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This leads to a mission structure where the side quests must be completed in order to progress in the main story. Instead of being a scary group of folks that are out to kill you, you’re tasked with earning their trust so you can learn their secret. This time, Techland is less interested in trying to make you care about certain characters and more interested in getting you to find out more about the cult. Usually you’ll find these Freaks when you’re on another mission, and suddenly a health bar will appear on the top of the screen a kick-ass John Carpenter-esque song will start pulsing.Īs far as the missions and story go, they’re handled much better than the original game. They offer special blueprints to create ever-more-vicious weapons. The game recommends that you only try to fight these jerks with friends in co-op sessions, but if you find their weak point (or bring a really good gun like a cheater ), you can take them out solo. Going during the night is the safer bet, but I found it less thrilling when the odds weren’t stacked against me.Īnother welcome addition is the Freaks of Nature, giant versions of the more devious types of infected strewn throughout the Countryside. If you go in during the day, the caves will be littered with these bastards, and sneaking through with a crossbow was about the most tense this game can get. In The Following, you can go directly to their nests to try to thin out their presence in certain areas. In Dying Light, Volatiles are the creatures that only come out during the night and can kill you within seconds if you aren’t paying attention. I generally stuck to the normal arrows, especially when I snuck around the new Volatile caves. There