Wot I Think: Dying Light

Dying Light [official site] is the new zombie game from the creators of the original Dead Island. Adding parkour to the first-person melee combat and crafting of the original, it has the appearance of a game suffering something of an identity crisis, packed with repurposed elements but lacking a clear direction. Review copies arrived late, causing eyebrows to raise in suspicion, and after several days and nights with the game, I’ve emerged with extensive thoughts.

Curiosity kills the cat-like. I've perfected my parkour and can scarper up the side of a building faster than Peter Parker. Thanks to agility and power upgrades, I can effectively sprint across the scalps of a zombie mob, kicking a few craniums into touch as I go.

I'm at a late point in Dying Light's story mode and thanks to the time I've spent levelling up my abilities and crafting overpowered electrocution biffsticks, nothing that walks during the relative safety of the daylight hours should be able to lay a finger on me, let alone hurt me. And yet I can't seem to spend more than a couple of minutes outside a safe zone before trouble finds me or, more accurately, I find trouble.

The beauty of Dying Light is that there's always something happening. The slums and their surroundings aren't the most evocative of settings – although they can be strikingly beautiful – but they feel alive in a way that is rare in expansive glossy gamespaces. As you wander the streets and leap across the rooftops, you'll often hope to be distracted from whatever humdrum errand the dreary cast have set for you. The game never fails to deliver. Whether it's a lone zombie, stumbling through the streets like the lost member of an apocalyptic pub crawl, or a random gang of marauders armed to the teeth, there's always somebody to play with.

Fancy leading those marauders into a massive crowd of zombies? You can do that and then watch as all hell breaks loose. Perhaps you'd prefer to taunt your enemies from a rooftop, lobbing knives, throwing stars and molotovs from on high? Fair enough, but don't be surprised if they manage to find a way onto your perch. There might even be a nearby trap that you can remotely trigger, causing an explosion that brings every dead thing that can crawl or walk into the vicinity.

Dying Light is consistently entertaining. As soon as the overlong prologue is out of the way, the plot mostly takes a backseat and leaves you to speed off in whatever direction you choose. You could become a scavenger, sneaking through buildings to find junk that can be transformed into deadly weapons, or you might enjoy exploring the rooftops, and trying to gain access to the secluded and secure nooks and crannies of the world. If you're as amused by the satisfyingly solid melee combat as I am, you could spend an hour or two squishing skulls.

Each of those activities will help you to progress through one of the three skill trees – Agility, Power and Survival – and, as I did, you'll transform from a man capable of carrying sixteen large metal pipes in his pocket while leaping from one building to another, to a man capable of kicking zombies to mush while gleefully bouncing around the city like a deranged Zebedee. Did I mention that Dying Light is gloriously entertaining?

There's a catch. There's always a catch, and in this case you might be able to guess what it is. If you've ever played a game, or paid any attention to the kinds of games that people play, you'll probably be aware that Dying Light appears to have borrowed all of its bits from various places. It's Dead Island with a bit of Far Cry 3, plus some AssCreed parkour, and so on and so forth. Of course, at some level everything is an amalgamation of influences and borrowings, but Dying Light looks like a particularly obvious magpie, with a collection of shiny things plucked from elsewhere.

That does mean it's rarely surprising. Everything works as you probably expect it to but, on the whole, all of the parts work exceptionally well. There's no small amount of skill involved in the combination of all these elements. If I were to criticise the game for being derivative, I'd perhaps say that it feels more like craft than art, but it's certainly good, solid crafting.

I'll move onto the most original aspect – the day/night dynamic – in a few paragraphs, after covering the basics. Melee, which is the bulk of the combat, feels weighty and has some extremely effective hit locations. Thwack a zombie on the back of the legs and it'll buckle to the floor, where you can continue to pummel it, preferably aiming for the head, which will burst like a melon in a war. Strap a couple of batteries and a power cord to a weapon and it'll cause limbs to twitch as the corpse collapses. The violence is extreme and when I was splattering a shambler over a wall becomes just a little too amusing, I often had to remind myself that they're already dead. It's fine. I mean, I probably shouldn't find killing dead people quite as funny as I do, but it's definitely fine.

