Review: Dying Light: The Following

Since its release in January 2015, Dying Light is a game that shares many similarities to the creatures within. It was a shambling thing in my eyes, a neat mix of mechanics and genres but ultimately something not too impressive. But it evolved into something more substantial, more imposing and standout in the zombie horror genre over time. Gameplay was tweaked, free content updates were numerous, and mod support was added. It would eventually become one of my top games of 2015. And while I have already mentioned how much praise developer Techland deserves for their post-release support in my preview of the content which I’m reviewing today, it must be said once again; Techland has gone above and beyond. With The Following, the studio has elevated the game yet again, delivering an unexpected mechanic in vehicular travel (and slaughter), placed in a whole new map of impressive size for one hell of an expansion.

Taking place after the events of the main game, soldier turned hero Kyle Crane gets wind of a potential way out of Harran and a cure for the zombie plague. A quick sewer journey later, Kyle ends up in The Following’s new map, the Countryside. There he meets a new cast of characters, most part of a cult of sorts named the Children of the Sun, who worship a holy figure called Mother whose radiance they believe brings them immunity to the plague. Being the persistent nice guy he is, Kyle sets forth to uncover the mystery of the Mother and her supposed cure.

The Following’s mission structure is designed around gaining trust among The Children of the Sun, carrying out Mother’s will by helping her servants and generally doing good in the Countryside. In order to gain progress in the main story, completing some sidequests is required. While in the main game I found many side missions to be more interesting (and better written) than the campaign, The Following’s missions as a whole are pretty enjoyable, gameplay and scenario-wise. Clever dialogue between characters or surprisingly morbid notes are aplenty here, and I found myself impressed with the consistent high quality. Newly introduced characters are distinctive despite limited on-screen time. As for the campaign, while not groundbreaking, it is more interesting than the original game’s. Plus, it features two bold endings that I’m eager to learn what Techland is going to do with in the inevitable Dying Light sequel.

But what about the buggies you ask? Well, they’re pretty darn fun! The Following’s introduction of vehicular travel was a surprising twist when announced, and results in being a wonderful addition to the game. A whole new skill tree is added revolving around buggies, enabling perks and additional functionality from a player’s ride. As with the other skill trees, experience points are gained by repeated usage of abilities from their respective categories. Performing “sick jumps” and running over enemies is a quick way to unlock things like UV headlights, armor, and better fuel usage. Additional racing challenges net experience as well. To maintain buggies, players must simply do what the game has conditioned them to do all along: scavenge and craft. Abandoned vehicles are now sources of crafting materials and fuel, and are in abundance in select areas of the map. Kyle can unlock new blueprints to learn how to build and maintain all of the buggy’s parts, such as higher level suspension and improved tires. Unlocked skins can be equipped as well to further deck out your means of transportation.

The Countryside itself is expansive, scenic, and varied. Despite spending roughly 20-25 hours there, I’ve yet to see it all. Driving around the map in search of new areas is enjoyable, with distinct districts and terrain feeling far more natural than the cities present in the original game. Its size accommodates vehicular travel well, but traveling on foot amidst fields and roads creates a sense of vulnerability unique to The Following. Throw in the new music tracks that continues the original game’s homage to John Carpenter, and you’ve got a recipe for an unsettling time.

Perhaps the best part about the introduction of vehicles in Dying Light: The Following is that it makes the game no easier. Volatiles and Virals, the two infected types that can sprint and leap have gained a terrifying speed boost so that they can pursue you fairly well when in a vehicle. They can also latch on and cause you direct damage, shoving their ugly mugs in the camera as they slash and punch. It’s scary and exciting, more so than I could have imagined. When either of these speedy monsters gain pursuit, it’s hard for panic not to set in. Legendary Levels a new feature that premiered with The Following which adds additional stat boosts post-level cap, won’t exactly be a saving grace either as even the most basic zombies still pose a serious threat. For this, kudos must be given to the team for preserving the scare-factor and difficulty while empowering players in new ways. The Following might even be more difficult than the original game, so prepare thoroughly if you’re going in solo.

Across the Countryside are also Volatile nests that can be cleared to make the game’s more challenging night time a bit easier to handle. These nests are tough. I mean really tough. Volatiles are vicious, and attempting to do the deed during the day will only make things more difficult as their hives are more populated because they’re hiding from the sun. The cave structures in which hives are located are atmospheric as well, designed with a high level of detail to make these excursions feel venturous. These nests, compounded with the aforementioned changes to some of the game’s enemy types, makes the game scarier than ever. Expect the same improvements from the creature player in the online multiplayer mode Be the Zombie – now a lot more chaotic.

The Following elevates Dying Light to the point where I’m comfortable saying it’s one of the best zombie games of all time. As an expansion, The Following does its job and more so; it adds more than enough gameplay variety, content, challenge, and replay value to feel like more than a substantial extension to the original game, but almost a wholly separate game on its own. If you like the original game, you owe it to yourself to pick this up.

8.5 out of 10 stars (8.5 / 10)

Great

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