Title:Dying Light
Platform(s): PlayStation 4, Xbox One, PC
Release Date: January 27, 2015
ESRB: M
When Resident Evil, The Evil Within,
Left 4 Dead, The Walking Dead, Dead Island, Dead Space, Dead Rising,
H1Z1, State of Decay, Red Dead Redemption: Undead Nightmare, and Call
of Duty's zombies mode are eleven games based around a zombie
apocalypse that I can type in under two minutes, it's easy to roll
your eyes as Techland's new open-world zombie survival game, Dying
Light, rolls onto shelves. But in a market already overrun by more
zombies than we could ever care to count, Dying Light offers a breath
of fresh air to an old genre. Dying Light is a visceral experience
that takes chances with its unique mechanics and succeeds in their
execution. Even with some hiccups along the way and though the story
is largely forgettable, the world the game takes place in speaks for
itself and is a beautiful playground that encourages and necessitates
player creativity and progression.
While Dying Light's story isn't necessarily bad, I couldn't help but feel as though I had already been here and done this before. The game tells a story of a normal man thrust into a foreign land who must earn the trust of the indigenous peoples, all the while taking on a psychopathic leader who is more interested in bloodshed and fear tactics rather than actual leadership. It feels very similar to the story told in Far Cry 3. Characters, Crane especially, are largely lifeless and unrelatable. Though the game tries to express real emotional bonds between two people by saying things such as, “I know you guys were close,” or portraying tough decisions, outside of those individual cutscenes, NPCs do little other than give you objectives and Crane does little other than accept them.
Dying Light is arguably one of the
best looking games of this generation so far. Harran is a huge map
consisting of two separate areas that show both the slums and richer
areas of the city. Not only does the world of Harran look believable
and lived in, but it also looks abandoned. It's as though everything
was left in the exact same place it has been since the outbreak of
the virus. Countless cars litter the now ever-still freeway, homes
are still fully furnished, with pictures decorating the walls and
books still on their shelves, as well as numerous other small details
that litter the world. There is an unnerving silence that befalls
the city of Harran that creates an interesting juxtaposition between
the amount of items that populate the world versus the lack of
intelligent life. It is a silence that exists only until you run
into the countless zombies that wander the streets of Harran. Zombie
models are terrifying to look at and it is as though you can see
their decomposition happening in front of your eyes. Dying Light is a game that is trying to
disgust you. Zombies explode into a vibrant mixture of viscera as
you fight your way through them. Blood and bodies litter the streets
in equal numbers and the vivid detail put into the cadavers is
intricately vulgar. Likewise,
cutscenes and character models look great. Shown in first person,
cutscenes that involve action or combat are jaw-dropping and really
immerse you into the moment.
Unfortunately, cutscenes that don't use pre-rendered visuals often have character models that look stoic, with only mouths and eyes that move as they pass on information to you. But, this is a small complaint when compared to how good the rest of the cutscenes look. I also noticed a few drops in the frame rate, but it was never bad enough that I would consider it a flaw in the game. What is less forgiving, though, is the game's immense texture pop-ins. More often than not, as you run through the world, trees, cars, etc. will pop in the closer you get. But also many building surfaces will look muddy for several seconds before the texture fully loads, even as you are right up next to them. Dying Light is a beautiful game and Harran is an impressive world to be in, but moments like this can pull the player out of the immersion and show cracks in the seams of the game.
Your main mode of traversal in Dying
Light is parkour. At first, it takes a while to get use to as it
involves close accuracy to get to where you want to go. But once you
get the hang of the parkour mechanic, it proves to be incredibly
solid and it isn't long before you are running from ground to roof
within a matter of seconds. I did find that on several occasions
buttons wouldn't always respond on screen leaving me to press them
repeatedly until something happened as well as a latency between the
button-push and the action on screen. This wasn't a frequent enough
occurrence in the game for me to write it off as a major, but when an
unresponsive action led to death or slow down, it definitely did
become frustrating having to start over.
As mentioned above, hundreds of
zombies line the streets and parkour becomes necessary for survival.
