![]() Valuable items such as Jewel Boxes can be found in chests, usually those chests which have locks protecting them. You'll find money on dead zombies but mostly in cash registers in shops. In particular, money gives you the option to buy items, equipment and weapons from any of the vendors. Always check rooms for loot It may seem a little dull but looting is going to make life alot easier. Players can climb just about anything in the game, but scaling a building is best done using ledges, window frames and scaffolding rather than looking for stairs or direct access points. Of course, use caution to avoid falling and even consider the skill perk to reduce fall damage. To avoid zombies during the day simply take to the roof tops where you can explore the world unhindered. Avoiding Zombies - Stay up top During the day, zombies congregate on the streets, usually in small groups. Dying in the game will reduce your survival points, punishing you for taking too many risks. It takes around 15 hours to complete the basic Dying Light quests but this increases to 50 hours if you go for side quests, challenges and maxing out your character. I'll be covering everything from the open world and exploration to surviving the night and upgrading weapons. In this strategy guide I'll be sharing some of the tactics that have helped me through the game. Not often enough, mind you, but damn, does it have its moments.Dying Light is a brutally fun but immensely difficult game, there's no doubting that. ![]() We get Dead Island and Dead Rising and Nazi zombies and all the other half-assed, goofy genre schlock.ĭying Light tries to be more. So much potential, and it’s seldom used to fruition. It’s a setting ripe for Oscar-quality heartbreak. People are tired and stressed and looking for some last shred of humanity in the world. There’s not enough food or medicine to go around. It should be easy for zombie games to elicit some sort of reaction from me. One series of missions I actually said “Oh damn” out loud as grim realization dawned on me. There are certain pieces of the larger puzzle though-a side-quest here, a random event there-that actually approach the genius of that Dead Island trailer. I don’t want to give any of them away, because that would spoil the impact. It’s a shame because Dying Light has moments. I’ll just sit here and grind my teeth down to nubs as I cross the map for the hundredth time. Of course, a better solution would be to, you know, not rely on fetch quests for every single mission in the game. Ha ha, Techland, you got me! You acknowledged that I hate feeling like I’m doing fetch quests! Congrats! ![]() During one of these interminable missions your character, the bland-as-grass Kyle Crane, talks about how even he feels like he’s just doing fetch quests. In Dying Light, it’s the fact that the game consists mostly of inane fetch quests taking you back-and-forth across the map for little-to-no reason. ![]() It hits all the beats it’s “supposed” to hit and nothing more.Īnd I literally just brought this up in my Saints Row: Gat Out of Hell review, but Dying Light also does that thing where it knows it’s doing something annoying, and instead of the developers just fixing it they instead put in a line of dialogue to “jokingly” explain it away. It’s not even a bad story, but it’s predictable from start to finish. Like Far Cry 3, it’s one of those games where you sit around waiting for it to surprise you and it never does. The system’s a bit clumsy to start, especially as you learn the basics of “Look at the ledge you’re trying to grab,” but by the end I was hauling ass across the city with ease, trailed by loads of zombies as I jumped fences and slid under traps and scampered up building facades. It’s easy to throw out Assassin’s Creed or Mirror’s Edge as comparison points but I honestly think Dying Light is more polished and fluid than either of its influences. Parkour is new, and it’s just as polished-as in, sometimes janky but you forgive it. If there’s one thing I miss, it’s Dead Island‘s more precise analog-stick controlled combat, but I quickly got used to the one-button system used in Dying Light. Swords, concrete rebar, pipes, machetes-there are all kinds of ghastly ways to knock zombie heads off in Dying Light. The combat was never that franchise’s weak spot, and it comes over (mostly) intact here. It all works pretty decently too, which should come as no surprise if you played Dead Island. It’s pretty easy to describe Dying Light as “ Dead Island with parkour” and stop there. 2) A focus on hard-hitting melee combat with all sorts of weapons. ![]() You can trace Dying Light‘s Dead Island heritage pretty easily. ![]()
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