"Dying Light”
Version Reviewed: Xbox One
Time Played: 25 hours (as of now)
The Bad:
The protagonist is easily the worst character I have played in a video game in recent memory. Kane? Crane? Forgettable guy is at his best entirely bland; at his worst he’s making terrible decisions counter to the player’s interests, acting like an asshole, or generally getting in the way. The game will continuously introduce you to characters you wish you were playing as. Often, they’re two dimensional cutouts with twelve lines, but they still have more personality and plausible motivations than the presumed hero of the story.
The story itself is simply put… fucking stupid. What’s happening right now? I am not sure, but I am sure that I couldn’t possibly give less of a fuck. It’s a combination of zombie stories you’ve seen before, both in traditional media and, brazenly, other video games. It’s a very, very flimsy justification to present story missions, which honestly, aren’t particularly appealing. The lack of meaningful stakes in the plot make advancing it feel tedious.
The combat mechanics are *still*, after 25 hours, unclear to me. I can set three people on fire, two will die, and the third will be a smoldering mess and withstand a handful of electric-shock-hatches directly to the skull. Other people are immediately beheaded. There is zero discernible rhyme or reason to weapon damage or enemy level or… honestly any of the combat. I have to believe this is intentional, but people make bad choices on purpose all the time.
The graphics, at least on the One, are barely adequate. There’s a ton of draw-in for models and textures that aren’t anything to write home about. I honestly don’t care in general, but they seem to especially fail when you need to see what is happening most.
The Good:
The side missions are really, really good! They’re varied, they’re fun, they feature characters with reasonable motivations and varied personalities. I honestly think the game would be better if the plot was simply all side missions, the plot being a vague “save the city”. I wish every available side mission was marked on the map instead of needing to be discovered, but it’s impetus to interact with the environment, and “Dying Light” needs all the help it can get in that regard.
The parkour is spectacular. Normally, this is the kind of game mechanic I openly loathe and refuse to use (see: bullet-time, magic in fantasy games) but instead, it’s one of the clear highlights of the game. Games have long promised “fully interactive” environments, but “Dying Light” delivers here. You can freerun on / over / across anything you can see. My first hours with the game were spent freerunning thinking “the game won’t let me parkour….” only to do exactly what I intended to. It WORKS and I finally understand the cult around “Mirror’s Edge”.
The combat mechanics are well, whatever they are. At the same time, it’s fun and often, quite satisfying. Landing a well-placed blow and removing a limb or fracturing a brain stem feels like a genuine accomplishment, and the mechanics are fluid enough that the requisite gore doesn’t play out like a “Mortal Kombat” fatality. It always feels natural and… well, as “realistic” as a zombie game can be. The weapons themselves are legion, and all are uniquely upgradable. “Dying Light” deserves a lot of credit for going *just* far enough without crossing over into zany.
Overall:
“Dying Light” reminds me a lot of “Dead Rising”. It’s an early next-gen zombie game that exceeds our previous expectations and genuinely feels fresh. However, in retrospect, “Dead Rising” wasn’t that great of a game, it was just really, really fun at the time. I honestly believe “Dying Light” is the same: in a few years, we’ll see it mostly for its warts. However, that doesn’t make it any less fun now, and right now? It’s a really fun game.
7.5/10










