I land a flying kick into a bandit and send him screaming off the edge of a roof and onto the zombie-filled streets below. In Dying Light 2 this has become my singular goal: kick dudes off roofs. The city is in peril, I have a half-dozen unfinished sidequests in my journal, and my map is littered with icons imploring me to scavenge resources, discover new locations and undertake parkour challenges.
Apologies. I can’t actually deal with any of that right now. Somewhere in the city another bandit is standing too close to the edge of another rooftop and he needs booting off it. And reaching that rooftop is just as much fun as kicking someone off it.
To get there I slide down ziplines and bounce off jump-pads, swing like Spider-Man from the rope of my grappling hook, sail through the air with my fold-up paraglider – or I just climb, clamber, wall-run and ledge-grab my way there. Dying Light 2 is a huge and exhilarating playground for crunchy, kinetic, two-footed combat and satisfying first-person parkour. It doesn’t start out like that – there’s a few long hours before the game really opens up and gets fun, and there’s a lot of not-so-great storytelling along the way. But it’s worth it.
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios