![]() ![]() ![]() When the sun goes down, however, it’s a whole different buffet. Scavenging crafting supplies for the Dead Island-style weapon upgrading is fairly simple during the day, and you’ll also be able to pick up collectibles, perform side-quests, or unlock safe houses with relative ease. During daylight hours Harran is dangerous enough on the ground, but you’ll use your parkour abilities (and, later, a nifty, game-changing grapple-wire) to stay on the rooftops, avoiding 90% of zombie-related incidents and simply running straight through the other 10%. What keeps Dying Light fresh and entertaining is the day/night dynamic. Kyle performs some questionable acts along the way, and often forces you to vicariously become a douche-bag, too. ![]() Brecken needs the Antizin, and Rais has it, meaning that for much of the first half of the campaign, you act as a go-between, earning the trust of both leaders while simultaneously betraying the pair of them. The heavily-gnawed bone of their contention is Antizin, an anti-zombie medication that slows the symptoms and delays the latter stages of Dying Light’s rabies-like viral infection. The two men are opposite sides of the same coin, both doing what they can and must to survive, both with their own agenda. Somehow, he remains a likable protagonist, which is mostly due to his somewhat blind valiance and unflinching, lemming-like desire to place himself directly in harm’s way, no matter the level of necessity.Īs a parkour expert, you have no trouble ingratiating yourself with the Tower’s leader Brecken, who must be coerced into directly dealing with a warlord called Rais. You could feel sorry for him, if he weren’t so bland. Indeed, he almost comes across as bumbling at times, particularly when the game offers moral choices and damn near exclusively has Kyle take the worst possible option with not a hint of player agency. It’s a good thing that Kyle has an accidental charm, as his characterization is puddle-deep and his back-story almost non-existent. After being saved by a couple of hardy survivors, you’re taken to the Tower, part of a network of scavengers struggling to keep what remains of Harran’s population from ending up on a toothpick. You drop into the infected, apocalyptic city of Harran as Kyle Crane, a courageous, chivalrous, athletic and none-too-smart agent of the Global Relief Effort, on a mission to track down a rogue agent and retrieve a mysterious document. Still, that’s the state of things when Dying Light begins. It’s not that Dying Light’s premise isn’t compelling enough as it is, it’s just that it’s another one of those contrived set-ups that wants to sell the idea that a lone agent with an over-developed sense of heroism can carry out a fate-of-the-world covert op better than, say, an entire SEAL team. There can’t be many strategic planning meetings that begin with “First, you’ll parachute directly into the quarantine zone…” that end with anything good. Top of that list should really be “air-dropping into the middle of a zombie apocalypse”. Sticking your fingers in an electrical socket, for example, or swimming in ice flow. There are certain things that don’t carry a warning label because they genuinely shouldn’t need to. ![]()
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