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Found 5 results

  1. Harrison Lee

    Review: Dying Light: The Following

    Developer: Techland Publisher: Warner Bros. Entertainment Interactive Platform: PC, PlayStation 4, Xbox One Release Date: February 9th, 2016 ESRB: M for Mature I originally passed on Techland“s open-world zombie action game/parkour simulator, Dying Light, when it debuted last year. While everything I“d heard about it indicated it was an awesome experience and the exact breath of fresh air the zombie game genre needed, there were too many other titles for me to make the time for Dying Light. After having mowed through The Following, the first major expansion for the game, I“m starting to sincerely regret passing on it the first time. The Following takes place after the events of Dying Light. While I won“t spoil any plot details from the main game, suffice it to say that the central narrative in the expansion is much better-written. Dying Light“s main campaign was sharply criticized for inferior plot development and hamfisted characters. While The Following doesn“t craft the finest of zombie apocalypse survivors, the story itself is what“ll draw you in. Kyle Crane is once again tasked with helping his band of misfit parkour instructors and survivors in Harran, only this time, he“s caught out in the farmlands of the nearby countryside. A dying man tells Crane and company about a secret place, protected by the Mother, where followers of the local religion are immune to the virus. To get to the Mother and her followers, however, Crane needs to earn the trust and respect of the local populace. This means strapping your gloves on and killing everything that tries to eat or shoot you, from gun-toting bandits to half-rotten walkers and everything in between. If you“re feeling especially brave (or foolish), The Following introduces several boss monsters known as Freaks of Nature. They“re much stronger than your garden variety of zombie and usually require co-op assistance to take down. If you decide to solo a Freak, extra patience and crafting materials are in order. Weapons and loot function exactly like the base game, with melee devices requiring constant maintenance using the limited repair system. Unless you“ve unlocked the tree skill that occasionally grants a free repair, you“ll be cycling through weapons at the usual rate. Loot crates are everywhere, mostly found in houses scattered across the countryside. If you hate lock-picking minigames, you might be turned off by how many locked crates there are. A bit of patience and a steady hand, however, will unlock plenty of useful goods and upgrade parts. While most of the gameplay, enemies, and quest types are similar to those in the base game, The Following introduces one drastic change to the formula; upgradable dune buggies. Traversing the countryside on-foot is a daunting task. Gone are the high-rises and rooftops from which Dying Light made parkour the star. The Following breaks out into open spaces and wheat-filled fields, so buggies are the best mode of transportation. These diminutive vehicles, however, are more than just ferries. They can be upgraded with various parts, engines, tires, paint schemes, and weapons (like a flamethrower and electric cage) to make it your own personal rolling fortress. All the internal parts need to be maintained using Dying Light“s infamous limited repair system, but continuously driving will provide you with the necessary experience to craft higher-end replacement parts. The buggy also needs to be refueled, and gas is readily available from the dozens of cars scattered about the environment. The closest comparison for The Following is Mad Max with zombies, so if you“re into grinding the undead into the asphalt, this expansion is probably up your alley. Really, the only odd design choice Techland made was making the entire experience separate from the main game. In order to access the additional content, you need to start The Following from the main menu. All items and skills from the base game are carried over, but the minor disconnect is jarring when you make the transition from Harran to the farmlands. You“ll also want to be around Survivor level 10 or 12 before you start the expansion content, else you may be over-run by the wicked-fast crowds of virals during the day and the lethal volatiles at night. For $20, Dying Light: The Following is jam-packed with content. The game-world is massive, rivalling the vertical playgrounds of Harran. The implementation of upgradeable combat buggies and even more loot means the best time to explore Dying Light is now. The Following adds a decently-written narrative with a surprising ending, along with some unique boss encounters and the ever-satisfying combat. At the bargain price-point, The Following is a worthy addition to your digital collection. Pros: + The new buggies are awesome + A solid story with a great ending + Rewarding combat and loot + It“s Mad Max with zombies! Cons: - Too much lock-picking - Some quests are a bit too familiar Overall Score: 8.5 (out of 10) Great Dying Light: The Following is jam-packed with content and a worthy addition to your digital collection. Disclosure: This game was reviewed using downloadable code provided by the publisher
  2. Marcus Estrada

