Splitting the Hearthstone Baby

Breaking news: Blizzard finally did it. They really did it.

Hearthstone_Format

God damn you all to… nah, it’s cool.

In traditional Hearthstone fashion, the news of Blizzard splitting the Play format baby into Standard and “Wild” seemed to randomly come out of nowhere. In the scheme of things though, such a move is all but inevitable in CCGs, as it is the only legitimate tool to combat power creep. Magic: the Gathering has had different play formats for decades now, and has survived and thrived since then.

But I must admit it still feels a bit different here.

That could very well be because Blizzard is doing it differently. You can read the rundown on Hearthpwn, but the big takeaway for me was how they are up and removing Adventures and expansions from the store when they cycle out of Standard. As pointed out in one of the million Reddit threads streaming through /r/Hearthstone at the moment, this could very well doom the Wild format before it even begins. If you’re a veteran who already has Boom & co crafted? Go compete in Wild. If you’re a new player? You have zero recourse in breaking into this legacy format other than squeezing thousands of Dust from Standard packs.

…hmm. That’s actually not all that different than how Legacy goes in MtG currently. And considering Hearthstone’s Dust system allows you to craft any card you want, you aren’t actually limited to spending $500+ for a single card; technically the Dust can be accumulated over time from wherever.

Hearthstone_PaladinNerf

How will I predict the Paladin curve now?!

Regardless, the actual earth-shattering effect of the format split are all the cards cycling out of Standard. Dr Boom has been such an iconic representation of all the idiocy in how the devs balance Hearthstone, but this almost feels… too abrupt. Paladin loses Shielded Minibot and Muster for Battle and Piloted Shredder. Belcher? Gone. Zombie Chow? Gone. Everything? Gone. This is more than metagame shifting, this is game-game shifting.

And let me just say how brilliant this move is from a business perspective too. Blizzard just wiped out half of everyone’s collection, and most of the people still playing won’t actually mind all that much. “You can just play Wild.” Yeah, until you realize that a year or two from now it will be a cesspit of broken synergies which will make you pine for the halcyon days of Secret Paladin. To compete in Standard, you’ll have to have the latest sets, which means purchasing more packs and Adventures on the regular, when your old staples like Belcher and crew sufficed as stopgap measures up till now.

To be clear, I’m excited about these changes. For one thing, it’s an re-dedication to actually balancing their game. Before, Blizzard’s “policy” was hoping that broken cards were replaced by newer, more broken cards in the next set. Or that a particular deck would just naturally fall out of favor. But now? As noted in their announcement:

The arrival of Standard format will also be an excellent time for us to take stock of Hearthstone. While normally we’re quite conservative about making balance changes to Hearthstone cards (and we’ll continue to be in the future), we’re planning to take the new Hearthstone year as a golden opportunity to re-evaluate a number of cards in the Basic and Classic card sets, including class cards, and make some long-considered adjustments.

Everyone is pretty much taking this to mean a nerf to Druid combo. Indeed, PCGamer said as much:

On the subject of balancing, Blizzard will be addressing some of the more problematic basic and classic cards to ensure they don’t have a negative impact on the Standard metagame. Again, there are no details on which cards are being looked at, but I was told that less than 20 will be nerfed and none will be buffed. Perhaps we’re about to see the end of the Druid combo after all.

Point being: Standard is going to have to be balanced. It probably won’t be, but there’s going to be no excuse for it not to be under this paradigm. Calling it now, though: there will be a series of months in which Wild will be more balanced in the aggregate than Standard. And that will be both hilarious and sad.

In any case, I’m looking forward to seeing how all this plays out.

I Get/Don’t Get GW2

Since reinstalling the client a little over a week ago, I think I have spent more time reading about GW2 than I have playing.

The initial issue was as I described: picking a class that I wanted to play. I’m not sure how normal people do this sort of thing, but my standard operating procedure is a combination of getting hands-on while also reading the latest news about said class. Nobody wants to play a class about to be nerfed. The other issue is that you can read about how powerful a given class can be, but if the button combinations required to get there aren’t fun to push, then it doesn’t matter.

GW2_Space

Quite nice.

My original thought was Thief or Mesmer, so I started there. Then after playing a while, I realized something: if you aren’t playing GW2 for the WvW gameplay, why were you even playing? The game’s narrative is background noise, endgame progression is wardrobe-based, dungeons are about speed running exploits, and world PvE content consists of Champion trains and dragon zergs. You don’t even really have anything to look forward to while leveling either, as you can generally unlock every ability you are ever going to use by level 31, even under the revamped system. The only really redeeming feature seems to be WvW.

