![]() The mechanics of how the cult’s anti-zombie medicine works could’ve made for some great gameplay scenarios, but instead they are only incorporated twice. It presents grand revelations yet treats them as perfunctory reveals. ![]() When Dying Light: The Following finally doles out its story beats, it does so in the strangest of ways. Worse still is when The Following just throws you into either a hive of volatiles or against a big brute and all but shouts “ Go get her, Ray!” as it thrusts you in. Most are basic combat with the odd cutscene. You can only advance the plot by earning loyalty with the cult, which is done through quests. The story is stretched poorly across this thin spread of content. It’s not that co-op is bad in Dying Light, but it’s not a catch-all fix for these problems. I’m not even kidding – I must’ve gotten the “Hey, did you know this game has co-op?!” prompt every 30 minutes or so. Gosh, they were really hoping everyone playing this would hop into co-op and spend three dozen hours just mucking about between story missions. Surely though, the sweet-ride car you receive must be used for combat, right? Yeah! For killing zombies even faster than normally running them over. It has an oddly MMO-esque feel to it, making you far more keenly aware that you’re playing a game at all times. Missions often rely on you going into some corner of space, fighting some zombies or the odd bandit, and then running back to the same few quest-givers. Enemy encounters become predictable and trite. There’s a single coastal town that’s interesting to explore, but it factors into maybe three quests at most.īy trading its core hook for a far more pedestrian open-world experience, The Following suffers. The Following trades that for a buggy and mostly giant open fields, all straight out of Far Cry. Escaping the more dangerous “volatile” zombies is best achieved with clever navigation. A clear line of sight is a rare blessing. Though the controls have aged a bit, Dying Light remains a novel experience, not due to first-person zombie bashing’n’slashing, but rather its verticality.Įxisting in a truly 3D space that you can fully harness changes everything. The challenge of Dying Light: The Following is it’s trying to follow up one of the best open-world urban exploration games in years. So, of course, you parkour your ass over there and find there’s some mysterious cult allegedly achieving these wonders. Rumor carried by a dying smuggler reveals that someone has allegedly found a way to stop the virus from infecting farmers in a neighboring farm valley just outside the city. With Antizen drops stopping and more citizens falling to the “Harran Virus,” time is running out for Kyle’s friends in the city. ![]() Set after the events of the main game and its other extensive free and paid DLC mini-expansions, The Following sees protagonist Kyle Crane seeking a cure. Maybe it fills a gap in the original campaign’s story or offers a new protagonist’s perspective, but these narratives rarely matter. Normally when a game like this receives an actual expansion pack, it’s some standalone experience. However, Dying Light: The Following already exists, and that story expansion seems to make a sequel… unnecessary? Or maybe The Following itself is unnecessary? Dying Light 2 Stay Human is just about here at last as the shiny sequel to Dying Light.
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