![]() Furthermore, there's no clear distinction between objects that are and are not climbable, especially in the game's second half, when a new map filled with extravagant architecture is introduced. One such exception is the late-game grappling hook item, which, while fun to use, undermines a lot of the gameplay's sense of danger by turning the player into Batman the Zombie Slayer. Plus, with a few exceptions, it's a fast, exciting way to get around. This, combined with the fact that movement abilities get their own skill tree separate from those of combat and general survival, means that the parkour isn't just an unorthodox method of travel it's an integral tool for overcoming obstacles. The undead are genuinely dangerous here and rarely appear alone, so it's often recommended to avoid rather than confront them, especially early on. Part of that is the ability to include the zombies in the free running by vaulting off them and using them to break a fall, but there's more to it. This is a zombie parkour game, not just a zombie game with parkour in it, or vice versa. Calling Dying Light a simple pairing of Dead Island's existing gameplay with the parkour of Mirror's Edge would be perfectly adequate as a literal description, but it would ignore the interlocking nature of those two pieces.
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