I Truly Desire The New Zombie Adventure Included Instant Movement

Ready for your upcoming mission inside Dying Light: The Beast? Meet you across the way of the game world in roughly… A ten-minute trek? Fifteen? Honestly, the exact time needed to get there on foot or by car, since Dying Light: The Beast seems to despise ease and desires the protagonist to struggle more than he already has.

The lack of instant travel in Dying Light: The Beast, the recent addition in a long-running series with action-packed survival titles, is clearly meant to encourage exploration, however, its effect from my perspective is to breed irritation. Although meticulously examining the justifications that explain this expansive undead adventure does not need to have a fast travel option, they each fall flat — similar to the main character, if I leap him from a structure quickly.

The Reasons the Lack of Fast Travel Falls Short

For example, you might argue that The Beast’s parkour is amazing, and I completely support that, however, that is not to say I wish to sprint, leap, and scale constantly. True, Dying Light: The Beast offers cars that are available, but vehicles, route access, and gasoline resources are scarce. And I concur that encountering fresh areas is what defines an open-world game compelling, however, once you’ve traversed a location several times, there is not much remaining to find.

After my initial trip to the metropolitan Old Town, I got the feeling that Dying Light: The Beast was intentionally extending my transit period by spreading out objective locations within the same quests.

Once an optional task guided me to a hazardous location within the old district, I opened my map, searched for the closest vehicle, located it, traveled to the historic section, ran out of fuel, checked my map once more, ran the rest of the way, and, finally, had a great encounter with the zombies in the unsafe zone — just to discover that the next quest objective sent me back to my starting point, on the other side of the map.

The Reasoning for Fast Travel

I need to recognize that Dying Light: The Beast lacks the biggest world ever featured in a sandbox title, but that’s all the more reason to advocate for instant movement; if the lack of it irritates me in a more compact world, it would definitely annoy me in a more vast one.

Naturally, it would help to arrange mission goals in a specific sequence, but can we honestly say concerning “fostering adventure” if I feel compelled to reduce my travel time? It seems more that I would be “reducing hassle” as much as possible. Furthermore, when I am engaged in a plot and wish to discover the next development (which is beneficial, developers!), I don’t wish to finish further task targets first.

Possible Fixes regarding Quick Transport

There is a single point I can consider in favor of preventing fast travel: You don’t get an easy exit route. And I must confess, I wouldn’t want to lose the momentary fear I encounter each time darkness comes – but certainly there are workarounds for that. To illustrate, fast travel from unsafe zones might be banned, or quick transport spots could be set beyond secure areas, compelling you to do a quick dash through the darkness before reaching safety. Possibly more suitably, Dying Light: The Beast could permit quick transport via instant movement points solely, thus you reduce travel time without the chance of instant teleportation.

  • Instant movement could be limited to automobile spots, as an example,
  • cost in-game money,
  • or be interrupted by surprise incidents (the chance to be attacked by sudden monsters).

Certainly, it is just reasonable to unlock new fast travel points subsequent to exploring their surroundings.

The Most Compelling Case in favor of Fast Travel

Maybe the most convincing point in favor of fast travel, nevertheless, is options: Although with an instant movement feature implemented, gamers who like to journey exclusively by running and driving would still retain that choice, while users with reduced availability to enjoy, or with reduced interest for driving and parkour, could use that period on additional virtual pursuits. This, in my opinion, is the genuine experience of independence gamers should look for in a sandbox title.

Samuel Barnes
Samuel Barnes

Automotive expert with over a decade of experience in tire technology and car maintenance, passionate about sharing practical advice.