


This whole mechanic and the wonderful freedom of movement it affords you (if it looks climbable then it probably is) is the biggest difference Dying Light has over its spiritual predecessors Dead Island and DI: Riptide. As your skills increase with various upgrades, the ability to think on the move becomes more and more important as not all the undead are shuffling husks and the dynamic shifts frequently, constantly keeping you on your toes and ensuring you don’t go into any situation without knowing the routes of possible escape. It’s so thrilling to escape a horde by jumping over their heads and just clinging onto that ledge above, turning your head and quickly vaulting to the opposite walkway and dashing off before the slowpokes have raised their arms to try and claw at your ankles. At first it’s a bit odd to get used to R1 for jumping, but before long the rhythm of movement becomes much more fluid. Only twice have I seen frame rate drop significantly in thirty hours, that, and the freezing and crashing usually associated with Techland, is mercifully absent as these were always the biggest bugbears with the Dead Island games.Ĭoming back to Harran, you have a large expanse of this city to maneuver and loot through, a maze of tower blocks and boarded up slums with plenty of the undead to avoid in between, but this is made simpler thanks to the parkour. It’s also worth mentioning Dying Light runs pretty smoothly for the most part. The transition from evening sunset to night is wonderfully done and the night is realistically pitch black in unlit areas, meaning the undead can be inches away and you won’t even know it without your torch on. Dying Light also does a fair imitation of games such as Fallout 3 and The Last of Us at times, in fact there are entire sections that tread similar ground to Naughty Dog’s post-apocalyptic masterpiece, but are different enough to not feel like an outright Dying Light is the right side of beautiful on PlayStation 4, with some stunning vistas and the use of well-realised lighting being particularly effective in nailing the mood. This is heightened by the brilliant soundtrack, a great accompaniment to the atmosphere and clearly inspired by the original Romero ‘Of the Dead’ trilogy, as is much of the game’s design and visual style, but it also draws from The Walking Dead, 28 Days Later and even I am Legend for the whole day/night shift.
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There is a genuine passion for the zombie phenomenon on show here especially noteworthy is the atmosphere of Harran itself, a place that feels like it was lived in before the virus struck, but is now full of creeping dread over what may be lurking just round the corner. The biggest compliment I can pay Dying Light is how right everything feels. I say Far Cry 3 because it focuses on a struggle of the resistance fighters with a tyrant and has a lead who initially contradicts himself with dubious reasoning skills. It never reaches The Last of Us levels of storytelling, more like a superior overall tale to say, Far Cry 3. This is a pretty by the numbers tale to begin with and it is seemingly mere window dressing for the rotting meat and potatoes of the actual game, but it does pick up significantly as you progress. From here, Crane inserts himself into the survivors group in order to complete his mission and so begins many a moral quandary as he does his best to help them while keeping to his mission. Luckily he is saved by a group of survivors and given a suppressant to prevent him turning. Poor old Kyle is in Harran mere minutes before he is having thugs attempt to break his legs and a zombie takes a bite out of him.

So how does the first major release of 2015 actually turn out?ĭying Light puts you in the parkour shoes of undercover operative, Kyle Crane, as he tries to infiltrate the quarantine zone of the Turkish city of Harran a city in ruins thanks to a viral outbreak causing the people infected to become something that degenerates into the shuffling undead and the handiwork of a sadistic dictator. Dead Island meets Mirror’s Edge? Cutting the last-gen versions to concentrate on getting the best out of the game? A dynamic Day/Night cycle that adds gameplay variety? Sold, sold and sold. Yet everything I’d seen about the game seemed to suggest it was heading along the right path. One was that Techland would fail to learn from its past mistakes, especially in the ambitious but messy Dead Island and the second was that the whole fiasco regarding the game’s launch in Europe and late review copies was an omen that the first fear was all the more true. Two fears struck me in the build up to Dying Light.
