Pokémon Go still has a huge fan base, many of which turned out yesterday to catch shiny Bulbasaur during the game’s third community event. These one-a-month events have been a success, but are not enough to keep the most ardent fans engaged. Those players who have reached level 40 and caught every Pokémon will have something else to explore later this week.

Niantic is adding NPC quests to the game, starting with Professor Willow asking you to help him locate Mew, the only remaining Gen 1 Pokémon. Assisting Willow sounds like an elaborate process that is broken up into two tasks: field research and special research. Field research is conducted by spinning PokéStops, which now give players objectives, such as discovering and catching certain Pokémon, or engaging in battles. Special research comes directly from Willow. Niantic isn’t giving specifics on what Willow wants, but does say he will take you on a journey to make discoveries.

Completing the research assignments brings rewards for the players. A screenshot below shows a player earning stardust, a mystery item, and a Pokémon encounter. The player also earns a stamp, but can only collect one a day. The screen shows that the player needs six more to earn a breakthrough with Willow.

All of the research likely adds up to the player being able to locate, battle, and catch Mew.

Our Take
The addition of NPCs and quests is a huge addition to the game, but we’ll have to wait until the content drops to see just how deep this well is. Right now it appears Niantic is only rolling out one NPC. I don’t think this is Niantic just testing the waters. The company has never delivered a ton of content at once, and I’m guessing we’ll see new NPCs appear and disappear as time passes. It would be great to see NPCs everywhere in the world, each asking different things, but it looks like Niantic intends to keep the focus on one thing at a time. It isn’t a bad roadmap, as it appears we’re getting events every couple of weeks now.

 

After targeting tin-pot dictators and megalomaniacs across the globe, Far Cry 5 sets its sights closer to home. This entry moves the open-world mayhem to Hope County, Montana – a beautiful base of operations for outdoorspeople, rugged individualists, and a murderous death cult. It’s also a playground for the explosive antics that we’ve come to expect from the series, where you and a friend can seamlessly go from taking down an armed convoy to bow hunting to fly fishing – or flying a plane – depending on what sounds fun. Once the luster of the new setting and co-op companionship wears thin, however, you’re left with an experience that’s familiar to a fault.

Hope County has been overrun by Joseph Seed, leader of an apocalyptic cult called Project at Eden’s Gate. A disastrous raid on Joseph’s compound leaves your created character, a rookie sheriff’s deputy, alone and outnumbered in a hostile environment. The setup is interesting, but soon settles into a standard routine. Your job is to clear out the Peggies (the local slur for the cultists) by any means necessary – most of which boils down to reclaiming outposts and taking on missions for the locals. Joseph has a lot of land to cover, and he’s a master at delegating. His church heralds include the charismatic John Seed; hunter of man Jacob Seed; and psy-ops hippie Faith Seed. These three walking archetypes have little consistency between them apart from their last names.

Far Cry 5 isn’t as provocative as its posturing may lead you to believe. Its exploration of religious extremism is too bizarre to be taken seriously, and it’s delivered with a self-serious tone that it doesn’t earn. You get knocked out, abducted, and tied to a chair a ridiculous number of times. Since your character is mute and can’t (or won’t) engage in conversation, you end up with extended scenes where vamping bad guys talk at your immobilized form and over-explain their half-baked philosophies. Some moments attempt to subvert your expectations, but they’re generally limp commentaries along the lines of saying, “Ah, yes, but have you considered that YOU are the real villain here?”

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The story doesn’t offer many big surprises or payoffs, and the same can be said for the gameplay. It’s competent on most fronts, providing a massive world to explore and an arsenal of destructive tools, but it doesn’t feel fresh. Taking down outposts doesn’t provide any new thrills or challenges, and new items like proximity bombs don’t open up encounters. Past games introduced strategy and light puzzle elements as you were rewarded for staking out these camps and figuring out how to take advantage of their weak spots. The Peggies seem more interested in maintaining their human flock than setting up decent defenses. They all follow the same basic setup: A couple of guys are on roofs, one or two have set up shop by the alarms, and a handful of bearded weirdos linger near the explosive barrels. You’re certainly welcome to scout the bases and direct your A.I. companions to help you remain undetected, but going in with guns blazing is just as effective and definitely more efficient. You may miss out on a few cash bonuses, but I was generally flush throughout the game and at no point felt like I was missing out. Vignettes showing former residents reclaiming each outpost are satisfying, but getting to those points isn’t particularly gratifying.

