Dying Light Review

Opinion, Video Games

By William Chandler

Dying Light – Developed by Techland and Published by Warner Bros.

Purchased on Steam and reviewed on PC

Dying Light feels like a much more complete version of the ideas that Techland posited back in 2011 with the extremely flawed Dead Island. The latter felt like a budget title the instant that you booted it up which, while giving it a decent amount of charm, wound up being the killing blow for Dead Island in my eyes. The myriad of technical issues, cringe inducing story moments and questionable gameplay decisions sapped the enjoyment from the title regardless of its decently creative and fun gameplay systems. Dying Light, on the other hand, at least gives off the initial impression that it is trying to appear to be a AAA title, complete with snazzy little intro cutscene and a tonal shift towards the more serious end of the spectrum. However, it quickly shows its true hand when the plot absurdities and horrible voice acting reveal the camp beneath it all.

This is decidedly for the best. My patience for overly dramatic and self serious zombie related media have run dry long ago and a sillier approach is always welcomed. This is not to say that Dying Light doesn’t have its somber moments, but there is definitely more of a b-grade horror movie tone present throughout that lends well to the main character’s constant “Oh, fuck this” attitude. The protagonist is far from silent, often chiming in with thoughts that mirror the player’s own, and shit very rarely goes his way. And, in the end, this means Dying Light’s tale is considerably more human than many experienced in modern games. Don’t get me wrong, the plot is still pretty much terrible, complete with supposed twists and major character deaths that pack no meaningful punch, but by the end I had really come to sympathize with the plight of whatever the main character’s name is.

Dying Light takes the already enjoyable basic gameplay concepts from Dead Island and tweaks them to fit with the new parkour elements which are now a primary focus. Gone is the analogue melee combat which made accurate weapon swinging possible by giving the player full directional control but, honestly, I didn’t miss it as much as I thought I would. In its place exists a system to make melee combat feel much quicker which falls in line with the idea that the player should constantly be on the move. Dying Light feels more like you’re taking potshots at zombies as you sprint by whereas Dead Island felt more like an actual straight up fight. The parkour takes a lot from Mirror’s Edge (including the smart notion of making a shoulder button the jump button), feels great and is surprisingly satisfying thanks to a smartly crafted world to traverse. I just wish there had been a little more variety, as roughly 75% of your total play time is spent in one of two environments. That said, the parkour is easily the most successful part of the game as it ensures getting from point A to point B is always an immensely enjoyable experience, which is great because you’ll be doing a lot of that. Not to mention that Dying Light pretty much lacks any form of fast travel for a majority of the game.