The second is to find and embrace your inner warrior, ignore that primal fear of darkness, as well as the agile, parkour-capable baddies that call it home. There are number of fortified areas that have been scattered about Harran, you only need to clear them out and make sure they’re well-lit before they can become safe havens. The first is to book it to a nearby safe house. When it’s dark out, you have two options. When the sun sets, you’re a piece of meat surrounded by creatures that’d like to make a belt out of your spine. While the sun is up, you’re the God-King of Harran. Once you have one of those in your possession, getting from point A to point B is exponentially more enjoyable.ĭuring the day, you’ll spend your time brutalizing zombies, honing your parkour skills, scavenging for loot, tackling side quests - there are a lot of them, and while there are more than a few that weren’t all that exciting, the selection of filler in Dying Light is a lot less generic (find this, kill that, etc.) than what Dead Island had to offer. The fun really begins when you procure a grappling hook. below, but my few issues with it never graduated from an uncommon annoyance to a controller-breaking frustration. There’s a small amount of clumsiness to the controls that makes grabbing ledges while hanging precariously at heights that would most definitely turn you into a crimson splat on the pavement/rocks/spike walls/etc. There are no cars, but you won’t miss them, with all these soft zombie heads to vault over, walls to conquer, roofs to leap across, etc. ![]() The world is your playground, albeit an immensely dangerous one. I have a feeling this may have been purposeful, so as to encourage players to mostly use the vastly more satisfying melee weapons, but I can’t be sure.įreerunning plays a pivotal role in Dying Light, and it is, for the most part, fantastic. My only complaint about the combat, and more specifically, the weapons, is that they still rank pretty low on my personal list of tools I like using to mow down unsuspecting ghouls. They made the combat more satisfying, enemies react a lot more realistically while you’re bludgeoning them to death,Įven the grapples - where a zombie latches onto your character in an effort to tear their face off with their busted ass teeth - feel like a creature is trying to eat you, as opposed to in Dead Island, where it felt like your character was a magnet that attracted any nearby Zeds. It still has a bit of that Techland jank, but no more than most other open-world games of similar size and scope. This game has the best parts of Techland’s other zombie franchise - hordes of zombies, an assortment of monsters, tons of loot, a gorgeous tropical environment, satisfying melee combat, as well as the aforementioned weapon crafting, character progression system and co-op - and significantly less of its weaknesses.ĭying Light has an impressive level of polish. You’re likely to see a number of Dead Island references scattered about this review, starting with something I believe to be true: if you enjoyed Dead Island, you’re going to love Dying Light. ![]() Now that that’s out of the way, let’s get on with it! It’s also easily the best game to come out of Techland. What’s strange about all this is Dying Light is a damn fun game. It was out of my hands, but I do apologize. For some reason, me and most other critics didn’t get our copies until about 12 hours before it would arrive. ![]() Usually, I like to get my reviews out as soon as the embargo lifts, usually just before or on the day of a game’s release. But this review isn’t about that game, it’s about Dying Light.īefore we really get into my thoughts on this game, I’d like to quickly mention why this review is so tardy. The other is the Yager-developed Dead Island 2, which comes later this year. This week saw the release of the first of this year’s two open-world zombie survival games that feature weapon crafting, light RPG elements and co-op.
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