It’s the unholy lovechild of Dukes of Hazzard and Death Race 2000. You discover the countryside is actually curved roads and fences to plow over and stupid “Who built this, anyway?” jump ramps and tight turns and fields full of zombies waiting to be run down. The Following is the opposite-empty stretches, punctuated by the odd highway overpass or farmhouse.īut once you get into your silly little car, those long stretches of nothing take on a different character. Dying Light proper managed to feel bigger than it was because it mostly consisted of winding streets and hidden interiors. The two aren’t truly comparable, regardless. Running across the map is tedious, and for good reason-Techland’s become fond of boasting that The Following takes place in “a region the size of all Dying Light maps combined.” I’m not willing to verify that claim, but it feels truthful. Much of your time is spent traversing the environment, and a lot of the secondary or tertiary missions are indistinguishable from each other.īut the dune buggy. The Following tells a more intriguing (albeit more ridiculous) story than Dying Light, but it follows the same tedious structure as before and I’m still not thrilled. It’s a familiar set-up: Go here, do a thing, come back. You have to earn their trust by doing odd-jobs for members of the community, working your way up the well-trod ladder from stranger to beloved henchman until The Mother’s servants, the Faceless Ones, see fit to call on you. ![]() When you show up, nobody will even speak to you. They’re known as the Children of the Sun, a cult group kept safe by praying to a figure known as “The Mother.” ![]() And wouldn’t you know it, he immediately stumbles into a camp of seemingly-immune individuals. He escapes the confines of Harran, retreating to the sprawling countryside and farmland around the city.
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