Dying Light [Gameplay #3]
Despite its RPG-lite trappings, Dead Island never managed to get its progression system right. Zombies took a *lot* of time to kill and combat continued to be a slog throughout the singleplayer campaign since the enemies effectively scaled to your level. In Dying Light, by contrast, a satisfying sense of empowerment comes from the fact that you can quickly get rid of standard zombies with the better (often crafted) weapons available after about 10-15 hours. Similarily, the addition of a grappling hook is a real game changer which radically increases the player's parkour options and significantly reduces travel time inbetween mission hotspots. At the same time, you never get *too* powerful since it's still easy to die fast and hard by playing sloppily either in combat or open world traversal.