Physics have been improved since Dead Island and the use of vertical environments means you'll spend a lot of time pushing zombies off things. This is to be encouraged, as is climbing out of reach and then making a racket so that zombies on nearby rooftops decide they want to eat you and foolishly launch themselves into the air. I can honestly spend an hour just walking around and watching the way they interact with the world, confused and sometimes weirdly tragic.

All of that climbing and jumping is courtesy of the parkour system. It's – ahem – leaps and bounds above anything that AssCreed has ever offered. Ubi's series is fine if you want to drive up the side of a cathedral by pressing 'W' or pushing a stick forwards, but Dying Light's parkour is about precision. You'll need to target ledges to grab onto them, which means a lot of your ascents will be slow and thoughtful. Eventually you'll move fluidly from one foothold to the next, but it'll take time and mastery.

The physicality of your avatar's body is strong as well and while there are occasional oddities – most often, I grab a ledge a split second after seeming to have fallen past it – the sense of being present in the world rarely fades. Even though you're doing impossible things, your character never has the invincibility or biological get boosters of a superhero. Every action feels like it requires effort, even if climbing and jumping never seems to drain the stamina bar that a few pipeswings will diminish completely.

And then there's night time. A couple of missions in, I was ready to throw a tantrum about how the danger of the darkness had been wasted. It seems as if the switch to the city at night is going to be a scripted occurrence, for certain story missions only, but thankfully that's not the case. All the time that you're outside a safe zone – areas that can be unlocked by clearing of unlife as you explore – a timer is ticking down, and eventually you'll be warned that you only have a few minutes to get to safety. That can lead to mad scrambles and desperate mistakes. Nothing worse than being pinned down by a crowd of hungry corpses when you need to be two blocks away, tucked up in bed in a brightly lit compound.

At night, you see, the real monsters come out to play. Capable of beating you in a race and equal to your climbing skills, the Volatiles are Dying Light's true horrorshows. You can run from them, pressing 'B' to glance over your shoulder as they chase, but that's only advisable if there's a safe zone nearby. They'll catch you eventually. Instead, you should hide.

Night time is either a panicked chase or a stealth game. The Volatiles are marked on your map, vision cones and all, and it's possible to evade them as you make your way home. It's another borrowed element, I guess, but, like the rest, it's well executed. There are tricks that make the night less formidable but it takes a while to discover them. Until then, it's better to rest somewhere safe and wait until morning. Except, experience points are doubled at night, so there's a reward at the end of all that risk.

Like so much else, night time trips aren't just a means of gaining experience, they're a way to make new stories. I've taken to setting myself meaningless tasks, with half-baked roleplayed reasons for carrying them out in my head, just to spend time playing in the world.

There's a reason I've spent so long writing about making my own fun and my own stories, and that's because Dying Light's most notable failing is in the story department. The main character is mostly dull but occasionally transcends tedium by behaving in a manner so incredibly stupid I was almost reduced to screaming at my screen.

He's working for The Man, you see (The Man is the GRE, represented by A Woman with a sinister voice that you must report to on your radio) and if The Man tells him to burn all of the drugs used to treat viral infection, that's exactly what he'll do. After all, The Man is working in the best interests of innocent civilians, even if it just looks like they're doomed to be collateral damage in some obnoxious power struggle. Continuing the borrowings, there's one villainous sort whose every scene could be taken from a failed Far Cry villain audition tape.

On the whole, the dialogue and plot are as forgettable as they are predictable, and the best thing to be said about that side of the game is that cutscenes and conversations can be skipped with the push of a button. You'll miss nothing of importance by skipping them. Missions require you to go from a safehouse to a marker on your map, usually to collect something, occasionally to talk to and/or kill somebody. Sure, that's essentially the kind of task I set for myself when I'm ignoring the missions, but at least I don't pretend that anything I'm doing is for the greater good. I'm playing and when Dying Light ignores its plot, it's very good at letting me play.

There are times when you'll long for wide open spaces or a little more colour in the world, and the sheer quantity of stuff that you end up carrying around can seem overwhelming from time to time. You might even find yourself bored despite the emergent scenarios cropping up on almost every street corner, but then you'll be out late in the evening and in need of medical attention, and you'll see a pharmacy sign flickering in the distance. Suddenly the world feels that little bit more credible again, firmer somehow. You might need alcohol to add to the gauze you find, and then you'll see the neon light of a bar blinking on and off a couple of blocks away.

Maybe the door will be surrounded by zombies, or maybe it'll be blocked. Either way, let's say you painstakingly and silently make your way to the roof, one eye on your watch, and look for a way inside. Tension rises as you realise there are only minutes to spare before the Volatiles emerge.

And so you think, fuck it, and you lamp a zombie off a roof into a puddle of petrol and trigger a trap to set the poor thing on fire, watch as it stumbles into an oncoming horde and lights them up, only leaping from your perch to finish off the half-cooked crawlers with a hammer to the back of the skull. Or you shove your boot in a biter's mush just as it's about to grab you, and cackle as the momentum shift sends it reeling into a set of spikes sticking out of a traffic barrier.

That's when you realise there's something of Dark Messiah about Dying Light as well, and it's when you can finally tick that last box.

BINGO

Dying Light is the Frankenstein's monster of AAA games, an undead craft project made up of scavenged parts. As with the monster, however, Techland's latest is more than a shambling, stitched up chimera. The movement and melee feel solid and convincing, and although the world isn't as varied as I might have liked, it's a fantastic playground for thousands of emergent scenes, from panicked horror to improvised farce.

Like the best open world games, it's a factory for anecdotes and you'll create plenty of gems in its company. That's worth celebrating, no matter how derivative the various machines in that factory might be.

Dying Light is out now. I’ve spent a little time playing cooperatively and haven’t found any major issues, but I’ll write more about that and the asymmetrical Be The Zombie mode early next week.

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65 Comments

  1. Paul says:

    Positive huh? Didn’t expect that from RPS.

    • montorsi says:

      No mention of the Witcher in your comment. Even less expected!

      • Paul says:

        Why would I talk about Witcher under review of Dying Light ? Please tell me.

  2. Loyal_Viggo says:

    What this game needs is a Nazi Zombie mode.

    Then I’d be all over it like a man with no arms.

    • Thunderkor says:

      Well, no Nazis, but sometimes if you break a zombie’s bones, you get this cool little x-ray window on them showing the break. It’s similar to that cool x-ray kill cam Nazi Zombie Army has.

  3. DigitalSignalX says:

    Great WOT, also found myself looking for anything original and agree completely that it’s only unique in its mixture of other game mechanics. Technically the game does need some polish, as FPS tends to oscillate wildly, and its not optimized in the slightest for multi-GPU card rigs. Mouse and KB use is fluid and responds nicely, with no discernible acceleration or delays. it even has a TB approved FOV slider.

    It reminds me a lot of Shadow of Middle Earth in regards to depth: if you like killing zombies (orcs) in a myriad of interesting ways, this game does it amazingly well with superb graphic fidelity. However if you’re looking for plot, fascinating character development, or really anything else other then killing zeds, this isn’t it.

    PS: Flares are pretty easy to craft, and you can plant a whole string of them toward a safe zone to keep Volatiles from chewing you up.

    • cannedpeaches says:

      Welcome to 2014/2015, I guess. The era of “we stirred in a bunch of great things from other places into our otherwise-boring thing and made a relatively good thing”.

    • marano says:

      The difference is that Shadow of Mordor is based on killing enemies, rather than avoiding them.

      Although I realise opinions differ, I found it quite surprising that this review was so positive. The way I experienced dying light is a speedy parkour game without any depth whatsoever. I won’t delve into the ‘storyline’, it’s that bad.

      dying light is wrapped in a pretty ‘box’ graphically, but its game mechanics barely allow you to enjoy that. You’re always on the run, climbing on rooftops and basically avoiding all confrontation. For me, this became extremely boring, very quickly.

