12/13/2023 0 Comments Dying light review angryYou'll marvel at how many things you can climb on, jump off of and shimmy over, but there are a few glaring moments where the fiction of being a parkour wizard is shattered. The sensation is not unlike the fluidity of motion seen in the similarly parkour-focused Mirror's Edge, only Techland has designed a more interactive world than we've seen in any previous game that relied on free running for navigation. Your character's body has a palpable inertia that operates not quite realistically, but under its own intuitive, easily-grasped set of physics. Despite the first-person viewpoint, jumping, running and scampering throughout the city of Harran is easy and rapidly accessible. Everything, from the control scheme to the various visual effects it utilizes, are aimed at creating a realistic, natural sense of human motion. The core of Dying Light is parkour, but in a more general, correct sense, it's movement. Implements of destruction aren't as annoyingly fragile as they were in Dead Island, but still ensure that players must constantly monitor the state of their favorite knife, shovel or electric cricket bat. If you attempt to club one to death, you will eventually succeed, but the bloated bodies take a lot of damage before falling apart, unlike the weapons Crane finds and crafts throughout the game. Though his foes are largely of the slow, dumb, classically Romero-esque variety, they have a tendency to swarm and appear out of nowhere, gradually cutting off viable escape routes. These are lucky breaks for Crane, as he can't go toe to toe with zombies for long. Needless to say, Crane wants nothing to do with the region's hungry corpses and he has two good options to that end: He's a parkour prodigy capable of climbing nearly anything and surviving falls of immense height, and he's willing to run endless, nigh-repetitive fetch quests for Harran's citizens. You are cast as Crane, a secret agent dropped into Harran after the outbreak for reasons I won't spoil here. Immediately prior to the game, Harran was hosting a massive international sporting event when a mysterious illness broke out and started turning people into the ravenous walking dead. The big difference this time is that the game relies heavily on parkour for movement, lending the otherwise brutally violent zombie apocalypse a speed and freedom not often seen in the genre.īy itself, this one new element isn't enough to elevate Dying Light above the hordes of similarly themed games, but if the developer could seamlessly attach parkour to some of the better ideas found in Dead Island while polishing that game's poor design decisions, Dying Light has a lot of potential.ĭying Light never fully lives up to this potential, but in the attempt, Techland offers an impressive twist on both first-person action games and life among the walking dead.ĭying Light takes place in the city of Harran, a fictional amalgam of numerous Middle Eastern locations. Yet developer Techland, creator of 2011's ambitious yet flawed Dead Island, has decided to take another crack at the virtual zombie apocalypse with Dying Light. In comic books, in films, on TV and certainly in video games. Pardon the pun, but zombies have been done to death.
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