![]() These additional events require a more thoughtful approach, which brings The Following further into the survival horror territory. I won’t recommend tackling these alone either, unless you have a powerful arsenal of weapons at your disposal. They are essentially more powerful versions of special-type enemies, only with the size and health bars turned up to eleven. The Following ramps up the post-campaign difficulty curve much higher than the main game, and in addition to Volatile nests, adds powerful boss encounters. Taking those on alone always results in player death, as I’ve found out. Volatiles are far more numerous during the day, and patrol their locations. The nests, usually located in caves and tunnels, are filled to the brim with the undead, and daylight is extremely dangerous. Volatile nests, in example, are best attacked at night and even then, pose a formidable threat as regular zombies become more resilient to damage as the sun sets down. Some are really difficult, and go as far as to require a certain level of planning. Main plot completed, there are side quests and additional challenges to do, which you may have finished already throughout the game’s campaign. The ending was very satisfying, and revealed the mystery behind the Mother, however I don’t want to spoil that for new players. With a major plot twist that I didn’t even see coming, The Following concludes with a bang at the very end. These reveal the information about the cult, and Crane gets an opportunity to become part of the Children of the Sun, however it is the mysterious “Mother” that really stands apart. Story quests ramp up tension significantly, and each is expertly crafted. It may seem redundant at first, and games in the past suffered same faults, but The Following somehow manages to pull off perfect pacing. Completing side quests fills up Crane’s “trust status” of sorts, and with each new achievement, he gains further access into the cult. This sets a somewhat different progression curve to the main game, as instead, players complete side missions to gain trust of the few survivors in the countryside. In a desperate attempt to help people of the Tower, Kyle has to turn to locals for help, although information doesn’t come for free. Not much later on, you’re dropped into a gorgeous countryside map, which provides a welcome change from the greys and browns of the main city. The Following sees Kyle Crane scrambling to get out of Harran in search of a mysterious cult heard to be immune to the zombie virus. Testing specs: Core i5-6500 3.2GHz, 16GB RAM, GeForce GTX 1070 With a diverse set of additions, this expansion is worth taking a look if you enjoyed Dying Light’s diverse set of action and survival mechanics. An interesting plot and a vast open world set the back tone for this expansion, which proves to be an excellent improvement over the main game’s central mechanics. ![]() ![]() ![]() With addition of the buggy, The Following integrates well into the existing framework, and new elements feel like they’ve always existed in the first place. Progression carries completely over, so time investment in the main game pays off, and provides you with better equipment and skills. Players are free to jump into it at any point in time, as The Following is accessible from the main menu screen, however I’d recommend diving into it at least halfway through Dying Light. With vast stretches of open road, the expansion leans on its newly introduced vehicle gameplay, which sets it apart from main game’s parkour-focused action. Set in the outlying countryside of Harran, it provides a vast landscape entirely different from dense urban regions of the city. Dying Light: The Following sets an example of how game expansions should be done, and almost feels like a proper sequel rather than DLC content.
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