Or is it?

I’m still conflicted myself. I ended up going Necromancer as a class, which I had avoided at the time because of all the bugs and other issues. As it turns out, Necros are pretty damn powerful if you just ignore pets. Between that and the ability to really annoy zergs of any variety (PvE or PvP) from the relative safety of range, I felt like I had found a better home, class-wise.

Issues remain, however. It’s been three years, but I still remember all these level 30 zones I am going through, and the non-existence of their narratives. Combat feels floaty and insubstantial. The economy has inflated massively, and yet there really doesn’t feel like there is anything of value I can do/gather/create for cash. The more events I go though, the more it feels like I’m just mindlessly grinding for no reason. There might not be a mechanical difference between this approach and grinding out quests in WoW, but it emotionally feels different.

I was about to pack it up for good (again) when, in the course of doing an easy achievement daily to satisfy the 3 achievement daily daily, I just… sort of looked around.

GW2_Trees

Something something forest for the trees.

Those are trees. Duh, right? But looking at them, I began to really (re-)appreciate the sense of space that GW2 manages to generate. Each of those are an individual tree that you can walk around, get stuck on, and use to block projectiles coming at you. Other games might have a higher graphics fidelity than GW2, but I haven’t played one that quite felt the same walking around inside. There is almost a Skyrim-esque feeling to the terrain, insofar as you can reasonably look at an area and decide “hey, I want to climb that mountain over there” and be able to do so. This really comes through in the jumping puzzles, but those are just a byproduct of the underlying design allowing you to play in a remarkably detailed 3D space.

The only skyboxes in GW2 appear to be just the sky.

So, I feel like I “get” GW2 now – it is the best exploration MMO I have ever played. It’s just too bad that exploration isn’t enough for me as a player. I either need a reason to explore, or the ability to do something interesting once I arrive. I’m just not getting that feeling from GW2, and I’m not sure that I ever will. But if I ever get the desire to really walk around in a fantastical fantascape, I know which game to boot up.

Metal Final Gear Fantasy Solid

Has anyone else gotten a chance to watch that latest FF15 gameplay video? You know, this one:

It looks cool as shit… but I’m trying to imagine an alternate scenario in which it was just an untitled mystery video. And there wasn’t that demo released last year. Would anyone have believed it was the next Final Fantasy game?

Or perhaps more to the point: does it even need to be a Final Fantasy game?

I stopped playing the series after FFX-2 – not because of FFX-2, but simply because I transitioned away from console gaming in general – so perhaps it’s a natural evolution post-FF13 or whatever. I seem to remember FF12 having some kind of real-time combat system where characters basically attacked by themselves or something? Never played that one more than a hot minute, myself.

Ah well. We’re getting a FF7 remake, so Square can do what it wants.

It Worked

The final (?) chapter of my GTA 5 woes has come to its end.

After uninstalling the “corrupted” GTA 5 installation, I emailed GameBillet to ask them to reinstate their download page that I had brief access to when I originally bought the GTA 5 key from them. From there, I committed myself to downloading 30 individual 1.9 GB files from their servers.

Nothing (other than Steam) is ever that simple though. The first problem I encountered was the fact that Chrome would hang on 100% download completion without actually “finishing” the file. This was not a GTA 5-specific issue, but rather something I have been experiencing for the past month or two with Chrome, even on 125 KB downloads.

Chrome_Stop

Ain’t nobody got time for that. Except for me.

To ensure this would not be a factor, I ended up reinstalling Firefox and downloading from there. This prevented the hung downloads, but Firefox was unable to handle downloading more than six files at a time, so that is what I limited myself to.

The next issue was that after a day of this, I couldn’t log into my GameBillet account, and the “forgotten password” request couldn’t be completed because it stated that my email account didn’t exist. Pretty goddamn strange considering I had two emails from their support team not four days ago. Luckily, I was able to find the original email that contained the download links, so I could still download direct from there.

The final boss, as in most RPGs, was somewhat of a let-down. Having downloaded all the .bin files, I had to run the installer to combine them. Which meant duplicating the 60 GB files on my SSD because of course. After deleting some other games I doubt I’d ever play again (or at all), I logged into Rockstar’s shitty Social Club interface…

…and had to download a 2 GB patch. At 200 kb/s. Fine. I made the time.

Then, the moment of truth.

GTA5_Success1

Never felt so good driving around a corner.

