THE MULTIVERSE
The freedom to drastically alter Villedor’s look and layout through choices may give completionists cold sweats, but it inadvertently lends the game’s co-op a sense of purpose that was somewhat absent from the original. Dying Light’s multiplayer was good for gambolling around town with pals, competing in pop-up challenges as you monstered the ailing masses, but was largely throwaway fun. Here it offers a window into roads not taken – the appeal, to Smektała, lying in visiting other versions of the city. “If I completed that mission with the opera singer and you didn’t, or you made a different choice, I can invite you to my game, or you join me in public matchmaking, and you will see something different. Maybe something a little bit aesthetic, but hopefully interesting as well.” The struggle of choice-heavy games is that their cleverness often only emerges on a substantial replay; co-op forays help ring the changes here.