

After a mildly shocking turn of events that I won’t spoil here, I’m trying to strike a deal between the survivors and the local crime boss, Rais, who introduces himself by mutilating one of his own flunkies. The story has taken some interesting turns, too. And unlike in Dead Island, crafting these things is quick and doesn’t require the use of any workbenches. I’ve also managed to find a few blueprints that let me make Dead Island-esque implements like spiked bats, electrified shovels, and fire-enhanced knives. Thanks to a few new skills and judicious use of upgrades, my weapons - which have graduated from pipes and boards to knives, machetes, and bats - can now take a lot more abuse before they finally break.

Finally, everyone gets their own loot - including level-appropriate weapons visible only to individual players - so there’s no squabbling over resources.īeing tough enough to go out at night and keep up with co-op partners means I’ve also progressed far enough to diminish a few other irritations that had dampened my enjoyment of the first few hours. Given how big the world is, and how quickly you can move, it’s easy to get separated fortunately, if your partner’s waiting next to a mission marker, you have the option to quickly teleport to them if you’re too far away. Co-op is more than just a tacked-on feature here: my partner and I were frequently offered co-op and competitive challenges depending on our current situation, which let us compete to see who could kill the most zombies in a swarm, who could reach an air-dropped chest first, or who could climb more quickly to the top of a radio tower. Dying Light supports co-op for up to four people, and having an extra pair of hands around to help bash through zombies definitely makes the fighting a little more fun, both in story missions and out in the world. I had less trouble finding human partners to pair up with.

Its big weakness, however, is UV light unlike the Volatiles, who just get stunned by the UV flashlight, Night Hunters are rendered almost powerless, reduced to scrambling away with their suddenly human-level jumping and climbing abilities. It can also pounce on (and quickly kill) pesky human players as they try to destroy its nests. Tougher and more agile than even the Volatiles, the Night Hunter has a cool grappling ability that lets it zipline to distant areas, Bionic Commando-style (just be sure to aim for a ledge, or you’ll awkwardly drop to the ground when you get there). I’ve given Dying Light’s Be the Zombie mode a try, and while I wasn’t able to actually invade any games (online matchmaking is still a little wonky, and kept dumping me out immediately after I joined games), I’m impressed by what the Night Hunter can do in the tutorial. If I ever get bored of the Volatiles, I have the option to open my multiplayer games up to invasions by Night Hunters: other players inhabiting super-powerful zombies. They also don’t seem to be able to see my flashlight, which is great, because otherwise I’d be stumbling around in the dark and running into the innumerable normal zombies that still clog the streets. I have a couple of defenses against the Volatiles - a UV flashlight that can briefly stun them (especially useful when performing the somewhat difficult feat of looking over my shoulder while sprinting) and a selection of light traps that will slow them down if I can lure them in - but the most powerful tool at my disposal is the mini map, which shows their positions and cones of vision, and keeps me from blundering into them too easily. For another, it radically changes Dying Light’s feel, adding a stealth element as you work to avoid the attentions of the agile Volatiles (or “nightmares,” as one survivor calls them) that roam the streets of Harran after sundown. For braver runners, however, the rewards far outweigh the risks for one thing, exploring at night imparts a huge XP boost, giving you quicker access to skills that can make fighting and parkour much easier.

Nighttime is something you “get caught out” in, not something you actively seek out. Everyone warns you against it, and as the sun begins to set, your fellow survivors radio in to let you know it’s time to come home. Going out at night in Dying Light seems like a bad idea.
