有 8 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
2
2
3
不推荐
过去 2 周 0.0 小时 / 总时数 80.0 小时 (评测时 19.4 小时)
发布于:3 月 16 日 上午 8:00
免费获取的产品

Dying Island: The Following Cry 2

This game is an uninspired, inferior child of DL2 and DL1: The Following that brings nothing new to the table and really tries hard to bait you with nostalgia into spending more money on a “standalone” game, but in reality it's just a shallow copy of the previously mentioned DLC for DL1, with a returning main character and a glorified “new” mechanic — Beast Mode (as if I hadn’t already seen constant left-mouse-button smashing while playing as Aiden or playing Be the Zombie in DL1 already).

The main story basically revolves around boring running from one unoriginal boss-fight to another unoriginal boss-fight, with a couple of errands in between (developers even “borrowed” delivery quests from the first Dead Island games. It’s time to deliver juice boxes and fuel canisters with your car once again!). And I really “liked” how you have to run across the huge map to a main quest dialog, just to run for another main quest dialog on the opposite side of the map back to back, without fast travel or a normal way to traverse the map (cars are horrendous and break quickly).

And how the story is supposed to be believable if you use your “10 years in the lab made you a puny weakling”, but in reality Kyle looks muscular, can climb without a sweat, runs endlessly, and still crushes enemies like nothing happened (despite being in a wheelchair and crawling like a worm at the beginning of the game)? That miraculous zombie juice must perform wonders, I guess.

Skill system is abysmal—you still have to learn skills from previous games over and over again (as if I hadn’t already done that in DL2!), but here's the catch: there's no sense of progression. In DL1 you start as a “newbie” in parkour, but then learn the ropes and become faster and more agile (I really liked how Kyle is sloppy and sluggish at the beginning and then becomes a parkour master towards the end of the first game). Why not give Crane a small recovery period after being tortured for 13 years? It would be much cooler to see him weak and slow at first, and then steadily grow stronger over time—not just in the prologue section.

Or let’s take the second game, where Aiden has to search for inhibitors that allow him to access and explore new points of interest, climb higher, and fight longer. In “The Beast” we got a bare-bones leveling system with pretty much nothing new to it. Most of the skills are kinda useless anyways… except maybe button-smashing berserk ultimate and glorious dropkick.

Worldbuilding and NPCs are also comically poorly made. We have a super-duper-evil-for-the-sake-of-evil-I-want-more-power villain with his mega secret lab that performs various experiments when the world has long been gone. But how did Baron and his minions manage to survive that long if their test subjects constantly escape, rip apart Baron’s people and run around committing massacres? Just by pumping some gas, I guess.

Survivors are no better. A bunch of forgettable NPCs that exist for the sake of giving you another fetch quest, and that's it. Survivors from the previous games had fortified settlements, traversal infrastructure, communities, gardens, ways to collect water, etc. These poor guys from Town Hall just sit there, smelling fumes from a generator, eating dusty rice with expired cookies, and shooting themselves from time to time because they can't find UV mushrooms to inhale. Pathetic. How come they are even alive with all-mighty Baron around? Telepathic half-zombie exiles from the cave are living a more believable life in a zombie apocalypse than common survivors.

From a gameplay perspective, this “standalone” game feels more like a free, really solid Steam Workshop custom story from a team of dedicated, skillful modders, heavily inspired by The Following DLC made on the Dying Light 2 engine, rather than an official game that has its own identity and place in the series (I constantly couldn't shake the feeling that I've played this game before because of how similar and copy-pasted it is, not even to previous installments like The Following but even to the Dead Island series).

So, if you haven't played previous games from this company over and over again and just want to run around mindlessly through empty fields and woods (wow, you don't even have your personal good old upgradable buggy like in The Following), sometimes parkouring, beating potato sacks that are called zombies, and looting some sweet garbage (you need an insane amounts to craft something)—buy this game with a huge discount. As for me, I'm going back to Harran and pretend that sequels never happened. Especially not overextended ones that should have been just a DLC with fast travel mechanic implemented and cost half of its current price.

Good luck, Nightrunners.

