

As your parkouring ability increases the adrenaline fueled chases through the streets with Volatiles at your heels become an absolute thrill ride. Every move is deliberate as you choose whether to navigate in the shadows or to turn on your flashlight and remove all doubt as to your location. Braving the darkness nets you extra skill points too so pushing your limits through the black of night isn’t without its rewards. The sluggish, brain dead walkers give way to high speed and vicious 28 Days Later/World War Z type zombies that will absolutely slaughter you should you find yourself cornered. Being caught outside as the darkness takes hold provides the game’s most exhilarating moments. As the sun sets in the distance and the light changes from bright white into a murky orange glow you’ll find yourself desperately searching for a safe house to retreat to.

The best part of Dying Light’s gameplay comes in two forms its day/night cycle and its multiplayer modes.
#ZOMBIE DROP KICK UPGRADE#
Naturally everything from navigating the environments to combat becomes easier as you upgrade but in all truth you’ll probably never feel overly challenged until you hop into the second half of the game. If I can offer one piece of advice it’s don’t pass up on the drop kick ability… because it’s awesome, and definitely pick up on the grappling hook … because it’s also awesome. Each skill has its own tree as well so there are plenty of upgrade options and directions to take. Power is gained from killing hordes in the most inventive ways possible. Survivor rank increases as you complete missions and help the people of Harran. You’ll gain agility from leaping and bouncing around the environment. “Not wavering too much from its Dead Island formula of crafting and scavenging for weapons and supplies Techland delivers a more refined experience this time around.”Ĭharacter progression is divided into three separate categories Agility, Survivor, and Power. As you advance your skills and acquire better weapons and abilities the zombie murderin’ becomes much easier.

You’ll be underpowered when you first jump into the game of course, but that makes sense as far as I’m concerned. Still, once you get used to the controls, which I found to be tight and quite fluid, you’ll traverse ledges and rooftops with relative ease. The introduction of parkour styled movement makes navigating the city of Harran a blast too although it would be nice if it was as easy to leap down from high places as it was to climb up to them. Combat feels much less clunky than its zombie slaying predecessors. Not wavering too much from its Dead Island formula of crafting and scavenging for weapons and supplies Techland delivers a more refined experience this time around. Where story and some of the acting are lacking is where Dying Light’s gameplay comes in to save the day. Side missions, while repetitive in the nature of tasks your assigned, offer more fun and original twists than the main campaign so they really help fend off the ‘been there, done that’ feeling. If you’re the type to pick everything apart you might walk away a bit more unsatisfied but despite the ‘we’ve heard this story before’ plotline I found it engaging. Predictable in its nature it’s still told in such a way that most players will find it enjoyable.

Torn between completing his original mission from the GRE and helping these people with little left to hope for, this moral tugging becomes the centrepiece of the game’s plot. Crane makes contact right at the start with a large group of survivors and thus begins the story. Scattered throughout the city’s streets and buildings are survivors attempting to eke out an existence until help comes their way or until they can take advantage of someone else. An infection, a mutated form of rabies, has ravaged the population turning them into mindless zombies. You play as Kyle Crane, a rescue worker with the Global Rescue Effort (GRE), who is dropped into the quarantined city of Harran, Turkey.
