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Written 5 days ago
[h1]From zombies to skeletons. Dying Light lost its way in hell.[/h1]
[i]No one knows where the strange arcade machine came from. One day the residents of the Tower just found it in the basement after an odd power outage. They took it upstairs unaware that their find is a gateway to another realm. Shake up your Dying Light experience with an entirely new game mode based on Techland’s currently-on-hold first-person fantasy slasher Hellraid.[/i]
[h2]Story[/h2]
Story is minimal. The story kicks off when Kyle Crane discovers a mysterious arcade machine in the basement of the Tower. Activating the machine transports Crane to an alternate dimension - a hellish medieval world filled with undead enemies, magic, and ancient evil.
[h2]Gameplay[/h2]
The gameplay is very different to the main game, because Hellraid has no parkour at all. It’s a big genre shift in this DLC. From open-world zombie survival to linear dungeon-crawling fantasy.
It's purely melee and ranged combat in close quarters. You use fantasy weapons such as swords, axes, maces, bows, and magic gauntlets. Unlock Hellraid-exclusive weapons like Painhammer, Corrupted Justice, Volkatronix (magic gauntlet), and Fire Wand. Earn Hellraid coins by completing runs - spend them at a vendor for weapons and upgrades. You build a separate inventory and rank inside Hellraid. Some weapons can be used outside the DLC in the main game (after a patch update).
There are also different potions that you can drink to enhance health, stamina, etc.
[h2]Enemies & Bosses[/h2]
Enemies are fantasy-themed and not connected to the infected from Harran. Enemies are basically re-skinned zombies from the main game.
[u]Here are some of the enemies:[/u]
[b]Zombies[/b] - Zombies.
[b]Skeletons[/b] - Basic melee enemies with armor, shields, or two-handed weapons.
[b]Wraiths[/b] - Fast, ghostly enemies that can phase and teleport.
[b]Hell Mages[/b] - Ranged spellcasters that shoot fireballs or buff others.
[b]Brutes[/b] - Large, slow, high-health enemies with huge weapons.
[h2]Environment[/h2]
A dark, medieval-style hellish dungeon. Instanced dungeon runs, either solo or co-op. Levels are mostly linear, with occasional side rooms or alternate routes. Focus is on combat arenas and narrow corridors rather than exploration. No parkour here - the space is designed for melee combat, not movement.
[h2]Visual Design & Sound Design[/h2]
Dark medieval aesthetic: Stone halls, flickering torches, magical sigils. Blood-soaked altars, cages, and portals reinforce the grim tone. Lighting is low and moody. Torches and candles are the primary light sources.
Sound design is similar to the base game, but with a tone of dark fantasy, immersing you in an ancient and cursed dimension.
[h2]Constructive Criticism[/h2]
No open world? The core loop - enter dungeon, fight waves, exit - is extremely repetitive. Dungeon layouts are largely the same each run, with only minor variations. The runs are not even fun.
No parkour? A game where a MAJOR part of the game is parkour is not available in this DLC, since there is NOTHING to climb. A major departure from a core and signature system.
The boss fights are awfully designed.
This DLC just feels so disconnected, both tonally and mechanically from the main game. It’s almost like a completely different game.
[h2]The Verdict[/h2]
Originally inspired by a canceled standalone project (Hellraid), Techland reimagined it as a combat-focused dungeon crawler and added it as a side mode within Dying Light. When you get a DLC for Dying Light, you expect Dying Light. This is not Dying Light. The lack of exploration in an open world, repetitive level design, boring boss fights and the absence of core Dying Light mechanics is not what I want.
[h2]Rating: 2/10[/h2]