![]() The slums and their surroundings aren't the most evocative of settings - although they can be strikingly beautiful - but they feel alive in a way that is rare in expansive glossy gamespaces. The beauty of Dying Light is that there's always something happening. And yet I can't seem to spend more than a couple of minutes outside a safe zone before trouble finds me or, more accurately, I find trouble. I'm at a late point in Dying Light's story mode and thanks to the time I've spent levelling up my abilities and crafting overpowered electrocution biffsticks, nothing that walks during the relative safety of the daylight hours should be able to lay a finger on me, let alone hurt me. Thanks to agility and power upgrades, I can effectively sprint across the scalps of a zombie mob, kicking a few craniums into touch as I go. I've perfected my parkour and can scarper up the side of a building faster than Peter Parker. Review copies arrived late, causing eyebrows to raise in suspicion, and after several days and nights with the game, I've emerged with extensive thoughts.Ĭuriosity kills the cat-like. Adding parkour to the first-person melee combat and crafting of the original, it has the appearance of a game suffering something of an identity crisis, packed with repurposed elements but lacking a clear direction.
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