Dying light volatile see through walls12/24/2023 ![]() ![]() FOR A FINAL BOSS FIGHT! In a game that has NO quicktime events at all!! The closest Dying Light has to QTEs is when you have to mash X to open doors or panels. Instead, we were treated to a bizarre (albeit, short) sequence of quicktime events. After Steve-O suffered through the terrible parkour section while approaching the final boss fight, we joked that next we’d be expected to participate in a terrible shoot off because the developers seemed to have a hard on with accentuating the worst parts of the game at its conclusion. When fighting hordes of zombies, pulling out a gun really isn’t worth attracting more of them when you can rely on your fun melee weapons, molotovs, or grenades. The good news is once you get OP enough, you can usually get away with running up to a group of 3 guys and killing them via your favorite melee weapon. We only used them when we were fighting other humans and basically didn’t have a choice. The guns in this game are painful to use. Click in the right stick to look down a scope? WTF? There’s a reason no other games do that… because it’s dumb! We flat out didn’t bother with the shooting challenges because it wasn’t worth having to pop a blood pressure pill. The other major gripe we had was with the piss poor shooting controls. Because after dying repeatedly thanks to all the aforementioned causes, your desire to play the game again will fall faster than a zombie that just took a katana to the throat. We came to the conclusion that the developers don’t want you to pick up and play the game again. Until, that is, the last half hour or so of the game. The main story doesn’t require precise parkour skills. But I’m NOT okay with having to cross my fingers in hopes that the game responds to the buttons I’m pushing, and relying on the uncertainty that he’ll keep sprinting when he lands. I’m okay with optional challenges that require you to explore different paths until you memorize the correct one to use. The agility challenges can be immensely frustrating if you decide to take them on. Chances are you’ll die more to fall deaths than zombies. He’ll also refuse to grab a ledge for no reason, causing you to plummet to your death and sometimes respawn halfway across the map (that has no fast travel during your first play through), only to grab it just fine the second, third, or fourth attempt. In Dying Light, you have to screw with clicking in an analog stick to make him run on top of pressing a separate button to grab onto things, never knowing whether he will continue to sprint after landing or not. I mentioned in my AC:Unity review how previous AC games had the parkour system basically dumbed down to “Hold down R1 and pray he goes where you want him to.” After the parkour in Dying Light, I promise never to complain about dumbed down parkour again. I mean, hell, Ubisoft has done how many AC games and they still manage to flub it up? I keep coming back to these games because I keep thinking, “Surely, one of these developers is going to figure it out and get rid of all the kinks.” Not sure why I do this to myself. But, and there’s always a but, the free-running is even less predictable than most other games of this genre out there. Climbing structures takes some extra thought and consideration when you can’t see outside of your character’s POV. I really liked it after I got used to it it adds a whole new element to parkour that I never really considered before. Plus it is in first person, which was a little adjustment. On the PS4, R1 is jump/grab, while running requires clicking in the L-stick. I came to the game fresh off of Assassins Creed: Unity, so adjusting to the different button assignments took some getting used to. The answer is, unsurprisingly, the free running mechanics. I didn’t really follow the drama between Techland and Deep Silver, but when I saw that Techland was releasing what I took to be a Dead Island game with free-run mechanics thrown in, I thought, “What could go wrong?” The Dead Island games are favorites of ours. One of the few things we love more than zombies is gratuitous zombie gore in an open-world environment. Let me start by saying that Steve-O and I love us some zombies. That’s actually the most accurate video game slogan I’ve seen in a while. ![]()
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