


And its crafting? Well, does anyone really like crafting? But it's the third pillar of the game after freerunning and combat, and where the "survival" in "survival horror" comes in. Its combat is fine, but you'll find better gunplay and melee bashing elsewhere. Its parkour is okay, but it's not as smooth as Mirror's Edge or Titanfall. The problem is that the elements it has in place, other games have done better. It feels like the title switch has only been made because Dead Island hasn't quite blossomed into a booming franchise, or the simple fact that we're not on an island anymore.

Though it's added things over Techland's past zombie series, Dead Island, like parkour and a Skyrim-ish leveling system (the more you run or fight, the better you are at running or fighting), it doesn't quite feel different enough to stand out, and is more like a new Dead Island than anything else. I'm not sure Dying Light has that same draw. 2014's Sunset Overdrive was also technically an open world game about zombies, yet its off-the-wall attitude and innovative mechanics made it stand out in the genre, and encouraged players to stick with it until the end. It combines open world fatigue with zombie fatigue, as both have felt very oversaturated as of late, and a game really has to do something special in order to break out of the mold of either. This is one of the core problems of Dying Light. Once you finish the tutorial and a tiny bit of the main questline, no less than nine separate exclamation points spring up around the tower, each a side-quest demanding you help out someone or another in return for a reward. After a rather lengthy tutorial which teaches your character how to club the hell out of zombies and parkour over obstacles you'll encounter in the city, you're tasked with finding safe zones, arming traps and running around doing various side-quests for other survivors you meet in the "Tower," the central safezone of the game.
