Dying Light 2 Stay Human Review – An Apocalyptic Renaissance

Dying Light 2 Stay Human Review – An Apocalyptic Renaissance

Decades after the apocalypse, the undead forces that roam the world evolve and grow stronger with each passing night. And humanity is fighting back. Within strongholds scattered throughout The City, technological breakthroughs are born and the tide of war is turning in favor of the living. An electronic wristband keeps people from turning around after a zombie bite, and even the most aggressive monster variants don’t stand a chance against the latest weapon innovations. But not everything is far beyond these walls. The darkness lies within, and the main threat to humanity’s survival is itself. Greed, lust, betrayal and secretive politics could ultimately lead to his downfall.

Dying Light 2 Stay Human combines the horrors of the dead with the struggles of life to create one of the most entertaining RPGs I’ve ever played. It’s a triumph of storytelling, player choice, open world design, cooperative play, character customization and perhaps most importantly, dropping zombies from skyscrapers. It’s everything a sequel should be, growing the core formula in significant ways to make high-flying, zombie-killing sizzle again.

Dying Light 2 does a fantastic job of creating relationships and making you question the motivations of characters you meet. These moments are brought to life with stunning visualization and lots of dialogue

During the more than 50 hours invested in this fantastic game, I often thought about playing The Elder Scrolls V: Skyrim for the first time, feeling overwhelmed by the wealth of content and not sure if I was screwing anything up. made a hasty decision. Dying Light 2 comes from that same breath and combines a rich world of discovery with a plethora of choices. It’s an experience you can lose yourself in, and almost any content you dig up is important for the development of both the story and your character.

Our guide in this wasteland is Aiden Caldwell, a survivor haunted by ghosts from his past and who at a turning point returns to society. Aiden is a sympathetic protagonist who is mainly determined by his choices. He rules the city as an apocalyptic judge, often deciding who lives, who dies, and which factions gain wealth and power. Most of his choices are weighty and bring an end or a new beginning for many of the characters he encounters along the way. I often had to stop to think about the benefits and consequences of a decision. Techland sometimes forces you to hand in these moments by setting a timer on the more pressing matters to increase their impact. And it works.

Vertical and varied, the city offers fun trails and secrets galore

When Aiden goes on a mission, the player is in for a real treat. Not only are the objectives well-written, but they unfold dynamically and almost always push Aiden across the rooftops. Dying Light 2’s parkour system is a work of art set in a beautiful, sprawling city that doubles as an architectural playground. Clear paths are dotted throughout the environments, allowing Aiden to keep momentum and reach almost any location just by running, jumping and using some of the game’s awesome gadgets. I won’t go into what they are as discovering them is part of the fun, but they all improve locomotion and are great to use. All things considered, this is one of the most satisfying and beautifully designed traversal systems in FPS gaming. It feels better than the original game, is much more forgiving in reading jump intent, and reaches new heights through The City’s soaring verticality.

Choice is even cleverly intertwined for traversal. Depending on which factions you distribute wealth to, new interactive elements and other useful tools are unlocked in parts of the city. As I have learned, sometimes Aiden’s personal benefits outweigh the needs of the people. These choices don’t make you feel good, but they can make getting through and fighting easier and should pay off in the long run.

Aiden’s missions offer a lot of variety and sew puzzles and combat in most of the objectives. I was impressed by how varied, well-written and dynamic the missions are. The critical path delivers the big set piece moments, but the side material is vital to the overall story and is often long. Nothing in this game feels like – it’s all worth exploring. And it all gets better through cooperative play, as you and three of your friends can team up or divide and conquer to claim territories, clear out dangerous dark hallows, and find valuable loot (like inhibitor boxes that boost your stamina and health). The dark hallows make it worth the risk of going out at night when the zombies are more aggressive.

Combat upgrades provide punishment, but not much weapon variety

Combat is the only area that is a bit backseat to the other great content. It’s a big part of the experience, and it’s a lot of fun wiping out Biters, but the melee isn’t as advanced as the other parts of the game, nor does it evolve much. Either way, making knives that cough up fire and electrocute zombies is satisfying, and that dropkick I mentioned is worth using as much as you can. Boss battles and swarm battles get better through cooperative play as the difficulty (and hit points) scales up and creates more dynamic encounters.

One battle against a Titan forced my party of four players to unload everything they had – Molotov cocktails, arrows, and carefully timed sword combos – before it finally fell. The rewards that came after were well worth the effort. Mastering parry timing against human enemies – who are as plentiful as zombies – is tricky, but not something you have to rely on as more combat moves are unlocked.

Dying Light 2 is a captivating journey of discovery and gaining power. Almost everything you do embraces that dynamic. As it evolves beyond the offerings of the first game, a stronger emphasis on the characters helps shape the world in meaningful ways. Some of Aiden’s picks are tough, especially the one around a character named Lawan – who gets a great heartbeat from Rosario Dawson. I can’t say enough good things about his and her stories. Loved almost every second of this game and can see myself revisiting it often as Techland has announced at least five years of DLC on the way. That’s a wonderful promise to hear when starting a new game that has turned out so well.

Burak Bilginer
Burak Bilginer bir bilgisayar dahisidir. Seyahat etmeyi sever ve birçok farklı ülkeye gitti. Burak, seyahat etmediği veya programlama yapmadığı zamanlarda Oyun ve Teknoloji Ürünlerinin yeni parçalarını incelemeyi sever. Oyunla ilgili herhangi bir sorunuz varsa, Burak cevaplamaktan mutluluk duyacaktır!