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Dying Light

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Dying Light – Techland, a game developer from Poland, has experienced quite a lot of waves during the 21 years of “fighting” in its gaming village.

Although owning a small fan community, but also enthusiastic enough for its “gut” products like Call of Juarez or Dead Island, maybe Techland needs a new name enough to “upgrade” and show people how much their potential can be.

And so Dying Light was born, the fruit of Techland’s efforts after escaping from Deep Silver’s “grip”.

Dead Island may bring in quite a large revenue, but Techland said that Dying Light is the Dead Island game they have always wanted to make.

After the first images and impressions, surely many people will think that Dying Light will just be a Dead Island version plus a “parkour” mechanism (running, jumping, and crossing terrain), and of course, the game is not clowned free from criticism on the subject of “old” zombie.

Can Techland get past that gossip and deliver a unique, stressful but equally engaging experience as promised before?

In Dying Light, players will play the role of Kyle Crane – an undercover agent of the humanitarian organization Global Relief Effort (GRE), infiltrating the city of Harran that is ruined by the zombie epidemic covering all over this land.

Crane’s mission was to find a way to retrieve a secret file containing a potential antidote for the plague from Rais, the dictator who led the group in Harran City and had to try not to be identified. your calculation.

It’s not hard to see that Dying Light borrows a lot of elements from other games.

From Dead Island’s combat style that focuses heavily on the melee and moderately-scaled open world of Dead Island, the parkour mechanism in Mirror’s Edge to Far Cry 3’s “light” role-playing element, but Techland has proved extremely extreme. “Ingenious” when mixing all these factors and creating a diverse experience, interesting and extremely attractive.

Combat in Dying Light is not that different from Dead Island.

The role-playing element of Dying Light has many similarities with Far Cry 3.

Crane possesses 3 skill classes: Survivor, Agility, and Power.

The remarkable point is that all three branches have their own three columns of experience points.

The Survivor column can be filled by completing quests, assigned challenges, saving people in distress from Rais’ zombies or limbs … Experience points for Agility are added every time the player climbs or overcoming obstacles.

Finally, the Combat column in “classic” style, makes the opponent “bleed” as much as possible!

This division of the three skill branches helps to motivate players to participate in different activities, as well as to exploit all the parkour skills and to fight in the game, with no skills holding each other.

This once again proves the player’s freedom in Dying Light.

The final highlight of Dying Light is the sheer amount of content available.

In addition to challenges such as killing zombies for a certain period or running away from the marked area on the map without being detected, the cooperative game mode (co-op) also brings a few challenges quite interesting like… racing to the airdrop point or competing to see who “picked up” the most!

The number of side activities in Dying Light is still abundant: escorting one person to a safe point, scrambling for supplies with Rais’ limbs, “unlocking” the Safe House, entering the quarantine zones …

However, the real game begins when night falls …

It was a sentence that made me curious about Dying Light, and it was not until I spent my first evening in Harran City that I fully understood the “depth” of that statement.

Imagine zombies in The Walking Dead in the morning starting to turn into zombies in the movie 28 Days Later in the evening, good luck!

In the evening, zombies become more sensitive to noise, one of them can even … evolve and chase Crane (while in the morning, moving at … crawling speed). They become more crowded, more aggressive, continuously screaming at the sky.

However, they are nothing when “bloodthirsty” Volatile floods begin to enter the game.

In the morning, they lurk in dark, damp places. At night, Volatile started to go out and start “hunting”.

They are very “strong”, run, although not as fast as the player, but … do not get tired, know how to climb in moderation and of course never go alone.

Even when the writer was holding a super-powerful ax in his hand, slashing Volatile like … “slashing bananas”, after a while, they had to run away for a while because they were “crowded”.

When there are 3 more companions in the game, things are not getting better, everyone… run!

Actually, avoiding Volatile is not difficult if you are familiar with the style “hiding” in Far Cry.

Turn off the flashlights, get out of sight, and run “for a long time” home safely.

However, for some reason, the writer loves the feeling of “being” chased in Dying Light, a dose of adrenaline that stimulates the spirit of extreme refreshment, as well as practice more my parkour skills.

Dying Light also supports players to “visit nature” at night by increasing experience points during the activity.

The “cat and mouse” race in Dying Light probably never gets old and boring, when the “villains” during the day become “prey” at night, it is a role swapping impressive level!

where can you get a Dying Light online

Dying Light Anniversary Edition – Xbox One: Buy it now

Dying Light The Following Enhanced Edition (PS4): Buy it now

Dying Light (Xbox One): Buy it now

Dying Light: The Following – Enhanced Edition – Xbox One: Buy it now

The plot of Dying Light does not really stand out, but the game describes the relationship between Crane and the supporting characters quite well throughout the game, so the story of each side quest also has a certain depth.

However, that is just “superficial” only, in fact, most of the tasks in Dying Light are stereotyped with the motif of finding and bringing something back to the assignor, or looking for someone’s whereabouts.

In the online role-playing game (MMORPG) genre, they are called “fetch quests”, and although the number of side quests in Dying Light is small (44 quests in total) they make me feel “familiar” because the stereotype is extremely boring and lack of creativity.

Not only that, the writer has no motivation to perform the side quests at all because the rewards in the game are very … poor.

In Dead Island, players can completely own the “poison” weapons after completing the work assigned by the NPCs.

In Dying Light, after 25 hours of play, the writer still has not seen any “weapon” given as a reward, only money, experience points, weapon upgrade materials, or very much the “mod” weapon (which has not changed much compared to Dead Island) only.

“Why 1 on 4?”, This is something I wonder deeply while playing in “Be the Zombie” mode, because it is in the core of that “1 on 4” model a lot of problems, both in gameplay and balance.

The focus of “Be the Zombie” is the confrontation between the human faction (4 members max.) The monster Night Hunter capable of using tentacles to move quickly, screams determine the position of the human faction, and the skill “pounce” takes life in… a second.

The human faction’s task is to destroy the Volatile eggs in the evening, while Night Hunter is to stop them.

The formula “1 on 4” is not suitable for the “Be the Zombie” mode and Night Hunter will be the party that suffers the most.

Almost all Night Hunter’s actions can be countered by the ultraviolet light, which will absorb Night Hunter’s stamina and be put in a state of shock, unable to use tentacles to escape.

However, there will be nothing worth mentioning if Night Hunter is not too “weak physiologically”.

The “pounce” skill can completely be controlled with ultraviolet rays, even when the Night Hunter has clung to the opponent.

Thus, just two members on the human side are more than enough to “bully” Night Hunter, let alone four!

Indeed, the “Be the Zombie” mode currently has great potential but has not been fully exploited.

If this is a “2 versus 4” battle (one distracts, the other attacks), then this mode will surely be much better.

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