No matter how well equipped you may be, it doesn't take long to
become swarmed by zombies and overrun, resulting in death. Dying
Light has three extensive skill trees necessary for leveling up
parkour, combat, and your survival skills. As the game progresses,
it gradually increases in difficulty as well as the number of enemies
you may have to take on at a given time and level ups feel as though
they are really helping your progression through the game. Dying
Light is a very difficult game, but if care is taken with leveling up
and purchasing necessary upgrades for different play styles, the game
becomes accessible for both fight and flight strategies, offering a
dual dynamic to how objectives can be completed. I found myself
often using combat at first to be the best strategy, as close
quarters left me with little opportunity for evasion. After leveling
up a few times, I was able to plow through several zombies to create
a chance for escape, and then use my higher parkour skills to quickly
get out of trouble.
The game often puts players into tense situations where it feels you are only escaping by the skin of your teeth and with your heart in your throat. The game has many levels that build suspense gradually before ultimately reaching a climax in the form of a set-piece that builds upon the suspense to turn it into actual fear. The mixture of the game's intensity as well your own sharpening of the skill trees given to you, create many memorable levels that make this game unique. It hardly gives you a chance to breathe yet never lets you feel disadvantaged with what you're given if you take the time to work for the upgrades. In Dying Light, if you die, chances are it is your fault and your strategy may need to be revisited.
The game often puts players into tense situations where it feels you are only escaping by the skin of your teeth and with your heart in your throat. The game has many levels that build suspense gradually before ultimately reaching a climax in the form of a set-piece that builds upon the suspense to turn it into actual fear. The mixture of the game's intensity as well your own sharpening of the skill trees given to you, create many memorable levels that make this game unique. It hardly gives you a chance to breathe yet never lets you feel disadvantaged with what you're given if you take the time to work for the upgrades. In Dying Light, if you die, chances are it is your fault and your strategy may need to be revisited.
With that said, the ending of the game
seemed to throw that philosophy out of the window. I found it an
immensely frustrating practice of trial and error, as the game threw
an insane amount of zombies at me inside of claustrophobic corridors
and expected me to be able to juggle battling them all at once while
performing death-defying jumps. I understand that a game expects
players to be able to perform all the mechanics given to them by its
final moments, but as I died repeatedly I began to think it was not
operator-error making the frustrations, but rather poor level design.
The entire campaign of Dying Light is fair with its difficulty and I
never found myself not within reach of an exit when things got tough,
until this point. It's unfortunate that such a fun game left a sour
taste in the mouth of a player in its final moments, ultimately
making the last emotion felt on the game that of frustration.
Dying Light's much publicized day and
night cycle is one of the staples of the game. Though the game is
intense throughout many of the levels, once the sun goes down in
Harran, the game completely changes. Though you are never fully in
control, during the day the game gives you a enough of a heads up to
try and manage tense situations. But at night you become helpless.
Quicker zombies and the introduction of more powerful foes make night
time sequences genuinely frightening. I found myself unable to stop
running to try and engage in combat. I could hear what was behind
me, but I dared not turn to see it. Where most games look as though
they just used a darker filter to simulate nighttime, Dying Light
turns pitch black and you have nothing but the beam from your small
flashlight to illuminate what is ahead of you. Dying Light flips its
own script and makes you feel like prey and unless you can move quick
enough to reach a safe-zone, you don't have much of a chance of
seeing the sun rise again.
Dying Light is commendable for being a
new IP that is not afraid to take chances with new unique mechanics
such as its day and night cycle. My time in Harran was a surprising
delight and I cannot wait to go back. Most importantly, Dying Light
is a solid game that feels good to play. The first person parkour is
fluid and effective, once you master it, and combat is delightfully
disgusting as you plow through zombies on your way. Despite a
forgettable story and a big hiccup in the final moments, Dying Light
has proved itself as an interesting IP and a great experience.
8 out of 10
Great. This is a game
definitely worth your time. A game that is extremely fun and does a
good job of being fresh and inventive. This game may have only a few
issues that keep it from being something truly special.
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