P.S. I have nothing against people who like this game. It's solely your choice to make how you want to spend your time and money. I kinda feel that this game can be fun at times, and I can see why people are so excited about it; there are some good sides of The Beast too (great voice acting and charisma of the main protagonist, good music, beautiful landscapes, dynamic combat). Unfortunately, Dying Light 1 set the bar too high for me (except maybe in terms of a story, because all games in this series have bland, predictable stories with lots of cliches). My point is that I wanted this franchise to evolve and prosper, not to lazily parasite on nostalgia, but I kinda lost hope after the mediocre, directionless second game, and this DLC assured me that there’s no more reason for me to support this studio anymore. But who cares anyways? Money is money, profits are profits. Have a great rest of your day.
这篇评测是否有价值? 欢乐 奖励
7 条留言
4 月 8 日 下午 10:06 
Ok, it’s time to add some positive feedback after experiencing most of the content this game has to offer, before dropping a negativity bomb about the recent update. So…
4 月 8 日 下午 10:06 
Actually, the map is not that empty as I stated in the review. The developers put in some effort and made a lot of hidden places with stashes, small environmental stories about unlucky survivors, and made every dark zone unique. Interiors of houses are diverse, unlike the copy-pasted and generic buildings in DL2. I was pleasantly surprised when I ran through the woods and found small hidden bunker with poor people that turned into zombies. All in all, exploration feels rewarding and there’s always something to find.

I appreciate some attention to detail, like zombies don’t die fast from a molotov during rain, or that the clothing of zombies changes depending on the environment they are in. But do I have to praise the developers for features that were present in DL1 and got stripped in DL2? Do I need to be excited that my weapons change visually depending on their condition? Thanks for returning the candy you stole from us, I guess.
4 月 8 日 下午 10:05 
Starchild’s quests. Wow, we can have some narrative quests that shed light on the main character’s fears and feelings? No way! We can spend some time with other characters to find out more about them? No shot! We can have fetch quests that can be rewarding and interesting? I’m impressed! Thanks for adding two interesting quests that stand out among other “use your Witcher Sense to follow a yellow trail” or “go there, bring me this, here’s your reward, bye” quests.

That’s pretty much it. This game is still DL: The Following 1.5 with better graphics, but without responsive parkour and combat, upgradeable vehicles, and great replay value.
4 月 8 日 下午 10:05 
Now let’s talk about the Restored Land update… and oh boy, where do I start?

Firstly, I saw a teaser with Crane sitting inside an upgraded car with a UV light and some spikes attached to it, and I got excited that they are finally adding the option to upgrade cars, but instead… we got more boring races… to unlock a skin… for a car… Why do I even bother anymore…?

Basically, they copy-pasted the hunger and battery management mechanics from the Nightmare update, as well as adding Alpha Volatiles and regular Volatiles to the dark zones, but now featuring a permadeath mode with zombies and loot that don’t respawn anymore. A good concept on paper — I always wanted something like this in DL1 — but the execution is just awful, as if this mode is made by a small indie company without huge financial backing from one giant Chinese company wink-wink.
4 月 8 日 下午 10:04 
So, in reality, you have to replay the same boring story, but now you can clear Castor Woods of zombies. And zombies won’t respawn for some time. That’s it. All you get in the end is an empty map like my soul after playing these moronic modern games. Lowering the threat in the region doesn’t do anything special. You just meet a few static NPC encounters, where survivors just… drink beer… roast sausages… and just sit there… resting… sometimes fishing… yeah…

No base-building, no wandering traders, no special random encounters, no rewards for clearing a specific region, no benefits, no unique possibilities. Nothing. You just kill 5k+ zombies, get the achievement, get one single charm, and after that zombies start to respawn again as if nothing happened. I had a glitch where I got a constant “land is restored” pop-up because zombies kept spawning and dying over and over again. Oh, and bugs…
4 月 8 日 下午 10:04 
So, doing some random encounters where you help survivors doesn’t contribute to lowering the threat; killing Baron’s bandits or clearing a volatile hive doesn’t contribute to lowering the threat, but simply sleeping in your bed miraculously does — hilarious. They didn’t even come up with any unique ways to lower the threat in the region. They didn’t add anything new. Not even some bandit outposts. Not even a single thoughtful feature to make this mode stand out from the base game. Not even a repeatable “a settlement needs your help” type of quest. What a joke. And people get paid for this. What a world we live in. Man…
4 月 8 日 下午 10:04 
Another wasted potential, as if the developers of this company have been replaced by AI a long time ago. I bet you have to wait another 5 years for the developers to figure out how to make this mode interesting and engaging. Something tells me that the developers themselves don’t even know what to do and just wait for players to fill out their surveys, provide feedback, and then they will start fixing this half-baked mess. I’m tired of this soulless pursuit of money, when developers don’t even have a vision or understanding of what game they want to make. Players are basically beta-testing games nowadays for $60 and have to wait a couple of years for a finished product. How much lower can we go?