darkrince
L99: LIMIT BREAKER
- Seit
- 19 Apr 2007
- Beiträge
- 42.477
"And while I hammer on them, other zombies slowly close in on my blind spots, making it a very bad idea to pick a fight if I’m dealing with more than two or three walkers at a time. Fortunately, combat is usually optional, in that you can parkour your way around most of it unless a mission demands a throw-down."
die kämpfe sind sehr herausfordernd aber gleichzeitig optional? sehr merkwürdig.
"Making things more difficult, Dying Light imposes some sharp limitations at first. My weaksauce improvised weapons break frequently, forcing me to switch in fresh ones, or hang back and repair the broken ones with spare parts. I don’t have much stamina, and I won’t until I level up some more, which in practical terms means that one kill is enough to leave me weak and winded for a few seconds. It’s frustrating, but the difficulty of each kill makes it a little more rewarding, and makes knowing how to escape – sometimes with climbing zombies in close pursuit – more important than knowing how to stand and fight."
Das klingt recht interessant. Kein weichspül gaming am anfang.
"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."
Optisch erwartet einen wohl kein leckerbissen und abwechslung ist auch gering.
die kämpfe sind sehr herausfordernd aber gleichzeitig optional? sehr merkwürdig.
"Making things more difficult, Dying Light imposes some sharp limitations at first. My weaksauce improvised weapons break frequently, forcing me to switch in fresh ones, or hang back and repair the broken ones with spare parts. I don’t have much stamina, and I won’t until I level up some more, which in practical terms means that one kill is enough to leave me weak and winded for a few seconds. It’s frustrating, but the difficulty of each kill makes it a little more rewarding, and makes knowing how to escape – sometimes with climbing zombies in close pursuit – more important than knowing how to stand and fight."
Das klingt recht interessant. Kein weichspül gaming am anfang.
"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."
Optisch erwartet einen wohl kein leckerbissen und abwechslung ist auch gering.