Ubisoft Montreal does break from past games in a couple of major ways. First, your deputy doesn’t reveal the world around them by climbing towers to get a better view. Instead, you remove the fog on your map by doing missions and finding maps scattered in ranger stations and other structures. Environmental puzzles are still here in the form of lucrative prepper caches, which are one of my favorite parts of Far Cry 5. Each one offers a unique challenge, which can include escaping a trapped bunker or navigating a mountain obstacle course, with big rewards at the end of each one. I got excited every time an NPC conversation put a new cache icon on my map. 

The second major break from tradition is a decreased focus on hunting; animal pelts are only redeemable for cash, and are no longer associated with crafting. I enjoyed the survival aspect from past games, as silly as it was, and it felt strange to see a previously important part of the series fall to the side like that. Instead of using skins to build holsters and ammo pouches, now you invest points in upgrades as you see fit. The game is generous with the points, which you earn through mission progression and challenges, and it’s easy to prioritize abilities to how you like to play. For instance, if you prefer diving into fast-travel locations from the air instead of spawning on the ground, you can choose to do that. Or you can prioritize potions, making it easier to find the required components and reduce their cost. You will be able to pick up most, if not all, of these perks along the way, so it doesn’t matter too much in the long run. 

Dismantling Jacob Seed’s operations could be downright tedious if not for one of the game’s most fleshed-out systems. The Guns for Hire, A.I. companions that you recruit to fight alongside you, add some much-needed variety to the game. There are nine of them to find in the world, and you have to complete a special mission to convince them to tag along. It’s generally worth it. You can bring two of them on your adventures in the solo game, and finding effective combos is part of the fun. Feel like being stealthy? Bring Grace, a sniper, and a tamed cougar named Peaches. Would you rather go a little crazy? Put Hurk (and his RPG) in your crew. Each companion brings something special to the table, too, such as dog Boomer’s ability to automatically mark targets for you. It makes playing solo feel less lonely, and I got a kick out of experimenting with different pairings. The best pairing is with another player, however, and that’s where the game shines. 

For the first time in the Far Cry series, you can play through the entire campaign in co-op. Having a second player around makes the game significantly more entertaining (even if the difficulty balance seems tailored for one), and exploring the playground together is a blast. I had a great time tormenting my partner, whether I was luring him under beehives, blowing up dynamite inside our plane, or rigging his car with explosives. Players are tethered together, so you can’t freely roam around the entire world independently, but it’s a generously long leash. It was never an issue during my time with the game, aside from a few times when I hopped in a plane and took off before my partner could join me in the cockpit. The scripted tasks can feel like chore lists, but players who enjoy messing around with systems can find plenty to love. It’s worth noting that you’ll need to find a charitable partner, since only the host’s mission and world progress is saved. Your buddy will keep their character progression and inventory, but they’ll have to repeat everything else on their own game. 

The experience isn’t necessarily about beelining through the critical path, however. If you don’t take the time to talk to NPCs, you miss out on a wealth of side missions, which are generally more interesting than being talked at for the Nth time by one of the Seeds. Still, Far Cry 5 doesn’t deliver on exploring the lives of people who live in this Red-Dawn-meets-David-Koresh nightmare. You can read notes that outline some of the challenges the characters have faced, but the tragedy isn’t typically explored through gameplay. Instead, you’re asked to chase down baseball cards for a former player who is sad, or harvest bull testicles for a picnic. Those moments of levity are especially jarring when you routinely drive past corpses that have been hung from bridges or strung up in grotesque effigies. “I guess I can help you catch that lunker, ma’am, but have you noticed that your neighbors have been crucified?”

Public executions aside, Far Cry 5’s world is meticulously constructed, and it’s a remarkable facsimile of Big Sky Country. Unfortunately, too much of the action in it is uninspired. It’s a beautiful but bland recitation of what’s come before, from both the series and Ubisoft’s open-world playbook. It’s never bad, but considering how great the past games have been, its overall predictability is disappointing.

Far Cry 5 has branded itself as a brooding game, one that tackles the intersection between religion and American violence. In spite of that pitch, the game itself is more wacky than you’d probably expect. We got up to a lot of shenanigans running around Hope County. Here’s some of the craziest stuff we saw and did.

Note: We won’t be spoiling any major story beats from Far Cry 5 in this list but be aware we are talking about side mission content.

1. You can set a bear on fire and send them running into an outpost, mauling and lighting up any of your foes that get in its way.

