

They are intimidating, and I definitely would like to meet up with some friends online and try to take them down. Now having only played this alone in single player, these things are massive, hit huge, and I ended up running from all the ones I ever found, which I believe my count as of now is three. Along with new weapons and additions of the vehicles, one element I ran into was huge bosses that get their very own life bar. So in essence there is two new skills trees, but the car elements have to stick to the expansion area, where as the other can stay with the player when going back to the original game for getting even stronger, better loot.

There are some great elements that are added, like an additional new skill tree that enables you to go beyond the skills trees players had access to. If players didn’t care for that element, this is where the expansion might be more to their favor. I constantly wished I was higher up and taking advantage of the parkour elements, as this is one thing that I really enjoyed from the original game. The verticality in the expansion is here but it’s much more limited and more down time between those buildings, quite literally, as players will be down on the ground.
DYING LIGHT THE FOLLOWING REVIEW ZIP
While there was never a fast travel in the original game, players could get around fairly quickly with the zip line grapple as they parkour between buildings and sky scrapers. It’s actually the biggest difference and one that has me a bit conflicted overall. The game tends to want players to focus on this element the most, as there is a dedicated system tree for upgrades to the car and walking/running to any location can take a long time as there is sometimes very little between one location to the next aside from grass, farms, and other local flora and fauna. With it comes expansive space that enables players to take one of the newest and more prominent features of the game, the vehicle, around for a joy ride. It’s huge, featuring underground caverns, sprawling cliffs, and vast fields to explore. Known as the countryside, this will prove to be Kyle’s new playground for the entire duration of the expansion pack.

A new area that a dying survivor claims to have visited, Crane can’t help but investigate as they have all but run out of the drug Antizine that helps prevent turning into a zombie. Kyle Crane has heard of a potential zombie virus cure… or at least a way to stop it. It’s safe to say The Following follows in the footsteps of this moments, but with a few caveats and I’m not entirely sure if that’s for the better. The gameplay was so great that the plot became secondary, and the parkour and elements of melee fighting and traversal became the highlight. It was a perfect melding of co-op action mayhem, and had a decent if semi standard plot. It merged fast past action, parkour elements, a wicked soundtrack, and a TON of zombies. Dying Light was one of my favorite games of 2015.
