![]() ![]() The bigness of the map and the constant availability of vehicular transport remix Dying Light‘s formula without pushing things too far from the core of what was appealing about the main game. ![]() Those comparisons are all well and good, but at its heart, Dying Light was and remains a game about doing this: The developers at the Polish studio Techland mixed the first-person melee combat of Shadow Warrior, the sidequest-spattered open map of Far Cry and Assassin’s Creed, the persistent autosaving and progress-sapping deaths of Dark Souls, the randomised and colour-coded loot chase of Diablo, the crafting and item degradation of their own Dead Island, the first-person parkour of Mirror’s Edge, the special super-zombies and asymmetrical multiplayer of Left 4 Dead and the “great sidequests, forgettable main quest” backbone of so many recent Ubisoft games. Everything in it was familiar, but the game was no less fun for that. The original Dying Light, released a year ago, was a video game for people who like video game-arse video games. In one respect it’s altogether different: You have an automobile now, and an enormous new explorable area that requires the use of it. It’s just what an expansion should be: more of the game I already liked, with a number of refinements and small, interesting tweaks. And I do like The Following I like it even more than I was expecting to. I liked last year’s Dying Light, so I was predisposed to like The Following. I am pleased to report that in Dying Light: The Following, you can still dropkick a zombie off a cliff and into the sea. ![]()
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