Mourure de Lumière – History so far

This article contains spoilers for dying light and its expansion, the following.
With Dying Light: The Beast, a continuation of the history of the protagonist of the original game, moving on the console and the PC in the very close future, it is the ideal moment to refresh your memory on the epic adventure of Parkour de Techland, the dying light and its massive extension, what follows. With ten years that have passed since the original dying light, you would be forgiven to be a little misty on the details. Fortunately for you, IGN has taken impeccable notes, so here is everything you need to know about the story of Dying Light before playing the future.
Oh, and it should go without saying, but spoilers Lie.
The original dying light literally leaves you directly in its fictitious framework of the Middle East: the city of Harran, which has unfortunately become zero to a devastating viral epidemic which transforms people into absolutely terrifying and eaters of flesh – also called zombies. You play like Kyle Crane, an infiltrated agent for the world help effort (GRE), a humanitarian organization. You enter the city under the guise of helping the survivors, but your real mission is to find Kadir Suleiman, a political figure which stole a critical file in the GRE. If you already think that GRE may not be exactly grumpy, you have a big instinct. Follow your intestine.
Your mission will quickly go laterally when you are attacked by henchmen acting in the name of a warlord, then bitten by a zombie and infected with the virus, all in your first moments in the city, because you are super good in your work. With your coverage which immediately exploded and already experienced the crises preceding the full zombification, you join a survivor enclave called Tower, led by the only qualified person to be in charge during the apocalypse: a Parkour instructor – in this case a very cool name named Harris Brecken. You follow his example, learning the ways of the parkour and you are under treatment with an experimental medication capable of raft the effects of the zombie virus called antizin.
You also meet Jade Aldemir, a freerunner and fighter who has a heart of gold and who would do anything for Dr. Imran Zere, a scientist working on a cure for the zombie virus, and, of course, his brother, Rahim Aldemir, an imprudent guy that you can say immediately will not benefit.
Grapes against the machine
With your team of allies established, it takes long before being properly presented to the villain of Dying Light and the man who stole this GRE file. Kadir “Rais” Suleiman is an self -proclaimed warlord who uses ruthless tactics and tends to screw those who agree with him – all the qualities that trace him as the perfect villain that you cannot wait to strike immediately. Its crew is the hoard of antizin and controlled Harran’s black market by intimidation and violence, so you and your crew start to sabotage its operations and its survivors of rally against it. Naturally, he bites by killing Rahim (who was once again going to die) and kidnapping Doctor Zere.
You will save the right doctor, but you get caught and thrown into a pit where you are forced to fight lots of infects. After surviving the battle, Rais reveals that not only does he know that you are working for the Gre, but he has dirt on them that he is ready to publish. The twist of the plot? The Gree was an accomplice of the epidemic and provides armament against his enemies. Yeah, you see? Your patterns were really not very nice people.
You manage to escape the claws of Rais and cut the hand of the guy by suddenly showing serious skills in martial arts, but Rais manages to escape from his life and Dr Zere is killed before being able to save him. Fortunately, the unleashed scientist tells you that he gave his research to Jade and wants her to be delivered to a new character, Doctor Camden, in the old part of the city.
Gre-at to make war crimes
Now, after seeing the Gre for what it is, you realize yourself with the inhabitants of Harran and the friends you have made in the tower. You learn that the Ministry of Defense, working alongside Gre, plans to bomb the whole city, then claim that there were no survivors to start.
You meet new friendly matches in the old town and concoct a plan to let the world know that you need help by triggering a series of loads in a skyscraper in the form of a burning excess face. But a fighter plane flows him right away to cover everything. You then pivot to climb at the top of a communication tower and send a message to let the world know that you are there. This forces the bombing plan for fires to stop, but the GRE contacts you with a new proposal: Bring it on the remedy on which the Swew Zere worked, and you will be extracted.
Unfortunately, you discover that Rais has kidnapped Jade before it happens – the abduction certainly seems to be the favorite movement of this guy. You reach it, but discover that it has been bitten and turns into infected. Rais gives you a single dose of antizin and makes you both choose that will survive. Jade insists that you take the medication and you have to kill it after it turns fully into a zombie.