It worked. It really worked. I was able to get to and through the 2nd mission. I didn’t play for much longer beyond that point, but at least I did not run into the exact same breaking point as before, and that’s something.

While this remains another example of my parsimony biting me in the ass, I don’t really blame GameBillet in this scenario: I blame Rockstar and every game maker with their own shitty download client. If Social Club downloaded at more than 200 kb/s, I wouldn’t have had to use a VPN and it wouldn’t have corrupted my files. The real lesson learned here is that Steam fucking earns their 30% cut, and Rockstar is going to eat that cut every goddamn time from here on out.

PvP Servers

It has been quite some time since I’ve had to bother with the issue of PvP servers, but Shintar’s latest experience with a “classic WoW” server really sums up my thinking after the years:

The truth is, I’ve never had the urge to initiate combat with the opposite faction, so if I’m being honest I’m just making myself a punching bag for other players by going along with it. All that ever happens is that I get attacked by people who are several levels above me, in twink gear, or in a group. Sometimes things get turned around and they are the ones who end up with egg on their face, but that’s a cold comfort when compared to the amount of my time that ends up getting wasted by corpse-running and having to re-do quests. I’ve put up with it because there were no other options at the time, but weekends like these really make me wonder whether it’s worth it when I could be having fun with something else where other players aren’t able to ruin my enjoyment every step of the way. My free time is really too precious to me these days to waste it on nonsense like that.

Is there excitement on PvP servers? Sure. Although I would more describe that as anxiety, considering I’ve only ever gone on ganking sprees after being ganked myself. So, really, that would be what I say to anyone asking if they should pick a PvP server: “Do you want to spend your time ganking mostly helpless players over and over? If not, then don’t go to a PvP server.” Those rare moment of cooperation and peaceful coexistence do not make up for the time you spend getting killed in the middle of a quest. They really, really don’t.

CAN there be another MMO success?

While Syncaine laments that the MMO genre hasn’t gone anywhere in 12 years, I was left pondering a different question: can the MMO genre go anywhere? Can there be another breakout success?

I would suggest the question is less straightforward than it might seem, for a few reasons.

The first reason is due to the nature of the genre itself. Even if you are a super-fan of Half-Life 2 and believe it to be the best game ever invented… you still likely bought and paid for other FPS titles in the past 12 years. The same is not necessarily true of MMOs. I’d wager that most people that stick with the MMO genre long-term generally find one game and settle in. And why wouldn’t you? Someone would move on from Half-Life 2 because eventually you would run out of content to explore. That is much less likely in MMOs, because they are updated regularly, expansions are released, other players generate content, and so on.

The above generates the curious (and fairly unique) phenomenon that a lot of MMO players – possibly even a majority – are still actually playing the most influential MMOs (Ultima Online 1997; EverQuest 1999; EVE Online 2003; Second Life 2003; World of Warcraft 2004). If the market for FPS titles is 40 million people, each new FPS has 40 million potential customers. Meanwhile, the market for MMOs is X – Y, where Y is the number of people currently satisfied with their present virtual home.

The second issue is one of definitions. While it might not seem so at first, “MMO” as traditionally defined is rather restrictive. For example, most people would suggest that Crowfall is a MMO, despite its “persistent” worlds having an expiration date. That sounds more like a long-lasting lobby to me. But why is Crowfall an MMO and Destiny not? Or PlanetSide 2, which is arguably more persistent than either? A game like Fallout 3 can be said to move both the FPS and RPG genres forward in specific ways, but MMO-ish games often fall outside the standard MMO purview, thus limiting potential genre-changing titles. In other words, experimental MMOs can innovate themselves right out of the genre.

Third, a given game can only really be considered influential if it, or its derivatives, are a success. Consider the glaring omission from the Top 50 list: Star Wars Galaxies. I would have thought that with the amount of name-drops SWG receives in just about every MMO dev design sheet, it would be a shoo-in contender for sure. But if you think about it, not only has SWG shut down, but I don’t even know if any other game claiming its mantle has survived or even been released yet. Anyone know of any? Regardless, this means a given game must both shake up the genre and be successful in a general sense to count – just the first is not enough. Which leads me to the next point.

Fourth, not to be alarmist or anything, but… I’m pretty sure the MMO genre as we know it has peaked. As recently as 3-4 years ago, over half the MMO market was just WoW, and WoW has lost half of said playerbase since then, and is still top dog by a factor of 3-4, minimum. Where did all the bodies go? Not to other MMOs, for sure.