2. Early on you get access to a big rig equipped with machineguns. You get to test said rig out, running down foes and blasting them to bits as you destroy road blocks put up by the cultists.

3. You can consume drugs to make your melee attacks strong enough to send enemies flying yards away.

4.  You can craft bait to attract drones that are basically mindless zombies, and sic them on foes.

5. While driving you can apparently hurl an empty can at professional baseball pitcher speeds through your windshield and shatter it. Because why not?

6. There’s a surprisingly in-depth mission centered around bull testicles. We’ll leave it at that.

7. One of your A.I. buddies is a cougar named Peaches. Why not reward her for slaying an entire outpost of fools from the shadows with a good-job pet?

8. There’s a surprise waiting for anyone who climbs to the highest point on Far Cry 5’s map. It’s pointy and hurts a lot.

9. Use your flamethrower to set fire to a trailer park filled with mindless cultists while The Trammps’ “Disco Inferno” blares in the background.

10. Spend thousands of dollars on various shades of camo outfits.

11. Shoot down a vulture to help a farmer recover a key that said bird has swallowed.

12. Unlock a ray gun. No, seriously.

13. Rig a cultist’s car to explode next time the vehicle hits anything and then chase them along the highway, forcing them to hit a rail.

14. Likewise: you can rig your own car and then use it as an explosive battering ram, leaping out right before you vehicle reaches its target.

15. Kill a guy by hurling a shovel at his face.

16. Befriend a bear. Have your bear eat people’s faces.

17. Kick a turkey to death. Sell its feathers on the black market. Feel slight guilt.

18. There’s a skill tree (perk) option that lets you airdrop onto a location on the map.

19. Order your dog buddy to maul a dude and then bring you said dude’s weapon.

20. Run headlong into an enemy’s truck while driving an ATV, sending the truck sailing over you and into a tree.

21. Take on a biplane with a helicopter in a death-defying duel over mountain peaks.

22. Accidentally shoot your buddy riding shotgun with you in the head while trying to do a drive-by on a group of cultists.

23. Get bored and reenact scenes from Firewatch with the various lookout posts around Hope County.

24. Take a break from all the murderin’ and mayhemin’ to catch some sweet bass in a nearby lake.

25. Become an apex predator by hunting elk and bears with an aluminum bat.

When you hear that a franchise is bringing a mobile version of a game to either PCs or consoles, it can be disheartening. That was certainly the case for me when they announced RollerCoaster Tycoon was coming to Switch, but it was adapted from the mobile edition. However, after seeing the game in action, I feel a bit more confident about what developer Nvizzio Creations is doing with the Switch version.

RollerCoaster Tycoon Switch lets you jump into the action with three different modes: Campaign, Scenarios, and Sandbox. Campaign gives you very little money with the goal of building up to a theme-park juggernaut. Scenarios often put you in the middle of difficult situations with an existing park and require you to dig yourself out of the mess. Sandbox lets you jump in and create with few limitations. In these modes, you can customize your rides, coasters, attractions, and shops with over 50 colors.

To fill your park, you have over 200 attractions to choose from, with seven different kinds of coasters to build out. You can also modify the land by placing rocks and other natural formations anywhere on the map, but I was a bit disappointed that each plot of land is the same flat, rectangular surface, and there’s little in way of terraforming options. I was able to check out the trail customization and the different attractions, but the build I saw did not feature the game’s coaster customization.

The simulation aspects are intact with this version of RollerCoaster Tycoon, with a streamlined park management system to allow for accessibility to a wide range of players. In addition, you can use the touchscreen when you’re in handheld mode to make things even easier. Playing in handheld mode drops the resolution from 1080p to 720p, but it maintains a solid 30 frames-per-second.

RollerCoaster Tycoon is a great fit for Switch. Nvizzio Creations seems to be heading in the correct direction when it comes to building off of a mobile version to create a console experience; there are no microtransactions in this version. However, I still have a lot of questions regarding just how deep the customization goes with this version, so I’m eagerly waiting to learn more about this version. Hopefully the team is able to deliver the kind of RollerCoaster Tycoon experience fans crave on Switch when it launches this fall.

When RollerCoaster Tycoon 3 launched in 2004, it allowed players to hop on their creations as passengers for the first time. Unfortunately, the feature was limited, as the processing power required for the first-person mode was greater than the simulation aspect of the game, and players were simply watching it from the monitor rather than actually feeling like they’re inside the world. Nvizzio Creations hopes to deliver the full realization of that feature with the upcoming PlayStation VR title RollerCoaster Tycoon Joyride.

