dying-light-2-stay-humans-parkour-explored-in-detail-in-the-latst-episode-of-dying-2-know-more
Screenshot via Techland's YouTube channel

Dying Light 2 Stay Human’s parkour explored in detail in the latest episode of Dying 2 Know More

The game's parkour is designed to be as realistic as possible.

In the latest episode of Dying 2 Know More, Techland dives into the parkour system in Dying Light 2 Stay Human. The video explores how the parkour was built from the ground up for the game and what the developer did to make it enjoyable and realistic.

Recommended Videos

Techland worked with David Belle, an actor and choreographer hailed as the father of parkour, to create an experience the looks and feels realistic for players. However, some tweaks have been made to adapt the parkour for Dying Light 2 Stay Alive, making it a little more accessible than it would be in real life. After all, players will need to fall a total of 10,944 feet, so the climbing system needs to be something anyone can pick up and play.

The most significant difference in Dying Light 2 Stay Human’s parkour is the field of view, which is limited to the game’s camera, and your lack of knowledge about the body you’re running with. To compensate for this, the final animations of parkour moves last a little longer than they would in real life, giving players time to decide which move they perform next.

Aiden, the protagonist, runs at 7 meters per second, or 23 kilometers/14 miles per hour. These are numbers an average person can match, so only the aerial parkour moves are a little unrealistic. However, the gravity in the game is set to make Aiden fall at 9.8 meters per second, which is an accurate simulation of Earth’s gravity, meaning the experience is still mostly realistic.

Interestingly, parkour doesn’t change much across difficulty levels. This is because Techland wants it to be easy to learn and hard to master, so even players with hundreds of hours in the game can still be terrible at traversing the City. The only things that change are aspects like damage modifiers when you fall, which increases on higher difficulties.


Gamepur is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Author
Image of Jamie Moorcroft-Sharp
Jamie Moorcroft-Sharp
Jamie Moorcroft-Sharp is a Staff Writer at Gamepur. He's been writing about games for ten years and has been featured in Switch Player Magazine, Lock-On, and For Gamers Magazine. He's particularly keen on working out when he isn't playing games or writing or trying to be the best dad in the world.