This leads me to the question in the title: CAN there by another MMO success? FF14 has come the closest, but is there anyone out there that seriously believes we will see a second WoW-like coming ever again? I personally doubt it. There was always an element of “right time, right place” to WoW’s meteoric rise, and not only has that time passed, but there is pressure coming in from other genres co-opting the traditional MMO strengths, in the same way we see “RPG elements” everywhere today.

So, basically, I do not see that list of late 90s/early 00s-only influential titles as a deficiency of development testicular fortitude, but rather a simple systemic and semantic issue. Other genres can take greater risks because they need only make one sale, not twelve per year in a F2P environment, while also maintaining a healthy population. Even if smaller MMOs were released and did innovate, chances are they remain too small to be “Massive” or just shut down after a few years and thus no longer be influential.

It is lose-lose-lose for everyone, but there it is.

GW2: Reloaded

I have tentatively begun playing GW2 again. After three years. Here are my (re-)impressions.

Getting back into the game, I am finally beginning to appreciate the concern designers have over the returning-player experience. Remember when Ghostcrawler and friends talked about not wanting to change too many things mid-patch? When I loaded into GW2 on even a low-level character, looking at the Skills page caused a moment of existential panic in which I desired to turn off the game immediately.

GW2Reload_Skills

Just what I wanted: two hours of homework before playing.

Granted, I feel like the GW2 Skill system has always been convoluted nonsense, but it is especially weird now. Weapon skills are now tied to levels instead of weapon use – no more equipping a new sword and having to wail on easy mobs for 20 minutes to unlock everything, ala old-school WoW. So, that’s good. Less good is how the Skill system used to allow you to purchase skills from tier lists, but now they are unlocked in sequential groups. In other words, you usually have to unlock a bunch of crap to reach the skill you want, instead of picking it right away and then not having a use for skill points later. Then there are Specialization paths or whatever. Pick three of six specializations, each of which has three sets of three choices.

No doubt the system makes perfect sense for long-term players, but as someone logging back onto a level 80 character after three years… well, let’s just say that I fully understand why WoW was “dumbed down” the way it was.

Things are now a lot more account-based, which is also interesting. You still have to unlock bag slots per character because $$$, but now even things like gold are shared across all characters. Hell, the shop is even selling additional Crafting slots, so you can have more than the industry-standard two.

GW2Reload_01

Things are looking a little, ah, different.

Magic Find was also turned into an account-wide deal instead of stats on gear. In a rather brilliant economic move, the only way to increase this stat is to destroy magic gear and consume the possibly resulting Essences of Luck in ever-increasing amounts. This neatly solves the Vendor+1c economic disaster GW2 had originally, all while providing an insatiable lust for dropped/crafted gear. Amusingly, it also squares the circle of the increasing amounts of Magic Find generating more magic items, as you simply destroy those too.

Actually, I feel like there is a entire post that could be devoted to this sort of design solution. Not necessarily the elegance of the Magic Find situation, but rather the kind of design which involves every player having a stake in consuming resources. I mean, look at WoW with all the junk greens and blues that drop. People vendor those all day, or possibly get them disenchanted and sell the resulting dust to either Enchanters or people trying to get cheaper prices from Enchanters. It’s easy to flood the market in those situations, because the demand is concentrated in just a small portion of the entire audience. And then, perversely, it’s nearly impossible to find usable gear at any given level because it’s never worth it to list on the AH due to low demand (and high fees). Lose-lose.

Meanwhile, the market for magic items in GW2 is effectively infinite – everyone has an incentive to get more Magic Find. And that’s a trick, because the majority of players will quit playing, never reach the cap, or whatever, but they have nevertheless drained the economy of those goods. It is the difference between everyone learning every crafting recipe drop they come across versus immediately putting it on the AH to be consumed by a much smaller fraction of players. The latter is the status quo, but the former neatly solves most of the issues that crop up in MMO economies without overt gear destruction.

Anyway.

In my brilliant foresight, I apparently cashed out all my gold before I stopped playing three years ago, so I have 1300 gems and like 8g. This is enough to apparently “purchase” Season 2 of the Living Story, which… makes very little sense to me. Did everyone have to purchase the second Living Story when it came out? Is it necessary to play? I’m assuming not, but who the hell knows in this weird-ass F2P Wild West. Given the horizontal progression touted by GW2, I’m not sure of the benefits. Skins, surely. Plus, you know, plot. But anything else?