At its base, RollerCoaster Tycoon Joyride allows you to hop on-board a number of pre-made coasters or build your own. Using basic track customization tools, you can design your ride pretty easily. If you get to a point and want to wrap up the process, you can click a button and the game will close the circuit for you. You can set your creations in a number of different environments, but my favorite is the city setting that let me spiral the tracks down skyscrapers and in between structures.

Barreling down drops and around tight curves tricks your brain, giving you a similar sensation as riding a real coaster. On top of simply riding along the tracks, you also participate in a target-shooting competition using the motion controls of the standard PlayStation 4 controller to aim. In order to score big, you can shoot different value targets and earn one of several power-ups to your gun. It’s a fun diversion and can be quite the challenge, but the main attraction for me is being able to ride the coasters; if you don’t want to shoot the targets, you can just ignore them.

In addition to being able to build whatever coaster pops into your head, you can also share and download creations using PlayStation Network, giving you an even deeper pool of rides. You can also use the leaderboards to see how you rank in your shooting skills, or pass the PSVR headset around the room and compete with up to three other players.

It’s clear that the concept behind RollerCoaster Tycoon 3’s CoasterCam has come a long way. Being able to actually feel like you’re riding the coasters you dream up is a strong selling point for longtime fans of the series, and the target-shooting game adds an extra layer into the mix. PSVR owners who have been disappointed by the roller coaster offerings on the platform could get rewarded for their patience with RollerCoaster Tycoon Joyride when it launches this spring.

After 18 years in the drawer, Human Head Studios has dusted off its Viking-themed action adventure series Rune with a new open-world, hack-n-slash adventure.

Rather than pick up where the original game left off, Rune: Ragnarok picks up in the midst of the Nordic apocalypse. Legends foretell the fiery death of all the gods during Ragnarok, but the cataclysmic event is not playing out as believed. The hellscape has taken hold, lasting nearly a decade. Giants, dragons, and the undead lay waste to the Scandinavian countryside, but somehow amidst this chaos, Loki has fiendishly prevented the end of the world from occurring. Your job is to take down this trickster god and get the apocalypse back on track. 

I ventured into this battle during a hands-on demo of the alpha build at GDC. The game is still very rough around the edges, but I still came away with a basic understanding of what to expect from this Viking adventure, which allows you to play single-player, cooperatively, or on PvP servers.

The first thing I noticed about Rune: Ragnarok is the frantic pace of battle. After breezing through a fairly basic character editor that allowed me to pledge allegiance to one of several Nordic gods or valkyries (each of which offers different skill traits), I took to the killing fields as an ax-wielding, tattooed Viking rocking a braided beard. Using the mouse and keyboard, the attacking controls are fairly simplistic and rather inexact given the third-person camera and lack of a lock on during attacks. Once you get close to an enemy the fights commonly devolve into a series of sloppy swings and misses from all the parties involved – don’t expect the choreographed melee combat of a game like For Honor here. Scrolling the mouse wheel gives you quick access to a variety of weapons like swords, spears, and bows. A collection of hotbar commands gives you easy access to items like mead for health recovery, as well as the runes you may pick up along the way. My Viking was equipped with a berserker rune, as well as a health rune.

Fighting alongside the demoer from Human Head, we are hunting one of Loki’s frost giants. Many enemies cross our paths, including rival Vikings, demonic animals, and undead. We pillage the dead for gear and also stumble upon a fair amount of chests sitting right out in the open. These typically give you crafting supplies or new items you can equip should they be better than the armor or weapons you’re currently using. The amount of skill buffing loot gives Rune more of an RPG feel; throughout the demo constantly returned to my inventory screen to see if the new items were worth equipping. As you explore the world and level up you also gain god favor, which can be used to unlock new skills. The skill tree is one unified tree, featuring crafting, new skills, and even quests that you can unlock. 

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Rune: Ragnorok extends beyond the RPG systems to integrate survival elements as well. The game has a hunger and thirst system, as well as dangerous weather effects like hypothermia to worry about. If you’re in a frigid part of the land you will start to get frostbite over time, so it’s important to equip warmer armor. Mead can stave off the cold as well, but if you drink too much you will get drunk. You can find mushrooms in the world that have psychedelic properties if you digest them as well, so be careful what you eat.

