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Dying Light Review – Infectious

So which side of the coin showed up for Dying Light? I'm happy to say, the good one. In fact, this may be Techland's very best game to date, taking a lot of great concepts from Dead Island and sprucing them up quite a bit. This very much is a progression of that franchise, borrowing most of the good things and filling the rest with some real quality ideas. That isn't to say that the more janky sides of the developer stay hidden through out the experience, but there is certainly plenty of fun to be had here.
The real star is the play, and I'm surprised as all hell to say that. The game is predicated on a day night cycle that works very well. Day time, zombies shamble around as you expect zombies to do. It's easy to get overwhelmed but it is easy enough to avoid trouble if you think about it for a second. At night, the game is ludicrously hard. There are more zombies, including the huge over powered zombies that are faster than you and will make light work of your attempts to fell. If is a neat system and getting to a safe house after sunsets can be a stressful and tension shredding experience.

So yes, on top of being surprisingly good, the game is also surprisingly long. If you were a completionist, I could see you spending upwards of 50 hours in the game if you really wanted too. The good thing is, the game only seems to get better the longer you play it. The bad new though, is that is because Dying Light starts at quite a low bar.
During the early portions of the game, you're significantly underpowered and not in the a fun way. Weapons break easily, more than a few zombies can easily overpower you and the game has a ton of environmental situations that you just don't understand to get around. Will that roof collapse if I jump on it attracting several fast running zombies or not? Will this electrified fence trap get the zombies off my back or fry me? These are things you can only learn over time. Add on top of that that the story is pretty slow, with extended tutorial missions and frustrating character beats to begin.

What is supporting it is largely fantastic though. The progression is smartly delivered, growing as you traverse and fight in real time. You'll get experience points for just hitting a zombie or climbing in real time. It's rewarding to just see points accumulate as you jump from ledge to ledge. These can then be spent on worthwhile skills. There is no intangible damage modifier you'll never quite see the effects of. For the most part, the skill points you spend will be on on new moves and tools entirely. This means that you will continue to upgrade the way you play, making fighting and traversal more fun the more you play.
And that is kind of where I fall on Dying Light. If you are looking to hit the ground running, having some good ol' gory zombie fun from the start, you might be disappointed. If you are willing to give it time to breathe, the smart support structures implemented into Dying Light could come to win you over. Once you finally get the knack of it and have a ton of skills available to you, this is a really fun game. It's constantly walking on a tight rope between decent and great. For me, it fell on the side of great. Eventually. There is a good deal of charm here that doesn't hurt either, but the great mechanics and skill trees are the real meat on this game's bones. It's just that sometimes it can just feel like the story and slow start are like a zombies threatening to consume the entire experience whole.
Oh, and one last point. I wanted to give a special shout out to Pawel Blaszczak. His electronic, old-school score is deeply interesting. The music makes some really inspired choices and is unusual in all the right ways. It blends old 80s sci-fi scores, with middle eastern vibes and action beats too. I really dig it.
      
      
