GW2Reload_Season2

Worth it? I’m guessing no.

It is actually kind of amusing, in a way. People gripe about all the planned obsolescence in MMOs like WoW, but GW2 seems to be the ultimate offender here. Lion’s Arch got destroyed or something, right? I’ve read about it, but I don’t think there is ever a way to see it. Unless it is in the Living Story bundle, perhaps. Someone might be able to breeze through the entire Mists expansion in WoW without leaving Jade Forest these days, but at least all that content still exists. In GW2’s sake, it is straight-up gone like a fart in the breeze.

The likelihood that I play GW2 long-term is effectively zero, as it is with any MMO I fear, but for now, it is something I’m playing. Luckily, I received something silly like twelve level 20 boosters and six level 30 ones, so I’ll be able to get a better feel for the classes without having to suffer through the painful low-level nonsense another half-dozen times.

And, hey, even if I stop playing, the game never had a subscription, so I could just revisit in 2019 and see (or not see, as the case may be) what’s new.

The Curse that Keeps Cursing

Hey, do you recall the travails associated with my attempting to install GTA 5 through Rockstar’s shitty “Social Club” nonsense? Well, I finally decided to quit hesitating and go ahead and start playing the game.

Oh, wait, there’s a 1 GB patch to download first. At 200 kb/s, again. I think the most baffling part of this – besides the fact that I can use a VPN to magically make the download go back to 2 mb/s – is how it says it is downloading at 200 kb/s, but literally nothing else will load properly. I tried to load Google to see if this shit got fixed somehow else, but Google literally timed out. So whatever the launcher is doing, it is doing so badly to effectively kill the entirety of my internet.

With everything downloaded (via VPN), I finally booted up the game. And it worked through the tutorial and the first few missions. Then… it didn’t:

GTA5_1

Really? Really?

I was on the way to repo a motorcycle in the game, passed some invisible line, and the entire game crashes with that error. After several repeated experiments, it appears the crashing is related to either loading a cutscene that would trigger in that area of town, or simply loading that section of town. Either way, the game is functionally useless because I cannot progress past this point.

I looked online for solutions, and the culprit is likely some kind of corrupted file. Which, per the source, can occur if the original download is interrupted. Hmm. Where have I…

The one “quirk” with this “solution” is that Ultrasurf cycles through various proxy servers at certain intervals, which technically interrupts the download. For the most part, the GTA 5 launcher will pause and then resume the download no problem. After 5-10 cycles of this though, it will stop the download entirely, forcing you to press Retry to get it moving again. I’m not in a particular mood to babysit this download for eight real-time hours, so I had to look for another solution.

Enter Advanced Mouse Auto Clicker 4.0

…oh.

There is no official way to check for corrupted files via Social Club’s launcher, for the record. I ended up finding a Reddit thread talking about downloading and creating a goddamn Python script to check your files. Which I did so, and everything came back OK. Found a slightly more up-to-date list to add to the script, but still no errors. Rockstar themselves suggests uninstalling and reinstalling.

Fuck. That. Shit.

Honestly, at this point, I’m sorely tempted to chalk the whole thing up as a total loss. As in, deleting GTA 5 and just never playing it. I mean, technically I can wait for another year or whatever and try and snag the game in a Steam-specific sale and be done with it that way. But I’m already out $28, so there is no “deal” possible in this scenario.

There is one other scenario in which I might salvage this situation: I contacted the retailer to re-enable a direct download of the individual installation pieces of the game. My hope is that it won’t download at 200 kb/s, and thus I can download sans VPN and without mid-download micro-interruptions. There is no guarantee that it will work, and shit is already annoying as hell, so this may just be another variation of Sunk Cost Fallacy.

But Christ Almighty, have I learned my lesson. Some people might cry about Steam being a monopoly, but if Steam is a monopoly, it is precisely because of the incompetence of everyone else. It has literally been 5-10 years since I’ve remembered that I’m a PC gamer. You know, that unfortunate kind of gamer who can buy shit that doesn’t work out of the goddamn box. Who else would put up with that?

Inconsistent Resolutions

It’s been about two weeks now, and I’m unsure on how I’m doing with my resolution to not play “just OK” games.

At first, things were good. Loaded up Fable 3, suffered through the Games for Windows Live bullshit, game froze while auto-saving after about 30 minutes of gameplay, and I Noped right out of there. Then, having picked up a Punch Club code from somewhere, I decided to give that a spin. Spent about 1.5 hours “playing” Punch Club before realizing it was just not for me. Cross that one right off… but now it’s getting press and I’m starting to wonder if I gave it enough time.

