Un­like Dead Is­land, Dy­ing Light doesn’t need to be res­cued by the maxim that ev­ery­thing is bet­ter in co-op, but Tech­land reprises the fea­ture re­gard­less. Com­bat’s cer­tainly made eas­ier with ex­tra pairs of hands, but tra­ver­sal’s a dif­fer­ent mat­ter. No clip­ping means your path won’t ever be blocked by an ally, but one sewer mission’s lin­ear path proves dif­fi­cult to parse with all those ex­tra bod­ies in the way. Chal­lenge in­vi­ta­tions ap­pear ev­ery few min­utes, both out in the world and in mis­sions, adding a layer of friendly com­pe­ti­tion on top of pro­ceed­ings. For the more an­tag­o­nis­ti­cally minded, there’s Be A Zom­bie mode, in which you in­vade other play­ers’ worlds at night as a fast, ag­ile, and quite in­fu­ri­at­ing hunter.

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