I Really Wish The New Zombie Adventure Included Instant Movement

Prepared for the next adventure in the new parkour game? Catch you over there of the map in about… A ten-minute trek? Or fifteen minutes? Honestly, whatever the duration to get there by running or vehicle, since Dying Light: The Beast apparently hates simplicity and aims for the protagonist to struggle more than he already has.

The omission of instant travel in Dying Light: The Beast, the newest installment within a popular lineup of first-person zombie-killing adventures, is undoubtedly intended to foster adventure, yet what it achieves in my experience is to breed irritation. Although carefully considering the reasons for which this sandbox horror title shouldn’t feature instant movement, all of them disappoint — much like Kyle Crane, as I push him over a building in haste.

Key Factors the Absence of Instant Movement Falls Short

For example, it’s possible to suggest that the title’s movement system is superb, and I completely support that, yet that does not imply I want to run, jump, and climb constantly. True, the game provides vehicles that are available, but vehicles, road access, and gasoline resources are limited. And I would agree that encountering unseen places is what makes a sandbox title compelling, but when you have crossed an area multiple times, there are few things to find.

Following the first time I went to the city’s historic district, I felt that this game was intentionally extending my travel time by spreading out mission spots during similar tasks.

As soon as one of the side quests led me to a hazardous location in the historic zone, I checked my map, looked for the closest vehicle, discovered it, headed for the old area, used up my fuel, checked my map once more, hurried the rest of the path, and, finally, experienced an enjoyable moment with the dark zone’s zombies — just to discover that the following task target directed me back to my starting point, across the way of the map.

The Argument in favor of Instant Movement

I must acknowledge that the title doesn’t have the largest map ever seen in an open-world game, yet that is a stronger argument to support quick transport; if its absence bothers me in a more compact world, it would surely bother me on a bigger one.

Naturally, it would be beneficial to arrange quest objectives in a specific sequence, but is it truly about regarding “promoting discovery” if I feel compelled to reduce my travel time? It seems more that I’d be “decreasing inconvenience” to the greatest extent. Furthermore, when I am engaged in a storyline and want to know the next development (which is positive, creators!), I don’t want to finish other quest objectives beforehand.

Possible Fixes for Quick Transport

There is just one argument I can imagine advocating for excluding quick transport: You miss out on a simple escape path. And I need to acknowledge, I do not desire to forgo the momentary fear I experience each time darkness comes – but certainly there are workarounds for this. For example, instant movement from unsafe zones could be prohibited, or fast travel points could be positioned beyond secure areas, compelling you to take a brief sprint through the night prior to arriving at safety. Perhaps even better, the game could permit instant movement between fast travel locations only, so you decrease transit period without the option of immediate transport.

  • Fast travel could be limited to vehicle spawn points, for instance,
  • cost in-game money,
  • or get disrupted by random encounters (the possibility to be attacked by sudden monsters).

Naturally, it’s only sensible to unlock new quick transport spots subsequent to exploring their surroundings.

The Best Reason for Instant Movement

Perhaps the strongest argument advocating for fast travel, nevertheless, is options: Although with a quick transport mechanism available, gamers who like to move only by running and driving would still have that option, however, users with reduced availability to play, or with less thirst for vehicles and free-running, could spend that time on different game tasks. It, in my opinion, is the true feeling of independence gamers should look for from an open-world game.

Zachary Lester
Zachary Lester

Urban planner and writer with over a decade of experience in sustainable development and community engagement.