Then there is my current game, Metal Gear Rising: Revengence. I played that for about an hour the day before, and got stuck on one of the early bosses and was pretty frustrated. “Time to drop this game too.” But… I didn’t. I came back the next day, cleared the boss with ease, and for all intents and purposes am having fun playing. Not fun enough to justify a full review, but certainly more than I was the day before.

While there are certainly games in which the opening gameplay is the same as the end, there are even more that are not at all similar. Like pretty much 100% of MMOs, for example. It is not as though I “owe” these games anything – this is all supposed to be about my personal entertainment, after all – but it has got me thinking about things. Is it really fair to judge a game by its opening hours? Am I fine with the possibility of missing out on an otherwise compelling experience based on basically a slow tutorial?

I suppose on that note, I shouldn’t be second-guessing my resolution just quite yet, eh?

Review: Dying Light

Game: Dying Light
Recommended price: $10
Metacritic Score: 75
Completion Time: ~30 hours
Buy If You Like: Dead Island meets Mirror’s Edge, Parkour, Zombies

Environments that, for the most part, don't feel contrived.

Environments that, for the most part, don’t feel contrived.

Dying Light is a less gamey Dead Island meets Mirror’s Edge. In other words, it is a zombie game in which you spend less time killing zombies for XP and more time parkouring along the rooftops to avoid them… for XP. It’s a game of movement, momentum, and generally avoiding battles wherever you can. Or mowing through zombies if you feel like it. Either/or.

The premise of the game is that you are a lone GRE agent sent into a zombie quarantined zone in an effort to resolve a rogue agent situation before it gets (more) out of control. In the process, you help people, sometimes not help people, and otherwise play Dead Island again. By which I mean collect crafting material and blueprints so you can craft increasingly unlikely weapon mods to help you separate zombie heads from zombie shoulders. There aren’t zombie health bars or numbers popping up after each attack, but we all know that they’re there, right beneath the surface. Especially once your badass electric katana inexplicably no longer one-shots random Biters.

Indeed, if there was one element from Dying Light that I felt fell flat (beyond the ending), it was the actual crunchy gamey bits. I enjoyed how the Skill Tree system was segmented into independent categories – you level up Power by fighting, Agility by parkour, and they have their own trees – but the crafting part was straight lifted from Dead Island, and otherwise felt out of place. Why is this Chef Knife dealing more damage than a Fire Axe? Oh, right, because the Chef Knife is purple. That didn’t bother me in Dead Island because I saw a cascade of “150 damage” pop-ups after throwing a Molotov, but it’s damn weird here.

Also, I hope you like the Fallout 3/4/New Vegas lockpicking minigame, because you’ll be doing that approximately a million times. Luckily, it becomes increasingly not worth it.

Fortunately, this sort of thing rarely gets old.

Conversely, this sort of thing rarely gets old.

Mirror’s Edge is the comparison everyone makes to any game that features parkour, but I must say that Dying Light gets the feeling closer than most. A lot of the more interesting maneuvers are gated behind level unlocks – including basic stuff like sliding – but even from the start things feel real good as you scramble on rooftops and vehicles. Indeed, once you start unlocking the rest of the tree (along with the grappling hook), you’ll start to feel like part Neo, part goddamn Spiderman. Even after 30 hours, running at a dead (har, har) sprint and vaulting onto a rooftop from the shoulder of a zombie trying to grab you never gets old.

One of the biggest gimmicks of the game is the Day/Night cycle, where especially overpowered “Volatile” zombies comes out to play. What is so curious about this is how utterly optional it ends up being; every Safe House features a bed, which you can freely use to skip Night segments, even when it doesn’t make much sense (e.g. something bad is happening in the next 24 hours… or next month, if you just want to sleep a bunch). The game makes a token effort to get you to venture out at Night via sidequests, but for the most part I ignored it. At least, I did until I unlocked the Grappling Hook and the “Camouflage” skill, the latter of which in particular removes basically all danger from Night escapades.

Overall, I enjoyed my time with Dying Light. If you were someone who didn’t enjoy Dead Island, Dying Light is probably different enough to make it worth your time to try it out. Then again, since I’m one of those apparently crazy people who enjoyed Dead Island in the first place, it’s tough to be objective. All that I know is that it’s going to be difficult going back to any zombie game that doesn’t allow you to scale walls and Spiderman your way around town.

Or if I’m honest, any open-world game.