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The flavor text and characters try to give these side quests personality, but after a few missions of go to X spot, pick up Y item, and return to Z location, the formula starts to wear thin. There is a staggering amount of quests in the game, in fact, that any die-hard player would be able to get close to 60 hours out of the game, but that may not be an all too enjoyable experience. When they’re not trying to contend with the undead, players will spend their time running from place to place across two sprawling open world areas, picking up dozens of side quests along the way. Thankfully, the amount of useful weapons starts to increase as players dig into the game. Now, every weapon has a shelf life of repairs before it becomes useless. In prior games, you could find a suitable weapon and use it for as long as it got the job done. The good news is players can now craft weapons on the fly, imbuing them with elemental damage, but a new maximum repair gauge keeps players from picking favorites. Like in past Dead Island games, the first person melee combat offers the same precision for optimum dismemberment and is regulated by a stamina bar, weapon durability, and the player’s own skill set. With plenty of clichéd zombie outbreak tropes, the story of Dying Light is more a vessel – some may even call it an excuse – for the combat and traversal, and is hardly memorable or creative. Things go wrong (as they do) and Crane is forced to work with and help the remaining survivors, and in the process he uncovers dark secrets about his employers. Players take on the role of Kyle Crane, a General Relief Effort operative sent into the infected zone of Harran to recover information about a potential cure. Granted, the story is more subdued in terms of stereotypes, but it’s by no means original. It may seem unfair to label Dying Light as a more polished version of Dead Island, but that's the most apt comparison. Sure, there are elements to Dying Light that are satisfying and compelling, but there is also plenty on display that proves Techland still isn't sure how best to leverage the open world, zombie-killing concept. Having now played Dying Light, however, it’s clear that the potential is still there for the franchise to be great, but the first finished product never quite hits the mark. Developed by the same folks who brought us the first Dead Island, the game looked to be a more polished version of that last-gen release, albeit with some smoother melee and a cool parkour-inspired traversal system. It’s less fun fighting human opponents, because they can dodge and block.When it was first unveiled back at E3 2013, first person zombie survival title Dying Lightshowed a lot of potential. Like stepping on a semi-frozen puddle, there’s something irresistibly compelling about bludgeoning them to bits. They stumble around like drunks, making it easy to boot them over walls or smash in their heads after they’ve crumpled to the floor. When you do fight them, it’s brutal and hilarious. The Infected are easily killed, but it takes perseverance. Combine this with the gently threatening electro soundtrack, and you get a very real sense of being trapped in a low-budget horror film. There’s something deeply soothing about surviving a chase, then climbing into your sleeping bag and enjoying an imaginary can of peaches. Because of this, unlockable safe rooms feel like islands of calm in a tumultuous sea of probably-death. The city of Harran is the most interesting thing about the game a place begging to be explored, made more compelling by the constant threat of things trying to eat your soft bits.Ĭlambering up walls while the undead snap at your heels is a fantastic rush, matched only by the most dramatic games of tag from your childhood grazed knees swapped out for gnawed Achilles tendons. Combined, these two things make Dying Light feel unique. It also adds a delicious urgency to getting stuff done during daylight hours. Stumbling into a closed space is suddenly terrifying: especially when your torch begins to flicker and unspeakable things start lurching out of the gloom. Things are different when the sun goes down, because unlike every other game ever, night is actually dark. It’s pretty instinctive - I had faith that running in correct direction would usually lead me to safety - but until you’ve levelled up your skills, there’s a distinct feeling that you control more like a weezy uncle than dashing free-runner. That said, it’s not so much parkour as just ‘jumping’.
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During the day, you’re only ever one van roof away from relative safety, because standard Infected can’t climb. Nailed bludgeons aside, your main weapon is agility.