[REVIEW] Dying Light : The following is worth upgrading or not
Your gutsy little
car isn’t just for getting around the massive map, it’s your primary
weapon and it comes with an entirely new skill tree. XP dribbles in
slowly but steadily as long as you’re behind the wheel, and you’ll
eventually be able to turn your buggy into a high-speed deathtrap,
adding nitro boosts, an electrified cage, ramming bumpers, and UV
headlights to keep the nighttime zeds at bay. My personal favorite:
landmines you can drop as you speed along. I found them useful for
shaking Virals, the lightning-fast enemies who’ll chase you doggedly
down the country roads for miles, latch onto your car, and annoyingly
punch you in the face through your windowless windshield until you
scrape them off against a tree or a fence.
Pedal to the Dead
The
driving itself is pretty tricky and somewhat clunky—for a while. For
the first few hours the roads feel far too cluttered with disabled
vehicles, barricades, pools of toxic sludge that can kill you in an
instant, puddles of water that send you skidding, and other hazards, all
which slow you down and makes traveling a somewhat plodding experience.
As I began to learn the roads, though, it became more fun and
satisfying, crossing clogged bridges, jumping ramps, and traveling over
great swaths of the map without slamming to a halt. Smashing through
zombies doesn’t feel quite as enjoyable as it should—they fall apart
more than get thrown entertainingly through the air, but it still beats
the alternative of wading through them on foot.
The
buggy also requires a lot of attention. Ramming zombies from dawn to
dusk means you’ll need to stop regularly to repair your ride, and
repairs require materials scrounged from other vehicles. You’ll also
have to stop at gas stations every now and then for a fill-up. This
mostly works okay: it can be fun and nerve-wracking, scrounging for
materials and gas with a horde bearing down on you and the sun hanging
distressingly low in the sky. At other times, it can be a be a bit of
nuisance to have to fix your whip for the umpteenth time when you’d
rather just be getting on with a mission. It never felt downright
irritating, though, and as you replace some parts and upgrade your
car-based skills, it becomes vastly more reliable.
Infiltrating the cult and gaining the trust of the townies will
take you and your buggy from one end of the sprawling map to the other
and back. Electrical power must be restored (naturally), a water
pipeline must be repaired (of course), items must be retrieved and
various missing persons must be located. In true side-quest format these
missions are rarely as straightforward as they sound, leading to some
extended adventures, a few enjoyable twists, and this one asshole who
spent his time during the apocalypse first hiding his cache of weapons
and then writing rhyming poems about where you can find them. Screw that
guy.
As you speed off over piles of zombies to complete these
tasks you’ll run across an almost exhausting number of other encounters
and adventures: locations to explore, people radioing for help, airdrops
to recover from armed goons, timed challenge modes, geotagged military
caches to track down, and caves filled with dangerous Volatiles to clear
out—or not clear out. Look, don’t clear them out. It’s really, really awful
in there. Some of these encounters feel like filler, hardly worth
stopping for, but I’ll never not enjoy following a rapidly beeping
transmitter to its source. Anything that yields new blueprints or weapon
attachments is time well spent. There’s a lot to do in The
Following, and I wound up enjoying it more than the original game. Much
of my issue with Dying Light had to do with the long, slow grind to
improve Kyle’s skills to the point where he was actually fun to play.
Here, the progress with the car feels faster and becomes enjoyable much
more quickly. Steam annoyingly didn’t track the time I spent on my
review copy, but I’d estimate there’s a good 10-20 hours of fresh
adventures to be had, and many more for completionists. And, while
definitely focusing on car-based hijinks, there are still plenty of
opportunities for climbing and running and bludgeoning for those who
didn’t get enough of that in the base game. The new characters and story
are, unfortunately, just as dull as they were in the original, though I
feel they’re both a bit quicker to get to the point.
Why to upgrade
The
Following is meant for players who have already maxed their skill trees
in the base game, evident in the fact that boss zombies aren’t just
encountered at the climax of missions: there are plenty of them just
wandering around trying to fit in with the crowd now. There are also
Freaks of Nature: ultra-bosses, designed to be taken down with a co-op
partner, so ridiculously swollen with hit points that it took me,
playing solo, a good 10 minutes to kill one, most of that time spent
crouching fearfully on a rooftop and using my entire collection of
crafting components to build explosives.
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