      Anyway, opinions right?

    • Punk0 says:

      You did notice the reviewer said there were tricks to dealing with Volatiles but didn’t give them, right? That’s because he was smart enough to know that many people would like to figure them out for themselves. Thanks for the unwanted help.

  4. Premium User Badge

    Thurgret says:

    Good piece. Not that I tend to expect such answers from feature pieces on RPS, but how’s the multiplayer?

    • Lyrion says:

      I don’t know much about the be the zombie mode, but the co-op is fun. It is just like the singleplayer but with more people. The added bonus is that when you do missions or side missions you can press a button to start a competition with the fellow players and they give some xp rewards to the player that wins. These competitions can be: kill the most zombies, get to that location first, do the most damage ect…

  5. Siimon says:

    Some of the big flaws of this game are: Melee is often unsatisfying. Why can you bonk someone in the noggin’ half a dozen times and have nothing happen? Why can’t you consistently hit where you are aiming? Why can some enemies block your attacks like its nothing? Why can people dodge a low kick in the legs by -ducking-?

    As for parkour… maybe it gets better later on, but in the beginning, it has none of the magical flow that Mirror’s Edge produced, and none of the satisfying “OK I made it to the top… now I get to jump off and soar through the air on the way down!” that Far Cry 3/4 has.

    The story is ok, but the characters you meet leave something to be desired. Mots of them don’t acknowledge you by looking at you. Say you just brought in a years worth of supplies, well, all you get is a sarcastic “That should really help us a lot thanks soo much” by some dude who cant even be bothered to look away from his clipboard. Doesn’t help that the voice-acting is horrid in most cases nor does it help that so many characters look so much alike. It is annoying when you do things for people, or confront people, just to have them spew nonsense and make you run stupid errands when bashing them in the face would have been so much more helpful. It is annoying that anytime you make a mistake (eg. fail a mini challenge) some guy insults you and/or calls you a loser – which gets even more frustrating when you lost the challenge due to the game’s arbitrary limitations. It is annoying when zombies come up and kill you during a cutscene.

    • OmNomNom says:

      I usually find RPS ‘reviews’ to be on the money, it’s one of the reasons I frequent this great site although recently they have started seeming farther off the mark than normal.
      This reads to me like a rather positive review but in reality this game is very much a rehashing of the rather flawed Dead Island series and really is just another uninspired console port.

      The graphics are mediocre at best, as is the sound. The melee combat (which lets face it is half of the game) is woefully uninspiring, no weapons really give any feedback; you may as well be hitting a teddy with a piece of foam. The story might as well not exist, and I really wish the dialogue / cut scenes didn’t.

      If you played Dead Island and loved it or you want a very unchallenging casual game to while away a few minutes with then maybe you’ll get some fun out of this one but for me its a repetitive drudge through far too familiar territory.

      Oh and the parkour is nowhere near the standard of Mirror’s Edge (or Titanfall)

      • Poolback says:

        I quite disagree with you on all those points. I find the graphics quite gorgeous, especially in the second city.

        The combat always gives good feedback, especially with swords/knife/katana, as you can precisely aim at wich part you want to cut. If you use a regular club and hit on the head, you’ve got Mortal Kombat’s Xray style that shows you wich bone you have broken. I don’t really understand what you mean by “giving no feedback”. The story is at a Farcry 3/4 level, which I think is alright for an open world FPS.

        And yeah, you don’t have horizontal wallrun just like Mirror’s edge/titanfall, but if you work on your agility skills, you have pretty amazing Parkour moves you can do, and you perform the earlier ones a lot more rapidly and smoothly. Be level 15 (a bit more than halfway through the skills) and you have the same feeling as Mirror’s Edge.

        • Derpa says:

          Truthfully Siimon and OmNomNom just give off the feeling they half-empty type people.

  6. rcguitarist says:

    Sounds like a game I’ll pick up when it’s $5 or less aka a rental.

  7. fish99 says:

    8 hours in and I’ve been completely avoiding the nights so far. TBH I didn’t even realize time passed, I thought the night bits were all scripted. I took note of where the sun was for about 20 minutes of real time and didn’t see it move, although that was before the first night mission, so maybe the time passing is switched off until that point.

