As the lighting is so amazing in Dying Light this makes hurling down country tracks at breakneck speeds super tense: especially when you know that one mistake will mean the horde of runners behind you will be on you in a second. Some of my favourite moments so far have been driving at night while the volatiles chase you in a relentless race for survival. In fact as someone who likes survival elements in my games having to gather fuel and repair damaged components adds to the flavour of the game. Now I know some players might find this a bit of a ball-ache but I would say this: if you remember where a few petrol stations are you can always get a good supply from them and I didn't see it as an issue. They have also worked the car's core components into the game's crafting system so now you will need to raid deserted cars for spare parts and fuel. You can even use your car as a trap by luring the zombies in and then zapping them with enough juice to light up Vegas. However there are also some very cool features you can add from dropping mines out of the rear to turning your ride into a mobile safe zone with a UV lighting rig. This will let you improve the things you would expect from fuel consumption, armour and ramming damage. Then on top of that the buggy comes with a fully upgradable chassis and a brand new skill tree to boot. The driving first: it feels spot on in almost every aspect from the way you smash through fences and a litany of other breakables, to the way you can now just mow down entire hordes of our favourite shuffling meat eaters: this simply does not get old. Obviously this is a fairly big addition to a game like this but I can tell you they absolutely nailed it. So the big new stick for the Following is the introduction of vehicles, namely an all terrain buggy that you acquire from pretty much the word go. For those who have not played the base game the way Kyle leaps, vaults and runs through the environment is simply one of the best first person parkour systems in the business. In addition even when not surrounded by tall buildings there are still plenty of things to scramble up such as power pylons and sections of motorway now in ruins. So if I'm honest - yes the far more open landscape does make the running and parkour feel a little less satisfying but then there are still plenty of built up areas for you to test your agility. ![]() Often you will head into an open field looking for some breathing room, only to break through the fence and see more zombies than bargain hunters on Black Friday. ![]() However this is not nearly as obvious because there are zombies everywhere and in massive concentrations. So right off the bat this changes the dynamic of the game and in theory dilutes that wonderful sense of claustrophobia the main game entangles you in. The setting this time is a far more rural affair with crop fields, wooden fences, small settlements and large industrial structures like refineries. Within minutes of booting up the expansion you are following the convenient map given to you by said dying man and are now scaling the cliffs above what is to be the setting for this expansion.Ĭalling the Following DLC does not do it justice because it's huge: so big in fact that it feels to me more like a new game. The basic premise for The Following is that a dying man who has made it into the Slums tells you (Kyle Craine reprising his role as the main protagonist) that there is a way out of the city - this is where his people are and they are immune to the infection that decimated Harran in the main campaign. From a panned back perspective there are many aspects of The Following that are exactly the same as the base game but this is no bad thing.
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