Mac|Life

Dying Light: The Following Enhanced Ed.

Do not go gentle into that good night…

- Joseph Leray

$59.99 Developer Techland, techland.pl Requiremen­ts OS X 10.12.1, Intel Core i5 3.2GHz, 4GB RAM, 2GB VRAM

“Open-world zombie game with crafting and parkour” doesn’t gin up much excitement in 2017, but don’t overlook Techland’s Dying Light. Far from capitalizi­ng on industry zeitgeist, free-running is the foundation upon which the fictional, Turkey-ish city of Harran is built. It’s relatively easy to simply scarper up the side of a building or to bound across the rooftops of Harran’s labyrinthi­ne slums, so skirting the zombie throng is often more effective than hacking through it.

The setting sun marks a dramatic shift in tone and priorities: during the day, protagonis­t Kyle Crane is free to scavenge scrap parts, craft increasing­ly exotic weapons, and chase down the intermitte­nt supply drops filtering in from the outside (and un-zombified) world. At night, Dying Light mutates into a mix of desperate stealth and panicked chase scenes as Crane tries to escape the feral, snarling Volatiles long enough to find a safehouse.

Dying Light’s parkour and real-time day-night cycle combine to prop up even

the most menial tasks: fetching a fellow survivor’s reading glasses or delivering a batch of tainted drugs to a rival faction. When chance, quest design, or Harran’s dizzying geography force a more direct confrontat­ion, Dying Light focuses on close-quarters melee combat. One of Crane’s three skill trees is full of elaborate take-downs and grapples, but the appeal of any zombie game is the indulgent thrill of squishing undead skulls

like so many overripe casabas. In combat, too, Dying Light’s parkour provides interestin­g twists: hop up to high ground to hurl Molotov cocktails, or herd a flock of undead toward enemy thugs and let them sort each other out. Adapt and survive.

Dying Light is a free-flowing romp, complete with seamless drop-in, drop-out cooperativ­e play and a bevy of multiplaye­r options. Some of its finer details are less accomplish­ed, though: weapon degradatio­n (and subsequent crafting) is never as fun in practice as in theory. The immediacy of melee combat and the tension of nighttime sorties are what make Dying Light scary.

the bottom line. Techland improves on its previous series while carving out its place in two crowded genres. Dying Light isn’t bold or striking, but smart design that encourages player freedom wins the day – and night.

 ??  ?? Clear out defensible, fenced-off areas: they make for ad hoc fortresses at night.
Clear out defensible, fenced-off areas: they make for ad hoc fortresses at night.
 ??  ?? Volatiles are single-minded in their pursuit, and poor Crane doesn’t have the lungs or the legs to run all night.
Volatiles are single-minded in their pursuit, and poor Crane doesn’t have the lungs or the legs to run all night.

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