![]() ![]() In fact, playing it over the last week has made me appreciate the original game in ways that I hadn't thought about previously. It'd cut the game off at the legs.Īnd yet, The Following feels like a perfectly natural extension of The Following. This entire game, built on a remarkable feat of design that allows for the best first-person free movement I've ever seen, is now about driving a buggy. The Following risks pissing all of the good things away by putting a vehicle centre stage. My main criticism is that the setting and characters are a little bland (OK, the characters are a LOT bland), but I tend to invent my own games within the game so that doesn't particularly bother me. If you've ever complained about waist-high walls blocking a path or invisible barriers preventing progress, Dying Light will liberate you.Īrduous opening aside, it's a splendid game built around that wonderful movement system and smart use of dumb enemies. There are no magical markers to identify the few hand-holds and access points. Techland made an engine that allows player and enemies alike to climb and jump anywhere that their bodies could feasibly reach. PROPER SYSTEMIC FREE-RUNNING AND CLIMBING AND JUMPING AND FALLING AND STUMBLING. I see so many people complaining about the obvious markings that guide players to the active spots in most games that have any parkour-like movement, and I always want to thrust a copy of Dying Light into their faces. That allowed the studio to build a city and then drop the character into it for playtesting, rather than custom-crafting every pathway that led up, across, inside and out. The breakthrough came when one designer figured out how to make the character's movement reactive, adjusting possibilities to the architecture of the level rather than having to tag every climbable edge and accessible surface. Techland spent a huge part of the development cycle for the original Dying Light trying to perfect the player character's movement. ![]() The Following could so easily have been a terrible expansion. But does a game about urban exploration and claustrophobic limb-lopping really need to stretch its legs in the great outdoors? And how does a buggy fit into a world of parkour and pummelling? Is carkour even possible? The Following is an enormous expansion, adding a huge new map and all manner of vehicular carnage to Techland's open world zombie-smasher Dying Light.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |