Though this is only in the beginning and a fully upgraded buggy can avoid them with ease. So if you do not drive carefully, you’ll be swamped by volatiles, with not much chance of escaping them. The buggy feels a bit of waste in my opinion, as the volatiles at night has an enormous field of vision that can detect the buggy easily. Still a fast travel mode would have been great, or some way to recall the buggy beside the safe house option. It provides a very creepy atmosphere at times and does not let up from the tension. Harran countryside does feel a lot more like 28 Days Later, especially when wandering the empty roads, and farm houses. Which is a bit of a problem at the beginning of the game? Sure you can race to the end of the map, and wander away looking for the best loot, but if you have no safe houses near well… good luck walking for ten or more minutes on the map. Unlike in Mad Max, we do not have a small helper to drive the buggy to us in case we wander away for miles and miles from it. The effort with the buggy is staying near the damn thing. Not even gathering fuel is much of an issue (especially in Normal mode). Though not as much as they usually do, but we do need to repair them every once in a while, but that does not require too much effort. Speaking of upgrades, the parts of the buggy break just like your weapons in Dying Light. It is an easily controllable vehicle, with neat upgrades that let you ram zombies, even some of the heavier enemies with the proper upgrades. The buggy itself is however rather excellent. It was fun jumping, running, and sliding all over the place in Harran city, but Harran countryside is not that interesting.Ī couple of fields here, a few destroyed bridges there, and a lot of farms. In theory, this seems like an excellent idea to expand the ways to travel, but it is there to be a substitute for the parkour mechanic that was so used in the base game. After we clear out their base, we get a hold of a buggy that will allow us to traverse the game world of The Following. We head to the nearest encampment that is full of bandits. The expansion provides a rather bleak outlook for the franchise regarding the story, and I can assure you that for those that were expecting lovely rose filled endings will be disappointed.Īfter the a brief introduction to the story, and to a few new characters at a safe zone on a farm. Still the story seemed more organic here, and the sidequests are a must in this game to unlock the bits from the countryside. The story feels less clichéd, and the sidequests tenser at times.Ī few fan favorite characters return (The loveable idiot twins), but mostly we get to meet new lovely people (also some new zombies, but we’ll get to them later). The mystery is a setup for the player, and the quest system here actively encourages us to complete all side activities. As the Tower is running low on Antizin, and not much help is sent to us, our only choice is to venture outside to the wilderness, beyond the city limits to open fields … and farmhouses? With regards to the story, The Following is much better compared to the original game. The Following takes place after the main game’s storyline, a strange survivor ends up in the Tower, yelling, and shaking that there are people outside Harran that are immune to the zombie virus. Is it worth trying to keep the light alive? Or should we finally snuff it out? Find out here! Finally, this February we get the ultimate Dying Light experience, The Enhanced Edition which includes the expansion called The Following, plus some fabulous stuff, and two new skill trees.
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