xbox live down for anybody else?
anybody having trouble getting on live? I can't do shit but sign-in.
Yup, I was just asking that too. I haven't played in a week and now that I'm ready to play this shit is down.
Good: A solid game that definitely has an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun. Check out more reviews or the Destructoid score guide.
http://www.destructoid.com/review-dying-light-286725.phtml
We only received Dying Light this week, so I don't have a review ready for you just yet. Shockingly enough, however, I am full of opinions already--most of them positive. The game springs out of developer Techland's own Dead Island games, if not by name then certainly by concept. There are some key differences between Dead Island and Dying Light, however, the most substantial of which is your means of locomotion.
Dying Light allows you to race ahead and parkour your way around the city from a first-person view, Mirror's Edge-style, though the open world makes moving around a lot more freeform than when running around as ME's Faith. You leap over obstacles, pull yourself up onto ledges, and bound along rooftops, though this is hardly Assassin's Creed: you won't be rushing forward with the trigger held down and having everything just sort of work out.
You need to have spatial awareness. A built-in stickiness allows Altair and his fellow assassins to easily dive into a bale of hay or a wagon of leaves; breaking your fall with a pile of garbage in Dying Light requires care and precision. And the most powerful of the zombies you encounter sprint after you with voracity, so you must keep your eyes peeled for opportunities to lose them.
http://www.gamespot.com/articles/dying-light-review-in-progress/1100-6424927/
Kotaku My First Few Hours With Dying LightThere’s lots to do in Harran, lots of weapons to try out, and lots of freedom in how you choose to get around. But the major element bringing the entire experience down is the irregularity of the game’s presentation. Maps are big enough to encourage exploration but don’t feel larger than those in Dead Island despite some interesting touches in the distance. Except for a handful of people, characters look extremely generic and lip movement is rarely on track. Textures frequently pop in and out, and reflections on the water’s surface can get downright ugly.
There are also game breaking glitches. The grappling hook sometimes sends us through buildings and drops us beneath the environment, and at a pivotal point in the story the screen blacked out, preventing us from moving forward. Dying Light does have a pretty side, on occasion. Some weather effects can create an immersive mood, especially at night, and the lighting is sometimes spectacular as you transition from interior to exterior environments.
Fans of zombie survival, open worlds, and first-person shooters will find things to enjoy in Dying Light, but it’s a rough ride. The contextual movement and realistic time progression suggest that Techland wants to immerse you in Harran’s apocalyptic plight, but the game’s realism takes a hit at almost every turn whether it’s the graphics, the enemy AI, or the mannequin-like demeanor of the souls you’ll attempt to save. Jumping around and smacking zombies is fun, but we’re hoping whatever comes next focuses more on realistic living people than realistic dead ones.
http://www.gametrailers.com/reviews/9nvtbf/dying-light-review
IGN - Review in ProgressI've had a great time trying to survive in Harran over the course of my first few hours with Dying Light. But I can also tell that there's a lot more to come. And I mean a lot. Techland claims that the game offers more than 50 hours of gameplay. Looking ahead to the prospect of spending another 45 hours inside of Harran is more than a little daunting. I don't mean that as a compliment. Not yet, at least.
The beginnings were my favorite parts of Dead Island and its sequel, because they were the most interesting sections of the games. You start out with a limited repertoire of skills and weapons available to you, the scarcity of which makes fighting or fleeing from a seemingly endless sea of zombies challenging. Since it was challenging, it was also genuinely frightening—as any a zombie confrontation should be.
The problem with Dead Island and Riptide is what came next: after you'd leveled up enough of your skills and acquired enough weapons, making it through the endless sea of zombies became less of a challenge. Since they weren't able to offer new challenges in turn, the invigorating "fight or flight" dynamic in each game was replaced by hours and hours of bland, repetitive zombie-killing. "Endless" became less of a statement of hyperbolic fear, and more one of profound boredom.
These games were deeply in love with their own content to such a degree that they lost sight of its value for the experience at hand. Which was a damn shame, because Dead Island always felt like one of those games that came so close to getting things right. If only the developers had learned to better edit their own work and excise the regrettable bloat.
