within the new parkour game? See you across the way of the map in approximately… Ten minutes of travel? Maybe fifteen? Truthfully, whatever the duration to reach it by running or vehicle, as this intense game apparently hates convenience and desires the protagonist to struggle more than he already has.

The absence of fast travel in Dying Light: The Beast, the recent addition in a popular lineup with action-packed survival titles, is undoubtedly intended to encourage exploration, yet what it achieves from my perspective is to cause annoyance. Although meticulously examining the arguments for which this expansive undead adventure does not need to have a fast travel option, all of them disappoint — similar to the hero, as I push him over a building in haste.

Why the Absence of Quick Transport Fails to Impress

For example, you might argue that this game’s free-running is fantastic, and I fully concur, yet that does not imply I want to sprint, leap, and scale nonstop. Admittedly, Dying Light: The Beast offers cars that are available, yet cars, pathway availability, and energy stocks are restricted. And I accept that discovering new locations is what creates an expansive game interesting, however, once you have crossed a zone repeatedly, there is not much remaining to explore.

After my first visit to the city’s historic district, I felt that Dying Light: The Beast was deliberately increasing my travel time by scattering mission spots during similar tasks.

Once one of the side quests directed me to an unsafe area in Old Town, I opened my map, looked for the most accessible automobile, found it, traveled to the historic section, ran out of fuel, checked my map once more, hurried the rest of the path, and, eventually, experienced an enjoyable moment with the zombies in the unsafe zone — just to discover that the following task target sent me back to the place I originated, across the way of the game world.

The Case supporting Fast Travel

I must acknowledge that the title doesn’t have the most expansive landscape ever featured in an expansive adventure, but that is even more reason to advocate for fast travel; if its absence bothers me on a reduced landscape, it would definitely annoy me in a more vast one.

Of course, it would assist to organize quest objectives in a particular arrangement, but can we honestly say regarding “promoting discovery” if I am obliged to shorten my journey? It seems more that I’d be “decreasing inconvenience” as far as I can. Furthermore, if I am absorbed in a narrative and desire to learn the next development (which is a good thing, creators!), I don’t want to accomplish additional mission goals beforehand.

Workable Alternatives regarding Fast Travel

There is a single point I can consider supporting banning instant movement: You don’t get an easy exit route. And I have to admit, I wouldn’t want to forgo the small heart attack I feel as soon as the night arrives – but undoubtedly there are solutions for this. To illustrate, fast travel from hazardous areas could be prohibited, or instant movement locations could be set away from protected zones, compelling you to do a quick dash through the night before reaching safety. Maybe even more effectively, the game could enable fast travel via instant movement points only, thereby you minimize travel time without the possibility of immediate transport.

  • Instant movement could be confined to automobile spots, for example,
  • require virtual currency,
  • or be interrupted by surprise incidents (the chance to face aggression by surprise enemies).

Naturally, it is just reasonable to unlock new quick transport spots following discovering their vicinity.

The Best Reason for Quick Transport

Maybe the most convincing point supporting instant movement, nevertheless, is choice: Although with an instant movement feature in place, users who choose to journey exclusively by running and driving would still have that possibility, however, users with reduced availability to enjoy, or with less thirst for vehicles and free-running, could spend that period on additional virtual pursuits. This, in my view, is the genuine experience of independence one should expect in a sandbox title.

Benjamin Floyd
Benjamin Floyd

A passionate DIY enthusiast and home renovation expert with over a decade of experience in sustainable building practices.