![]() A quick button press delivers a crushing blow, charging the attack unleashes a crowd-clearing spin attack. I swap from my axe to a sledgehammer to have some fun with the hordes there. I get back on track with my destination, cutting through a train yard on the way. Techland says optional diversions like this will bubble up throughout the game. The rescued survivor thanks me and offers some cash. I hold down the attack button, wind back my axe for a charge attack, and obliterate the monster. A zombie pounds on a closed closet door as a man hollers from within. After some hunting I drop down on a balcony and gain entrance to an apartment. A yellow sidequest icon pops up on my minimap, inviting me to discover the source of the yelling man. I hear a man screaming as I land on a nearby rooftop. A small quest icon pops up on the minimap, which so far is much cleaner and more helpful than Dead Island’s wonky pathfinding. My goal is to track down my MIA friends and figure out what happened. This zombie-infested building is rigged with explosives set by the survivors, but something went wrong before detonation. Once I’m free of the confines of the training area, I climb the nearest roof. After getting a feel for things I climb a telephone pole and leap to a nearby balcony. ![]() An extra click of the same button makes the character jump through the air. This layout makes it easy to hold down the climb button while moving freely around the environment and automatically mantling over obstacles. Jumping, climbing, kicking, and attacks are all mapped to the shoulder buttons. ![]() I begin by learning the ropes in a small gated area filled with stacked crates. The shantytown environment in the hands-on demo looks familiar to the area Techland detailed during a previous presentation. Flowing through the environments and maiming the undead feels like it should. The next- and current-gen title mixes Mirror’s Edge shoulder button mobility with Dead Island’s weighty combat. After getting my hands on Techland’s zombie-infested horror game, Dying Light, it became clear the developers shared similar feelings. The first time I played DICE’s freerunning first-person game, Mirror’s Edge, I immediately wished more FPSs featured the same fluid movement.
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