    Still not sure double XP is enough to make me go out at night, it’s scary :o

    • cafeoh says:

      Until the first mission where you are introduced to the Volatiles and night time mechanics (which is already incredibly scary in itself), the night doesn’t trigger by itself. So indeed, if you stop and look at your watch (you didn’t have to actually look at the sun location, you can see the time in the inventory/mission/skillls/… menu and even directly looking at your watch once you get the weapon throwing skill, which I prefer to do for immersion) the time won’t change. But funny enough while you keep going through the games little mission checkpoints, it’s like you’ll gradually unlock the time for another half hour for example, effectively making the time go by naturally (albeit quicker of course) if you go through the mission without getting side-tracked.

      God, that first night though. When I was done with it and made it back to the tower I thought to myself no amount of Silent Hill, Resident Evil or other wannabe horror games like Dead Space ever made me feel like that. It felt much more like an actual, legitimate sense of danger, something Soulsish perhaps. I don’t go out at night anymore, sometimes I tell myself “It’s like 150 meters, what could go wrong?” but I quickly backtrack and curl into a ball next to incomprehensibly calm NPCs in a safe spot, before going to sleep.

      • fish99 says:

        You’re saying progressing quest stages advanced time, but otherwise it never advances if you just stand still?

      • revan says:

        I am honestly dreading that mission and there is this gut feeling I’m about to trigger it. I was spooked by the first task in the rail yard already, and that wasn’t even a proper night mission. Stationary zombie spooked the hell out of me when I turned on the flashlight and it was just standing in the foliage right in front of me.

        I really can’t stand survival horror games, my nerves get shattered quickly by all the anxiety and expectation of something horrible to jump in front of me. Regardless, I’ve decided to play through this one, come what may.

        • Kitsunin says:

          If you’re legitimately, seriously worried, it might help to remember that if you do die, there isn’t much punishment for it. I think you get a nice survivor exp bonus if you do stuff during the night and then go to sleep/make it ’till dawn without having died (I’ve always died so far D: ) but aside from that, getting your butt chased down isn’t a big deal.

          I love the tension myself, and the night-time gameplay is seriously cool, but if you approach it casually it doesn’t have to be too scary.

          • Lyrion says:

            It is dependant of level but at the moment if I die I lose 600 survivor xp

          • Kitsunin says:

            Maybe I’m wrong, but I don’t recall getting the “Survivor points lost:” notice when it happens at night? It probably still happens though. Still, that’s an amount which can be made up almost twice by doing one of those random event popups.

          • revan says:

            The only time I’ve died so far was jumping off a radio tower and missing the trash container below. :) Judging by what you’ve said, that’s about to change.

          • Kitsunin says:

            In case someone looks back here, you specifically don’t lose exp when dying at night. The only penalty is the points you miss out on for surviving.

  8. Nice Save says:

    Their website seems broken. Is there anywhere to buy this that isn’t Steam?

    • tk421242 says:

      I have only seen it on Amazon, Steam, Green Man Gaming and Game Stop.. and they all require Steam to activate.

      • Nice Save says:

        Ah, cool. I’ll grab it from Amazon then – I don’t mind using Steam too much when a game requires it, I just prefer not to give Valve my money.

        • Targaff says:

          Amazon, the ethically sound alternative to Steam.

        • DarkLiberator says:

          Valve will make their money anyway, just amazon gets a cut.

          • gwathdring says:

            Doesn’t make a lot of sense, no.

          • fish99 says:

            When you buy from Steam, Valve are the distributor and the retailer so they take a much bigger cut than when you buy elsewhere and Valve just digitally distribute the game to you. It’s probably like 30% vs 10%.

        • Kitsunin says:

          If you ask me, Amazon is grosser than Steam, because of the way they treat authors. At least Steam’s publisher cut is quite reasonable (Amazon’s are probably the same with games, but buying anything from them is supporting their book practises).

          • gwathdring says:

            Their book practices? Take a look at how their warehouse infrastructure works. If you think their book practices are a reason not to buy from them, you might try to take the CEO hostage when you hear about some of their other fine work, if you weren’t already aware and/or on your way to his house as we speak.

        • gwathdring says:

          How exactly do you think Amazon is getting their hands on a Steamworks game without Valve getting a cut?

          But even if we ignore that little gap in though, why give your money to one massive corporation when you can instead still give them money and give money to an even more massive even far more massively unethical corporation the backbone of which is a grotesque system of worker exploitation (from which amazon hides behind third-party temp-hiring and warehouse management entities so that Amazon can stay clean if anyone brings their disgusting house of rot down around their ears and/or if anyone manages to beat the careful design and squeeze in proper worker advocacy), thrives off of exploiting weaker economies that are even more wasteful of resources and harmful to workers than it’s own domestic American enterprises, has much more bullshit in it’s explicit policies than Valve does buried in it’s EULA/TOS, spends vast sums conquering internet and sever and warehouse infrastructure so it can take a huge cut off their sale and mess with it’s competitors across a broad range of industries, bullies competitors and corporate customers alike into giving it the prices and behaviors it wants and giving it a cut of pies it has no hand in short of bluster, wants to fill the skies in major cities with automated flying vehicles delivering crap to rich people faster than they can finish getting ready in the morning, and wants to crush local retail into the ground inevitably leaving only the strongest and most similarly unethical mega-retail chains available for anyone who doesn’t want to spend an arm and a leg and/or wait a week just to get cheap toothbrush from some overworked, under-regulated factory in an exploited economy outside of The West?

          • puzzlepiece87 says:

            Extremely well said. I’m not sure what Valve ethical problem the OP was referring to, but I have a feeling he/she just made a horrible mistake in comparing Amazon favorably to Valve in terms of ethics.

          • try2bcool69 says:

            Whew! Take a breath!

          • Wytefang says:

            You been drinking that weird kool-aid again, ain’t ya?

    • fish99 says:

      Amazon UK have it for £29.16 (instant steam code). Or HYEHZ0-GNKD1A-GFNGMQ should get you it for £30 on GreenmanGaming. Dunno if their prices are any good outside the UK though. Also it still uses Steam.

  9. Bradamantium says:

    Ahhh, the Dark Messiah connection. I saw a spiked board resting on a wall, I saw my spring-loaded kick, and I put it all together. It felt a little like coming home.

    • Premium User Badge

      DelrueOfDetroit says:

      Yeah, I saw a similar screenshot and made the same connection. I have only played Dark Messiah recently but have since been wanting anything comparable.

      I am still wondering if the combat in Dying Light has the same weighty directional melee combat (using WASD to control the direction of your attack which in turn affects the target’s ragdoll physics appropriately) that Dark Messiah has.

      • Fontan says:

        I’ve been missing the kick button in every single game after Dark Messiah, the combat in there was so good.

      • Kitsunin says:

        The whacking is not directional, and doesn’t usually send the zombies anywhere but onto the ground (realistically), so direction wouldn’t matter much, but there are some other techniques you unlock along the skill trees, I’m not far in, but early on you get drop-kicks which send ’em flying and counters which send the zombie running in the direction you’d like. It feels great, though the only single-player game I can compare to is Dead Island, which is weightless and mediocre.

  10. stahlwerk says:

    These high-rises and cranes, can you enter/climb them?

  11. Hex says:

    So…are we getting a Grey Goo WIT?

  12. brotherthree says:

    Looks slightly above average, with lots and lots of polish.

    I could see myself getting a solid dozen hours of enjoyment.

  13. Emeraude says:

    Official site dead for me, Amazon doesn’t even bother to specify anymore, so I’ll try asking here: anyone knows the status as far as DRM is concerned for retail copies ?

    • DarkLiberator says:

      Its a steamworks game, so its safe to assume all retail copies are Steam DRM.

      • Emeraude says:

        Thanks for taking the time to answer that.

        Just wanted to make sure and not get my hopes up needlessly. I guess it goes on the “pass” list.