Recovery time
After mourning your loss and you have even been with one of the henchmen, you bring the healing samples to Dr Camden, but you should always get the rest of the data from Zere de Rais. You continue and learn that Rais, still a fan of making the worst imaginable offers, has concluded an arrangement with the GRE to be extracted from Harran in exchange for data. Naturally, you face the guy over a skyscraper, and make him a last offer that he cannot refuse by stabbing him in the neck and dropping him to his death.
Gree appears in search of data, but you heroically activate the possibility of saving you, rather giving the data to Camden to save the inhabitants of Harran. A remedy seems to be in sight, and it is this pivot junction that the history of dying light is fired in its end. But Kyle’s story is not over, and things take a turn for the extremely weird expansion of the game …
What follows
After staying in Harran to help the people of the city, you hear a rumor of a crazy survivor that there are people in the countryside who are immune to infection. The cure on which Dr. Camden is working has not yet made progress, and Antizin is low, so naturally, you are heading to investigate. You quickly discover that the whole region beyond Harran was fascinated by a cult called the children of the sun, who love a mysterious figure known as the mother. They perform bizarre rituals and seem far too comfortable to get closer to zombies, but also seem to live without fear of the undead.
You start to work alongside this cult, hoping to know more, and finally to gain the confidence of his super frightening masked officers called The Faceless, agreeing to make their auctions in the hope of bringing their healing to Harran with you. You finally learn that the good strip of OL thugs “Rais” works in the region, trying to get their hands on the healing themselves. You follow them towards a dam where the mother is hiding, but when you arrive, all the men of Rais are already dead.
And here is where things become really bizarre: you finally meet the mother, and when she removes her scary cult mask, you see that she is fully infected – having been transformed into the most dangerous of infected: a volatile. But strangely, it is not wild like normal zombies, having a sensitivity and the ability to speak despite a horrible corpse monster. She reveals to you that her remedy is not so much an appropriate remedy that it is a compromise: she is able to keep her zombie desires from a distance during the day, but the night continues to kill Sprees. In other words, it is a zombie werewolf, more or less. Yikes.
The bitter ends
The mother offers how you could end the infection once and for all: invoke the solar god. Spoiler Alert – She talks about a nuclear bomb, which, to be fair, is definitely, technically a kind of remedy. This is where you have the choice: agree to help this absolutely crazy liche with its plan to kill everyone, or, you don’t know, don’t do that. Quite difficult call.
If you decide to sit with the mother, you will use her nuclear codes to launch a missile in Harran to purge it of survivors and infected in the same way (dope), but, in doing so, put an end to the epidemic. It is certainly the most in metal of the two options, but since the beast will feature Kyle as a protagonist, I will go ahead and say that perhaps this option is not exactly canon. Who knows, however. You knock, king.
Alternatively, you can tell the monster to hike, but it forces you to drink the elixir, transforming you into a sensitive zombie. You fight it and kill it, collect the bottles and escape the dam. After undergoing power outages, you find yourself outside the limits of Harran and you came to a family playing in a park. It is at this stage that you realize that you have been entirely transformed into a volatile and that you have let a cry escape, alluding to an imminent global apocalypse. Oops.
And this is where Kyle’s story ends, at least until light died: the beast arrives. Now you may think, “How could he devil are doing a continuation of this?” And that’s a good question. This suite resumes years after the following elements, and you play again as Kyle Crane, which was apparently captured after the events of the following by a sociopath called the Baron who experienced on him for 13 years. Now, having escaped, he seeks to take revenge on his old kidnapper and, as the title suggests, has a non -human DNA in him which probably seems to play a substantial role in history.
I don’t really know what Techland will do to face the connection decision what follows, nor how devil the studio plans to fill the 13 -year gap, but I can’t wait to see the direction without a doubt weird that all this takes when the light died: the beast arrives on September 19.



