![]() The game utilized a day/night cycle, which saw its ugly enemies become stronger and more aggressive after dark. These included a number of passive perks and buffs, as well as some more significant options, such as a grappling hook, or a death-dealing combat move.īeyond Dying Light's most defining elements – many of which Techland had previously toyed with in 2011's Dead Island – it also featured some other notable mechanics. The RPG progression system, broken into Power, Agility and Survivor categories, allowed you to invest experience points into your preferred upgrades and unlocks. The parkour abilities, along with your combat and survival skills, were also continually evolving via skill trees. You could walk the city's streets, but it was far more fun - and safe - to stick to higher ground, traversing rooftops, balconies and anything else out of harm's way, using an arsenal of acrobatic skills. ![]() The game’s open world was essentially a playground, built around a fluid first-person parkour system. By gathering resources and collecting blueprints, players could fashion upgrades that leveraged fire, electricity, poison and other life-siphoning effects to deliver maximum damage.īeyond the focus on melee combat, Dying Light stood out for its novel take on navigation. Techland complemented the ability to brutally carve up zombies, from brain-stem to bellybutton, with a crafting system that encouraged creativity. This resulted in the sort of gory, in-your-face encounters that shooting foes from afar just can’t match. Foregoing the usual arsenal of firearms and explosives in favor of an inventive assortment of melee weapons, Dying Light focused on visceral, up-close combat. ![]()
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