As we head toward our objective marker, we eventually need to board a Viking ship to reach another island. Pulling up the world map, I get a sense of the scale of the game. We ventured through the largest land mass in the game, but it’s also surrounded by a variety of archipelagos. The furthest north locations will be covered in snow, while the southernmost regions may have more flora and fauna. Boarding the ship, we set sail toward our destination, but not before I use the ship’s crossbow to kill a wolf chasing my partner as he tries to board.

Landing on the new island, we finally locate the frost giant in some stone ruins. This battle takes some savvy, dealing with crowd control while plucking away at the giant’s health from afar with a bow and arrow. He eventually gets caught up on some of the ruins’ geometry, allowing us to fill him full of arrows and emerge victoriously. The dozens of arrows hilariously stay lodged in his skull, making his corpse a sight to see.

Rune: Ragnarok is scheduled to come out on PC later in 2018. Human Head says it’s also considering a console release, but has nothing to announce at this time.

Far Cry 5 Has A Secret Ending

SPOILER WARNING: Far Cry 5 isn’t out until next week, and if you want to play completely spoiler-free, don’t read any further! This article also includes spoilers for Far Cry 4.

Far Cry 5’s campaign can be completed in about 25 hours, but you can find a shortcut to the credits a lot earlier than that. Ten minutes in, you can trigger a secret ending that feels more like a gag than an actual conclusion.

The secret ending can be prompted by refusing to handcuff and arrest cult leader Joseph Seed at the Eden’s Gate compound. After a few minutes of doing nothing, the sheriff comes toward you and instructs you to leave. Credits roll shortly after. Cuffing him, on the other hand, progresses the story normally and continues the game. You can watch a video of the ending, recorded by PC Gamer, below.

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This is becoming a running joke from Ubisoft, since there’s a similar gag in Far Cry 4. Early on in that game, if you continue sitting at Min’s table for an extended time and ignore a mission prompt to explore the mansion, you are treated to a secret ending despite having barely played the game. It’s almost like Ubisoft is making its own tongue-and-cheek commentary on video game design and player choice. Both Far Cry 4 and 5’s secret endings require you to outright ignore prompts and instruction that advance the full experience.

Far Cry 5 is out next Tuesday, March 27, on PlayStation 4, Xbox One, and PC. Stay tuned for our review and additional coverage.

[Source: PC Gamer]

Leading a society is a difficult feat. Leading a society in a dying world that’s frozen over is even tougher. This is the premise of Frostpunk, an upcoming city builder and survival game from 11 Bit Studios, the creators of the indie hit This War of Mine.

Being a leader comes with difficult choices, and your decisions will either haunt you or progress your people to better days. You manage your society by following different story-driven goals, such as tasking groups to mine for coal. In Frostpunk, you are constantly gauging which choices are better in the long run, even if their immediate effects aren’t favorable. This makes for a thrilling concept, where you are constantly thinking about the future of your people.

“Morality rules that apply to individuals like in This War of Mine don’t apply to entire societies. The rules are different. If you’re a leader, you can make a decision that you believe is the right one in the longterm, but people may disagree with you,” 11 Bit partnerships manager Pawel Miechowski says.

Frostpunk tells an alternate history, taking place in the 19th century. For unknown reasons, the world has frozen over and humanity is dying out. Lucky for you and a group of survivors, you find a hidden generator that is operated by coal. With it, you slowly rebuild a modest society, but each decision you make can have dire consequences.

Child labor, for example, may seem incredibly immoral, but what if it was the only choice you had left to ensure survival? However, such a decision could make your people unhappy. At the bottom of your screen, you have two bars, one for discontentment and the other for hope. If discontentment goes too high, your people can rebel. When hope goes too low, people may leave your city. If you fail either completely, it’s game over.

“It’s all about responsibility and power,” Miechowski says.

As you progress, you unlock new books of law, which allow you to pass different legislation. These laws, when passed, are irreversible, but future laws can amend them. For example, radical treatment for frostbitten individuals gives them medical care and food. They eat up your resources and and are unable to work. It’s a humane decision, but a difficult one when resources are so slim to begin with. Later on, however, you might develop more advanced technology to create prosthetic limbs so that these individuals can return to work.

The law system is a skill tree that you progressively unlock. New books of law can be found in many ways, such as when someone asks something of you or as you explore the outer depths of the frozen world.

Unlike Sim City, Frostpunk isn’t a never-ending city builder. You can play through an approximately 10-hour campaign, or through two different scenario modes. The campaign has a story with a beginning and an end, and story progression is deeply rooted in exploration. You can eventually send scouts to explore new areas which moves the story forward and helps you piece together what caused these harsh frozen conditions. As you journey outward, you can create new settlements or bring back other survivors to your city. Bringing these refugees back with you, though, isn’t always so simple.