    Review: Dying Light

    Developer: Techland Publisher: Warner Bros. Interactive Entertainment Platform: PS4, Xbox One, PC (Steam) ESRB: M for Mature Release Date: January 27, 2014 Note: This review is based on the PS4 version of the game When Dead Island was about to launch in 2011 I was quite excited. It looked like the next zombie game which would differentiate itself from the pack. In the end, I ended up being severely let down by what turned out to be a capable but clunky experience. Fast forward a few years and now we have Dying Light. Although the name avoids painting it as a sequel to Dead Island, it feels so much like one. As sequels are meant to do, it improves on nearly every aspect of the existing zombie formula and manages to create something unique. Although it may not be a rousing success either, it“s certainly a step in the right direction. Dying Light introduces us to the story of Kyle Crane, a sort of undercover agent who has gone to the fictional location of Harran in order to liberate some information. Unfortunately, right out of the gate he screws up and attracts the attention of survivors—and zombies. He“s saved by a band of survivors, which of course means he now owes them his life. It also happens to provide an “in” for him to gather intel and hopefully discover where the target resides. Of course, the story falls into a predictable pattern where Kyle isn“t sure where his allegiances lie, and it never quite transcends that samey storyline. Luckily, the game doesn“t live or die based on its storyline. Instead, most of the player“s focus will be continually pointed at gameplay itself. At zillions of points during your playthrough you must traverse Hassan in order to collect items, search an area, or talk to NPCs. This also happens to be a huge, sprawling landscape. Without a convenient method of fast travel (although a zipcord does help once unlocked) you“ve got to trust that Kyle“s arms and legs can get you from one side of the map to the other. He“s got some pretty great freerunning (or parkour) skills to make it through alive. This movement mechanic is handled surprisingly well. Although not all ledges can be climbed, if you see something that looks ripe for grabbing onto it“s usually possible. Instead of dealing with hordes of zombies on the street you can simply take to the roofs and push lone zombies off them. When a situation gets too hot there“s usually an option to sprint off and make your way to a safer location. At least, that“s true during the day. At night a special kind of zombie lurks and is best avoided until getting leveled up a fair bit. These creatures lurking in the darkness can kill you in one hit! Oh, and nighttime itself is also outrageously dark which lends itself to unexpected deaths for unprepared players. When you choose to engage in combat (or more likely, are forced to as part of a mission) things feel a bit too similar to Dead Island. Melee attacks are slow and deliberate, which lends itself to a more strategic sort of play—but that“s hard to do with zombies piling up from all directions. Although there are guns to be found, there aren“t many. The real killing blow in early stages of Dying Light is that weapons break quickly. You“ll have to scrounge about through drawers, enemy corpses, and locked chests to collect items to fix weapons a limited amount of times. Destructible weapons is usually an annoying design choice as proves to be the case here. There are some lovely aspects to be found while playing. The world is gorgeous (if slightly less pristine on PS4 compared to PC), there“s a ton of side missions, large variety of weapons to find or craft, and a well-oiled freerunning mechanic. However, these strides don“t fully overstep the shadow of Dead Island. Techland has still provided less than optimal combat and an average storyline. With that said, most of the time my experience with Dying Light was enjoyable. After shutting off the critical side of my brain and leveling up a bit, the game brings a satisfying zombie romp to current generation platforms. Pros: + Vast location full of freerunning promise + Tons of weapons to choose from + Multitude of ways to level up Kyle Cons: - Uninspiring, predictable story - Clunky fight mechanics - Slow progression from zero to hero Overall Score: 6.5 (out of 10) Decent Dying Light has tons of promise but Techland ended up falling back on existing design decisions rather than fully embracing change. Disclosure: This review is based on downloadable code provided by the publisher.
  3. Marcus Estrada

    Dying Light Screenshot 3

    From the album: Review Images

  4. Marcus Estrada

    Dying Light Screenshot 2

    From the album: Review Images

  5. Marcus Estrada

    Dying Light Screenshot 1

    From the album: Review Images

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