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Combined, these two things make Dying Light feel unique. It also adds a delicious urgency to getting stuff done during daylight hours. Stumbling into a closed space is suddenly terrifying: especially when your torch begins to flicker and unspeakable things start lurching out of the gloom. Things are different when the sun goes down, because unlike every other game ever, night is actually dark. It’s pretty instinctive - I had faith that running in correct direction would usually lead me to safety - but until you’ve levelled up your skills, there’s a distinct feeling that you control more like a weezy uncle than dashing free-runner. That said, it’s not so much parkour as just ‘jumping’.
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During the day, you’re only ever one van roof away from relative safety, because standard Infected can’t climb. Nailed bludgeons aside, your main weapon is agility.
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I don’t expect a zombie parkour game to have the literary flair of Bioshock - primarily because I just described it using the words ‘zombie’ and ‘parkour’ - but when you’re forced to join Crane on a personal journey, these inadequacies soon grate. Zere and siblings Jade and Rahim - but the rest are merely static mission dispensers. A few NPCs stand out - most notably cuddly scientist Dr. Hero Kyle Crane is little more than a gruff pair of trousers who scampers up things and says ‘fuck’. This feeling is aggravated by some ropey characterisation. It’s one disappointing example of many, and it contributes to the nagging sense that you’d rather be out hitting the restless dead with pipes. Worse still, his mum turned out to be made of buckets and was thusly unable to truly appreciate either the movie or the chocolates. When I delivered this stuff, he still wouldn’t give me the drugs. This meant searching a DVD shop for a movie - because apparently, even video rental can be raised from the dead - and sourcing a box of chocolates. One especially wretched objective had me appeasing a disturbed man’s mother in exchange for medicine. It’s intended as a way of keeping you engaged instead, much like staring at the night sky or counting my Twitter followers, it made me feel inconsequential.
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Too many end in explicit failure, such as chasing airdrops for long-gone loot, or routine chores doomed to end in betrayal. Perhaps because of this, the story missions are the weakest part.
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