Dying Light 2 Review – Smells Cheap

The sequel to Dying Light 2 is approaching its release with tension. