MGB MAGAZINE Issue 7, April 2015 | Page 17

Straight away, it’s plain to see this is a more polished experience than the studio’s usual output, although there are still some telltale signs this is a Techland production. Dying Light casts you as an agent for some sort of evil corporation sent in to…Zzz. Sorry – I dozed off a little there. Basically, a zombie outbreak has occurred in a place and you get wade in and smash their heads in with a variety of interesting and deadly weapons. As usual, the story is the weakest aspect, full of monotone characters and jarring tonal issues. One minute you’ll be taking a quest from a man whose mother is made of cushions, and the next you’ll be “calming down” screaming zombie children by suffocating them with your hand. Really. None of the characters are remotely believable and only serve to act as quest givers – you’ll likely find yourself skipping through the dialogue about a third into the game. Luckily, once you come to terms with this reality, the world and your interactions within it are enough to carry it. Harran, the fictional shantytown where events take place, is a ramshackle, poverty stricken playground of pestilence and death – yet, somehow, it’s still strangely beautiful, particularly as the sun sets at dusk. By day, the world is filled with shambling zombies that you have to cut through or evade; by night, more dangerous predators appear. The whole tone shifts as darkness falls – suddenly it’s time to run and hide. It’s essentially a stealth game at this point, with even enemies’ vision cones appearing on the map. You can survive out the night, but your best bet is to make your way to the nearest safehouse – which you have to liberate yourself – guided only by the light of your torch. Parkour is mapped to a shoulder button – a tap will cause you to jump and another tap makes you grab a ledge. Another button is used for sliding under things. It’s simple, but it works. Complexity is later added when you unlock wall running and the ability to absorb falling damage with a roll triggered by a timed tap of the slide button just before landing. That roll comes in very handy later, especially when you unlock the grappling hook and can zip around the map like Batman; these aren’t predetermined points, you can grapple pretty much wherever you want. The parkour requires just enough input from you to make you feel like you’re good at it – it’s very rare you’ll do something unintended. Like the traversal, you unlock different combat techniques as the game progresses, allowing you to adapt to suit your weapons and playstyle. Each weapon hits with convincing force: bladed weapons cut away at body parts precisely where you strike and blunt weapons break bones. You can also use the environment to your advantage, throwing zombies into spike traps or launching them at things with the best dropkick in any game ever. Dropkicking zombies off roofs never gets old. I once dropkicked a zombie’s head through a car window – it was stupidly satisfying. The damage modelling on the game’s enemies is the best I’ve seen, too: a vertical strike with a broadsword will cut an enemy down the middle, leaving their dissected body to slump to the floor like a discarded banana peel. The zombies also move around convincingly, with traditional undead shuffling around in massive hordes and the recently infected sprinting and climbing like the infected in 28 Days Later – the nighttime zombies, which look like Blade 2’s hybrid vampires, are more ferocious still. Being zombies, though, these enemies are still prone to error. They’ll often fall up a slight incline or lose their footing on the edge of a rooftop, falling off and cracking their head open on the concrete below – this never stops being funny. The human's aren't quite as satisfying to fight, with the game transforming into a first-person shooter when they're introduced. Aiming feels a bit stiff, but the red mist of a perfect headshot makes up for the effort expended lining one up. You can sometimes draw zombies to fight the other survivors, but the main missions are often sectioned off into specific enemy types. Unfortunately, these encounters increase in frequency during the second half. Just when you think Dying Light has run out of surprises the world opens up at the halfway point, giving you access to a whole new section of the map. This area sports higher buildings – and therefore higher stakes – and is reminiscent of an Assassin’s Creed map. The new area changes how you approach the parkour, and will be a huge challenge if you haven’t yet unlocked the grappling hook. Dying Light shares a lot of DNA with the De