

Despite spending roughly 20-25 hours there, I’ve yet to see it all. The Countryside itself is expansive, scenic, and varied. Unlocked skins can be equipped as well to further deck out your means of transportation.
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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.

Abandoned vehicles are now sources of crafting materials and fuel, and are in abundance in select areas of the map. To maintain buggies, players must simply do what the game has conditioned them to do all along: scavenge and craft. Additional racing challenges net experience as well. Performing “sick jumps” and running over enemies is a quick way to unlock things like UV headlights, armor, and better fuel usage. As with the other skill trees, experience points are gained by repeated usage of abilities from their respective categories. A whole new skill tree is added revolving around buggies, enabling perks and additional functionality from a player’s ride. 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.īut 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. As for the campaign, while not groundbreaking, it is more interesting than the original game’s. Newly introduced characters are distinctive despite limited on-screen time. Clever dialogue between characters or surprisingly morbid notes are aplenty here, and I found myself impressed with the consistent high quality. 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. In order to gain progress in the main story, completing some sidequests is required. 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. Being the persistent nice guy he is, Kyle sets forth to uncover the mystery of the Mother and her supposed cure.


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. A quick sewer journey later, Kyle ends up in The Following’s new map, the Countryside. 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. 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. 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. It would eventually become one of my top games of 2015.
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Gameplay was tweaked, free content updates were numerous, and mod support was added. But it evolved into something more substantial, more imposing and standout in the zombie horror genre over time. It was a shambling thing in my eyes, a neat mix of mechanics and genres but ultimately something not too impressive. Since its release in January 2015, Dying Light is a game that shares many similarities to the creatures within.
