![]() ![]() ![]() By the game's conclusion, Crane and his remaining friends face the ruthless leader in a number of set-piece battles. On top of serving as Dying Light's primary human baddie, Rais also takes part in many of the story’s unexpected twists and conspiracies. The Runners are the game's “good guys,” helping others survive and always hunting for Antizen.Īpart from the infected, Crane and his newfound friends also fight warlord Rais and his army of thugs. Crane spends his time helping the Runners, a group of survivors who have found relative safety in a building dubbed “The Tower.” This also serves as a sort of home-base for players. Much of the plot revolves around Antizen, a powerful drug that doesn't cure the virus, but keeps its worst symptoms at bay. Of course, both are under attack by a virus that's turned most of its citizens into flesh-eating monsters.įrom there, Crane must recover some sensitive intel, but it's not long before an infected foe bites him, shifting his priorities considerably. The GRE drops Crane into the fictional Middle Eastern-inspired city of Harran, which contains two sprawling areas: the Slums and Old Town. ![]() At the beginning of the game, Crane is an underground operative for the Global Relief Effort (GRE), a seemingly humanitarian branch of the government's Ministry of Defense. Dying Light: The story so farĭying Light put players in the boots of protagonist Kyle Crane. Players could also utilize UV light to stun powerful foes, such as the night-stalking Volatiles. There was also a deep system for crafting deadly traps. The game utilized a day/night cycle, which saw its ugly enemies become stronger and more aggressive after dark. These included a number of passive perks and buffs, as well as some more significant options, such as a grappling hook, or a death-dealing combat move.īeyond Dying Light's most defining elements – many of which Techland had previously toyed with in 2011's Dead Island – it also featured some other notable mechanics. The RPG progression system, broken into Power, Agility and Survivor categories, allowed you to invest experience points into your preferred upgrades and unlocks. The parkour abilities, along with your combat and survival skills, were also continually evolving via skill trees. You could walk the city's streets, but it was far more fun - and safe - to stick to higher ground, traversing rooftops, balconies and anything else out of harm's way, using an arsenal of acrobatic skills. The game’s open world was essentially a playground, built around a fluid first-person parkour system. ![]() By gathering resources and collecting blueprints, players could fashion upgrades that leveraged fire, electricity, poison and other life-siphoning effects to deliver maximum damage.īeyond the focus on melee combat, Dying Light stood out for its novel take on navigation. Techland complemented the ability to brutally carve up zombies, from brain-stem to bellybutton, with a crafting system that encouraged creativity. This resulted in the sort of gory, in-your-face encounters that shooting foes from afar just can’t match. Foregoing the usual arsenal of firearms and explosives in favor of an inventive assortment of melee weapons, Dying Light focused on visceral, up-close combat. ![]()
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