Until very recently I thought of Dying Light as little more than the free-running zombie game from the studio that made Dead Island. And while parallels can be drawn – an exotic location gone to hell, brutal melee combat, copious loot, and legions of the peckish undead – so much of it feels fresh. Some exciting new mechanics and a darker, more sinister tone suggest Dying Light might succeed in carving out a new space in what is a crowded sub-genre.
I’ve become accustomed to running across rooftops (in games, at least). Parkour is one of those fads that never faded. It’s become the backbone of the Assassin’s Creed series and was at the core of the fondly-remembered Mirror’s Edge, but in truth I’ve always found it a rather frustrating and badly-realised form of locomotion. I mean, it’s all based on the idea of finding the quickest, most efficient route from A to B, yet in most games, I find it restrictive and frustrating. I always end up climbing up walls I’m not meant to climb.
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