![]() Things start promisingly with main character Kyle Crane hearing about a small town where survivors are able to resist the zombie virus, even after being bitten. This enhanced locomotion gave relevance and excitement to the square footage players were inhabiting, and it was not only amazing gameplay, but an amazing use of the environment.ĭying Light's new DLC, The Following, completely botches this. Moving became a metagame of picking the best path through a ruined city and executing on the running, jumping and grabbing needed to achieve it. Instead of using vehicles to get from one place to another, it asked people to parkour through its alleys, over its roofs, and under its overpasses.īy adding this new means of travel, getting from Point A to Point B took on new life. That novelty is absolutely gone now, and it's the rare project these days that's enriched by enormous stretches of land to cover.Ģ015's Dying Light first seemed like another game pushing the same tired big-world idea (plus zombies!) but it stood out by changing how the player interacted with its space. ![]() ![]() After years of discrete spaces, long corridors and 2D platforms, it was a revelation. Such freedom was stunning when developers jumped the technological gap and started crafting vast, sprawling areas for exploration. It's been a long, long time since the act of traveling distances in a game was entertaining to me. ![]() WTF I'm collecting all this gasoline and I can't make more molotovs? LOW Superbosses get their life back if I die, but I don't get my resources back. ![]()
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