  14. mf says:

    I have played the game for about 3-4 hours. It seems a bit Dead Islandish on the surface, but DL is much, much more. Im a fan of Mirrors Edge (and no, the game is not Mirros Edge replacement) but the movement system does have a certain degree of satisfaction to it. Vaulting over zombies is oddly fun. So is sliding and breaking knee caps. Could be just me… The movement does get better as you progress, It gets faster and more fluid. I do think they actually got the progression system right. You do feel sluggish at the start of the game but it doesnt make the game unplayable. You can actually have parkour fun right after prologue when the map opens up.
    Combat is as it is. The weapons and traps are fun but you can swing that pipe only so many times before it gets a bit samey. I do enjoy the Dark Messiah “kick them off the ledges/into pools of toxic waste/fire/electricity/spikes” element. There could be something wrong with me.
    So, i’d say its fun. Got it for 30euros from one of the key sites and so far it looks like the most fun I’ve had for a while.

  15. TheSplund says:

    I have reservations about the co-op. My mate and I could never successfully play co-op in either Dead island or Riptide* (LAN or online) with the game consistently kicking one of us out with us not realising and whilst appearing to still be in the game to the other player (though stationary as if going through an inventory), and/or resetting to random previous checkpoints. Now as this comes from the same people, and as the co-op sounds suspiciously the same, I have real concerns that this too will be borked from the start and I will be waiting for it to drop to <£10 in order that the singleplayer element justifies my outlay.
    *no problems in co-op in any other game to date that we've played

    • ZigomatiX says:

      So far the netcode seams pretty good. One of my friends has a shitty connection (250 ping on average with spikes up to 2000) but he can still play without major problems and we don’t see him teleport or act weirdly.
      We ran into random steam issues on day one but so far no major problems.

      However the way missions objectives and quest givers work is a bit boring. All players must be in front of the NPC for the cutscene to launch (u can hold a key to be teleported to the NPC). But it’s boring as hell if you’ve already done those missions and want to wander while others take care of questing. Also no possible split to complete most missions.

  16. wu wei says:

    Would really love to grab this but I’m unwilling to reward publishers who charge Australians more for the same product because reasons.

  17. aepervius says:

    For any fellow german trying to buy it : you will not be able to. it isn’t in sale in germany. They simply decided to not bother with the classification and possible censure. Oh well , plenty of other fish in the ocean.

  18. Poolback says:

    “although the world isn’t as varied as I might have liked”

    Tell me you have played at least to the second half of the game where you reach the second city …

  19. MojaveMusic says:

    I guess it’s good that people who really like both parkour and zombies finally have a game to call their own?

    I dunno, I watched some streamers play it the other day and saw nothing special aside from the dropkicks (which were funny, but that’s hardly a reason to buy a full-priced game).

  20. Morcane says:

    2015 starts with a bang – the non-indie Dying Light is actually a good game. Shock horror. Warner Brother Games is surely picking up speed, after the surprise of Shadows of Mordor out of their stable last year.

    Yea it isn’t … innovative, it just pulls elements from a few games together excellently (and that already is quite hard).

    Both Mordor and this game focus on that elusive ‘game feel’ and give it to you in spades. This is Dead Island, but also so much more. A big world to roam, visceral and bloody melee combat (getting a machete is just splatter house and oh so satisfying), properly scary night-time zombies, dumb daytime zombies which can be avoided but still sting when you make a jumping mistake, fluid parkour (10/10 for that, it’s brill).

    At the start you feel like a wimp and you kind of have to invest some time to get to the juicier skills and weapons but once you get there, it gets really enjoyable.

    I’m really really enjoying this one. It’s fab.

  21. Josh W says:

    This game is odd, with all the obvious references that were there, the game it most reminds me of is skyrim. I don’t know if it’s the pacing of combat, or the enemy density, or what, but it just feels like it’s built from the same kind of mindset, that kind of broad, slightly leisurely, slightly fraught, wander the world feeling. The far cry games feel just a little bit more focused, with more distinction between quests and distractions, and with more demarcation of the shape of the world.