Once you’re out in the world as Crane though, those stakes evaporate, the narrative more of an intrusion than a guiding structure. There are voiceovers that lay on the exposition thick, with Crane telling us that he’s conflicted about his role as a go-between for the GRE, Brecken and Rais, and he’s always mentioning how driven he is to find the missing file, because he’s infected, too. Crane is presented as a man in emotional turmoil, and yet there’s a mundanity to the missions that he undertakes, from collecting money on behalf of Rais, a stereotypical, maniacal crime boss, to setting up power grids. Kyle Crane is a man divided, one who feels loyalty to the GRE and yet can’t help but wonder if he needs to help the people on the ground, the survivors in Harran that have been rounded up by a man named Harris Brecken. There’s an uneasy tension between this world and the story of what you’re doing within it. The city does seem alive, though-or at least crawling back to some semblance of life. The city isn’t exactly operational as Kyle Crane, an undercover operative sent into Harran to retrieve a file (which potentially contains the building blocks of a cure) for the GRE (Global Relief Effort), you spend most of the game climbing up towers in order to turn the city’s power back on and collecting supplies to bring back to the safe zones set up across the city. Dying Light offers up a different experience, one where the city of Harran, post-disease and presently filled with the hungry undead, feels lived-in. No amount of side missions or unexplored nooks can disguise the fact that much of what you’re actually doing is repetitive you realize that the world you inhabit is big but unchanging, filled with meaningless moments. So many open-world games have an expanse of territory to explore, and yet much of the game feels the same. There’s a wonderful shift in feel and atmosphere in Dying Light. As long as you are the cause of the volatile's demise, the accolade is yours.In terms of storytelling then, Dying Light is a failure. You can blow one up, slay it using melee or hit it with several ranged attacks. These can be hard to come by, making baiting out and defeating volatiles a worthwhile use of your time.Īlongside loot, defeating a volatile will net you the Night Hunter achievement or trophy. Alongside receiving rare resources, you'll get your hands on Unique Infected Trophies, which can be used to purchase high-level upgrades for your favourite equipment. If you do manage to take down a volatile, you'll get yourself some decent loot in return. You can use the settlement's UV light as a safe haven, leaving to get a few good swings on the volatile before retreating to safety when you need to heal. If you need resources but don't really want to scrap with a volatile, a good way to get an easy kill is to ramp up your chase meter to 3 and lure one back to a settlement. Ranged is also a good means of attacking volatiles without having to fully engage, although you'll have to be fast, as volatiles will close the gap pretty quickly. Bring plenty of UV lamp accessories and keep the enemy at bay, stunning it with the projectiles before hitting it repeatedly with melee strikes. Your best bet is to rely on the volatile's weakness to light. Be warned, they have a ranged attack in their arsenal too, with volatiles able to launch acid, similar to spitters. You also can't parry or block a volatile's attacks, so you'll have to rely on dodging to get in strikes. You can, however, use a smash takedown if attacking from above, although it won't kill the volatile but instead stun it. The first thing to note is that Volatiles can not be grappled and won't be rag-dolled by dropkicks, so you won't be able to utilise environmental hazards to take them down. However, If you're feeling particularly courageous, there are a few weapons in your arsenal that you can employ while fighting virals. These monsters will attack with everything they have, meaning those still in the game's early hours might be killed in a single hit. Much like virals, they are incredibly sensitive to sunlight and UV rays, meaning they can't step foot outside during the day.Īs annoying as it may be, your best bet in most volatile encounters is to flee rather than fight. They have detached jaws, toughened grey skin and piercing eyes. Volatiles are at an extremely late stage of the infection, transforming from standard undead shamblers into nightmarish monsters fine-tuned to kill.
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