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The original Dying Light was so much fun. Fun in a scrappy, upside-down way. The game hid many of its best qualities behind a skill-tree system that made its headline parkour a shin-grazing drag for hours - until, essentially, you unlocked the skill of 'not being rubbish at parkour'. Because the game dished out XP for every act of mediocre acrobatics - double at night - it gave rise to a compulsive kind of midnight grind, hopping back and forth over a waist-high fence until sunrise. Morning! Halfway to having bendable knees already.

The Following has both learned from Dying Light's slow start and, as evidenced by the fact I spent a full hour spinning violent donuts around zombie-packed wheat fields harvesting XP for the new driving skill tree, also not learned. After a year of DLC and updates, The Following is described by Techland as the game's first expansion - not just more, but, you know, a lot more. Slightly confusingly, it's distinct from the Dying Light: Enhanced Edition - which is both a game of the year release featuring The Following and a series of updates being applied to the original game - although it also includes those enhancements. For now, let's think of it as 'a bit more Dying Light' - new missions, in an all-new map.

This new map is slightly larger than the combined area of Dying Light's original city, although as its defining feature is open space and green countryside it also feels less full. This countryside is specifically tooled to The Following's headline feature: it has a car. And now you have a car, too. As the original game presented you with an urban playground and the (eventual) means to move about it enjoyably, so The Following contains fields and a sparse road network designed to be passed through by tooled-up off-road buggy.

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