There are still some creaky bits - textures pop in, sometimes zombies flicker in or out of existence, and while the environment has had some attention lavished on it, the zombies themselves are fairly crude up close. The game certainly looks and performs better than Dead Island, which was always a diamond in the rough. Parkour has long since lost its novelty, both in real life and in games, and the nocturnal race for safety feels like a grungier, bloodier riff on Minecraft - or any of the dozens of other zombie survival games around at the moment. You're advised to take shelter in one of the many unlockable safe houses dotted around the city and speed the arrival of the dawn by sleeping through the carnage outside.īoth are solid ideas, if hardly original. Once the sun goes down, deadlier mutated creatures are on the prowl, and they are both more tenacious and agile than the basic shambling ghouls. The other notable addition to the Dead Island formula is a day and night cycle which dramatically alters your chances of survival. There's a definite Ubisoft influence in the icon-spattered map, but also in the missions that have you ascending Far Cry-styled radio towers before ziplining back down again. Your common or garden walking corpse can't climb, so providing you stick to higher ground, you'll be unmolested as you chase quest markers across the averagely sized map. That job, of course, is keeping you out of the clutches of the undead which congregate in Harran's streets and shanties. It's never particularly elegant - this is more frantic scramble than effortless grace - but it gets the job done. Hold that shoulder button down when sprinting or leaping, and you'll grab whatever ledge you're looking at. This is a one-button affair, mapped to the jump command. One major difference is parkour, that once-zeitgeisty method of locomotion that sees you mantling up ledges and leaping from rooftops like an excitable flea. And the co-op gameplay is the same, as up to three others can join you as you leg it around the quarantined South American city of Harran, performing fetch quests, looting crates and earning XP. The crafting is identical, in function if not form, allowing you to add elemental damage to your weapons through blueprints and upgrades. Even the stamina bar, which depletes every time you swing a pipe or wrench, is the same. ![]() ![]() The kick you use to keep the undead at bay is the same. Price and availabilityĭying Light doesn't just resemble Dead Island in its setting or style, it repeats entire gameplay features. The developer is back with a new open-world zombie game that is almost exactly the same, but more polished and with added parkour. Good news for everyone who fell for the scruffy charms of Techland's Dead Island back in 2011.
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