Open Space
Dying Light’s city of Harran was an amazing setting for a zombie game. Weaving through back alleys, jumping between rooftops, running through buildings, it all felt both huge and congested at the same time. As if you could go anywhere, but you could also be cornered at any moment. Yet there was but so much that could be done with the world. Adding new challenges and even enemies would never really change how players played the game. After months and months, there was a rhythm to it and it wasn’t hard to feel as if you were just going through the motions.
The Countryside of The Following forces players to think outside of the box. You can’t just climb up a building and laugh at all of the infected below you. You can’t easily give a Volatile the slip in an alleyway, or hide in one of hundreds of available buildings. Those options are gone. You’ll often find yourself surrounded by hordes of infected with no hiding place in sight. You’ll have to run or fight, but hiding isn’t always a viable option.
The world recreates that sense of urgency players felt when they first stepped out in Harran. Like the base game, things can go wrong at any moment and you need to keep on your toes. That sense is a welcome friend revisiting once again.