 “If you have spaces for 300 people and a big group of refugees come to the city, you need to provide households and all that for those people,” Miechowski says. “If you don’t have resources for that, maybe it’s better to not let the refugees in.

Miechowski also teases that there will be a “big moment” that definitively chooses your path with future books of law, though he didn’t specify more than that.

Much of Frostpunk’s mechanics revolve around a risk/reward concept. Putting your generator in overdrive during a snowstorm may help keep your people alive or keep frostbite at bay, but it can also explode if you’re not careful. You have a meter beside the generator to tell you how close your are to combustion. If it explodes, it’s game over, but you can also lose if your people die or become sick from the cold. Keen decision-making requires you to weigh the odds in order to best protect your society. But even when you lose, Miechowski believes that the game portrays it as a learning experience. You learn from past mistakes so that you can better lead your people the second time around.

“Losing is part of the experience,” Miechowski says. “You learn, you adapt, and you adjust.”

Miechowski stresses that Frostpunk’s decisions are often neither good or bad. They fall in the grey area, with consequences either way. He says that 11 Bit chose this approach so that the player can make choices without the game judging them. 

“Playing with morality should happen within the game or in the player’s mind,” he says. “The game cannot judge you.”

For more on Frostpunk, you can watch a trailer about automatons by heading here. Frostpunk releases for PC on April 24.

Ninja Theory’s Hellblade: Senua’s Sacrifice is making its way to Xbox One soon, as well as receiving enhancements for Xbox One X. Those playing on Xbox One X will have three enhancement modes to choose from, including enhanced visuals mode (extra FX and higher visual quality), high framerate mode (runs the game at 60 frames per second), and High Resolution mode (up to 4K).

As of tomorrow, March 26, you can pre-order Hellblade for Xbox One for $29.99. It releases for the console on April 11.

Hellblade puts you in the shoes of Senua, a Celtic warrior who embarks on a vision quest in order to save her dead lover’s soul. The title received praise for its unique and powerful portrayal of mental illness through the lens of Norse mythology. Read our review by heading here.

In 2015, Techland delivered an ambitious open-world zombie title that featured a heavy emphasis on scavenging, exploring, parkouring, and crafting. Dying Light garnered positive reviews, and Techland has continued evolving the experience ever since through updates and expansions. Now, the studio is hopping on board the battle royale bandwagon, but this is far from a PUBG clone.

Dying Light: Bad Blood is a new standalone online title set in the universe of the 2015 game. The concept is simple: six players are dropped across a large, open map with the goal of harvesting and looting enough blood packets to trade in for a helicopter ride out of the infected zone. The catch? There’s only room for one.

The primary way to obtain blood packets is by killing zombies. Nests are located all over the city, and since you’re racing against other players to get to the chopper with enough blood, you want to make a beeline toward the high concentration areas. Unfortunately, when you’re dropped in, it’s with nothing but the clothes on your back. Thankfully, the looting and crafting aspects of the original game are fully intact; you’re not going to get far without a competent weapon, and weapon mods definitely help.

As with most zombie games, the undead are usually the least of your worries. Sure, nests feature some of the upgraded zombies with brutal attacks, but the other five players are definitely more unpredictable and dangerous. Of course, other players don’t just target you to be jerks; if you take another player down, you get all of their weapons, medkits, and, most importantly, their blood packets. In both matches I played, I died at the hands of another player who sneaked up on me while I was fighting a boss zombie. They were happy to take all the blood I had gathered.

Once you get enough blood, you level up, increasing your damage and health. To have enough to trade in for a helicopter evac, you need to max out to level five. It doesn’t take long; each of my matches lasted ten minutes or less. After acquiring enough blood, you must make your way to the evac point and hold it for 30 seconds as the other players are notified of your near-victory state. This leads to tense battles that put most zombie swarms to shame as the remaining survivors descend upon the point for a winner-take-all slugfest that could see any of the players emerge victoriously.

Dying Light: Bad Blood has the benefit of building on top of its already strong gameplay systems and compelling world. It’s been a couple years since I played Dying Light, and Bad Blood was a quick reminder of just how much fun parkouring, exploring, and looting can be in the post-apocalyptic city. Dying Light: Bad Blood is set to launch on PS4, Xbox One, and PC sometime this year, with a playtest hitting PC soon.