I have no idea if Dying Light will end up falling into the same trap as Dead Island did. But I've already picked up on enough similarities between the two to see that, at the very least, it runs the risk of doing so.
http://kotaku.com/my-first-few-hours-with-dying-light-1682078168
Besides, I know for a fact the fighting gets better. I’ve played demos at E3 and PAX that unlocked higher-level abilities, all geared more toward carving a quick path through zombies than smashing them en masse. Soon, I’ll be able to instantly escape when zombies grab me, or send them tumbling off ledges with a flying dropkick. I can already leapfrog over them, which makes charging headlong into a horde a viable (and fun) escape tactic. And drawing zombies into the traps set up by other survivors – which include instant-kill spiked objects and electrified surfaces – can be a lot more satisfying than simply bashing their stupid faces in. Especially when I use firecrackers to lure hordes of them into harm’s way.
Like their grotesque inhabitants, the slums of Harran aren’t particularly pretty, or even that distinct – one corrugated-tin rooftop feels like any other, really. Even so, the place feels dynamic, if not exactly alive. Most buildings feature open interiors, letting you use them as temporarily defensible positions while ransacking them for useful items. Survivors occasionally need you to rescue them from zombie attacks, and Virals – more recently turned zombies who can run and climb and seem almost human – roam around kicking down doors and investigating loud noises. And that’s not even counting what happens at night; getting caught out after dark can dramatically shift the dynamic, turning it into a desperate chase with fast, tough zombies at your heels – or so the early demos lead me to believe.
Day 2 Review in Progress
I had less trouble finding human partners to pair up with. 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. 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.
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. Finally, everyone gets their own loot - including level-appropriate weapons visible only to individual players - so there’s no squabbling over resources.
The story has taken some interesting turns, too. 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.
With bigger goals than simple survival, Rais’ missions are more interesting than the ones I’ve been handed previously, with objectives like climbing radio towers that evoke Far Cry, and collecting protection money from Harran’s beleaguered inhabitants - who then put me on side quests of their own, like hunting down a lunatic who goes by “Gasmask Man.” It’s given the action (which is plenty compelling on its own) an intriguing structure, and I’m eager to see where it goes next
http://www.ign.com/articles/2015/01/27/dying-light-review
Dying Light has all the tools to be something special, but it’s so insistent on playing it safe and mimicking other successful games that it fails completely to stand out in its own way. Even the inclusion of parkour isn’t particularly special these days, since so many games are throwing it in. We have a game that shamelessly cribs its elements from Far Cry, Assassin’s Creed, and The Elder Scrolls while significantly toning down anything original, almost deliberately, to conform to homogeneous “AAA videogame” standards.
Far be it from me to speculate, but I can’t help thinking Techland had something with more spontaneity in mind, something more radical and consistently closer to what I played over two years back, before Warner Bros. stepped in and told them to OBEY the mass market trends. Whatever the motivation, the result is a game that has all these wonderful ideas crammed into the pedestrian shape of Big Budget Game Release #587,000.
Parkour. Open world. Zombies. Online co-op. Crafting. Radio towers. Zombies. Collect-a-thons. Zombies. Zombies. Dying Light desperately tries to be all of the videogames in a bid to impress everybody. If only it had tried as hard to be its own thing, we’d have had an amazing horror game on our hands. Instead, we just have another indistinct jack-of-all-trades to throw on top of the ever growing pile.
http://www.thejimquisition.com/2015/01/dying-light-review/
As a follow up to Dead Island, Dying Light represents an improvement on the technical front, but has lost some of its knockabout charm in the process. It shares its predecessors pace and shape, as things start on a relative high as you explore into the game's systems, but then tail off the hours tick by. Dying Light mixes up Techland's own recipe to enjoyable effect, but can't fully disguise its regurgitated flavour.
http://www.eurogamer.net/articles/2...er&utm_medium=social&utm_campaign=socialoomph
Ouch those reviews. And of course IGN takes a week to review something.
Sent From My Galaxy S5
I know I'm late but fuck it.....
This titanfall game.... Uhmmmm... Shit go hard
Good way to spend $10
I'm just here so I don't get fined
I know I'm late but fuck it.....
This titanfall game.... Uhmmmm... Shit go hard
Good way to spend $10
I'm just here so I don't get fined
I just can't bother with FPS. They should give us a discount on Rome.
#IDARB is mindless fun. Price is right too.