Looking for a zombie cure

Hasnain Hossain breaks down how Dying Light: The Following lives up to expectations

fy1Kyle Crane is back, and this time he has a dune buggy with him. Yes, following the huge success of last year’s game, Techland (The Polish are really starting to dominate and show what they’re capable of) has brought back Dying Light, only with more gratuitous violence, larger scale improvements and smaller tweaks to make the game even more wholesome and immersive than it was last year.
In The Following, we find Kyle, our absolutely clichéd protagonist to be honest, on a mission from his friends, to go near the countryside of the zombie infested world of Harran and see if there’s any truth to the rumours of a zombie cure. Now I know what you’re thinking, ‘Countryside? That must mean a huge, sprawling playground!’ And yes, you’ll be completely right, because the game really has a much bigger map than the original. What this basically means is more gripping anxiety, as you sprint and plow your way through fields, praying in vain that you didn’t get seen.
The real showstopper in the entire game though, is the car. Boy is it a wonderful addition to all the weapons and customization that’s already present in the game. And it was implemented at the perfect time too, because when the studio levelled up its map scale, it also had the foresight to include a vehicle that can make the long mission trips on either ends of the map bearable. At times the game designs are completely reminiscent of the cars in Far Cry 4 and its landscapes. What’s more, not only can you customize Kyle to your own liking, you can go bonkers and have the same level of freedom over your car’s mods. It’s spectacular, seeing how you can go from giving it sweet paint jobs all the way to having it as a decoy device. Electrocution, flame throwing and of course the classic battering ram: It’s all in there.
For everything that Dying Light has though, what they couldn’t do was introduce even the slightest bits of depth into their characters, as they really are rather bleak and at times just feel like walking, talking, dialogue-delivering renders. The script on the other hand, is very well written. Despite all of these shortcomings however, it’s surprising how large this game is: Overall, there’s more than 30 hours of gameplay in it, especially when you consider that it’s an action-adventure horror game. Overall though, it’s definitely lived up to the benchmark the first Dying Light has set, and it packs an even better punch of supercharged adrenaline.

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