Meg Thomas’ chest heaves with the exertion from the seemingly unending sprint she had broken into ever since the Killer had spotted her; she still can remember the disfigured face he had, the glowing red eyes, the pair of suspenders he wore, dyed brown with dried blood. Considering that she has been running for an extended period now, she decides to find cover behind a pale, sickly looking tree. As she struggles to contain her short, rapid breathing, her sharp hearing picks up the rustling of leaves and crack of a twig relatively close to her current position. She now cups a hand over her mouth while having the other cradle her chest; her broken mind wrestling with terrifying anxiety, doing all she can to keep herself from breaking out into a fit of terror . All of the sudden, the start-up sound of the Hillbilly’s chainsaw tears through the comforting silence. Meg instinctively ducks and leaps forward, effectively dodging the strike that left the chainsaw embedded in the tree. She wastes no time in furthering the distance between herself and her assailant despite being exhausted; after all, she used to be a talented athlete in school. Under the cover of unnaturally thick miasma, she manages to lose her pursuer. Regardless, she knows he’s guided by that thing; a ghostly apparition that materialises into a spider-like monstrosity that would whisk away sacrificed survivors. It’ll only be a matter of time before the game of cat and mouse ends. In its favour.
Gameplay & Mechanics
An average game of Dead by Daylight consists of 4 survivors actively cooperating in a (hopefully valiant) effort to repair generators that power up exits in order to escape from the Killer.
Survivors are heavily encouraged to aid each other through various means, whether it be healing, unhooking, co-op repair operations and, with voice chat, communicating to pinpoint the killer’s location. As a support player in nearly all games I play (those 45 hours of Mercy gameplay, wow), I’d say that I really enjoy the altruistic aspect of the game; the thought of putting oneself in danger in an attempt to save others from the Killer’s grasp is incredibly thrilling. Creeping up on the hook your ally is on (with the killer patrolling the area nearby), boldly running up to the hook without cover, helping your friend off the hook, getting hit once by the killer and running for your life is such an exhilarating experience.
Play with Friends! The game is many times more enjoyable and entertaining when playing in a 4 man team of survivors and 1 killer. Fellow survivors will be significantly easier to work with, and you get to revel in the screams and squeals when you catch your friend off guard. Delicious <3.
Game Progression & Replay Value
-Taken from a Steam Community Guide by By Jarvz (twitch)
After each game, credits will be earned (based on your performance in terms of Objectives, Altruism, Survival and Boldness) which can be used to purchase items and perks found in your bloodweb. A new, randomised one appears after purchasing all options in a bloodweb. In my opinion, such rewards almost don’t feel like they’re worth anything at all; items, addons and offerings are one-time use only, and it’s in no way fulfilling and kind of frustrating when it’s mandatory to purchase them, particularly when all you really want is to progress further and unlock/upgrade your perks. Considering that most of these items can be obtained with the credits earned in the span of 2 games, it could be argued that such items are meant to be used upon their purchase. However, as a gamer that doesn’t feel comfortable with using disposable tools without amassing quite a stash, I don’t quite adopt such a view.
Survivor characters are fairly uniform, with the primary difference being unique perks that are unlocked after reaching level 30 and above. Which feel quite far down the line. As such, replay value appears to be quite limited, when progression that’s supposed to keep you in the game starts to feel grindy.
Aside from survivors, killers appear to be slightly better off in the sense where they have more variety when it comes to style of gameplay. Wraith uses the wailing bell (provides near-invisibility, toggled on and off), Trapper has his bear traps (can be set to hurt and immobilise careless survivors), Hillbilly wields a chainsaw (inflicts grievous injury upon hit, grants sprint) and finally Nurse has her teleport. Killer perks that are unique to specific killers often add on to their already distinct gameplay mechanics, making them feel more worthwhile to replay as. Despite this, progression still seems lackluster and lukewarm.
I’m not ashamed to say that in my very first few games, I really did squeal and scream like the little girl I am when I was hit by the killer. As a matter of fact, I continued to wimp as my character helplessly limped away, screaming and bleeding everywhere. However, the crippling fear soon got pretty dull; my gamer’s survival instinct soon kicked in, focusing on ways to outsmart my adversary. While it may be a pity that the dense atmosphere of dread the game initially brings to the table readily diminishes to oblivion, its primary saving grace would be the way gameplay succeeds in blending elements of the horror genre such as survival and teamwork.
As a whole, I would give Dead by Daylight a 6.5/10. After all, I haven’t felt very compelled to play it since the start of writing this review. Mind you, I took my time.