I’m grateful to Neon White for letting me skip to the good bit.
Dying Light 2 was one of last year’s insatiable AAA time-sinks, designed to outlast any thought of refund or trade-in. It pulled dozens if not hundreds of hours from millions of players. And although that time slipped down the drain easily enough, happily wasted and easily forgotten, it’s now resurfaced—like a fatberg blocking up the sewers—in Spotify Wrapped-style presentations from the likes of Steam. Thanks, Gabe. Really, you shouldn’t have.
I can’t speak for other Dying Light 2 players, who perhaps sought escape or simply value for money. But I know that I was chasing something very specific. A high brought on a decade prior by the time trials of Mirror’s Edge—those taut yet freeform gauntlets made up of rooftop extractor fans, fire escapes and sudden chasms which made the best of first-person parkour.
Those standout runs had to be teased out of the open-world morass of quasi-medieval Villedor, however. Dying Light 2’s parkour challenges are fairly numerous, but are uncovered organically, one by one, across the breadth of its city map—the largest part of which is gated behind campaign progress. And even then, many won’t be manageable until you’ve put in the hours with Techland’s skill tree.
At first glance, you wouldn’t think Neon White has enough Mirror’s Edge about it to hit the spot. Its abstracted and lurid levels, built from severe and textureless towers and viaducts, evokes 90s shooters rather than the GoPro footage of real-life freerunners. And the parkour itself veers closer to Minecraft community efforts than DICE’s model. Press ‘w’ and you’ll move forward at a set velocity, gathering no momentum unless temporarily boosted by bombs or flowing water.
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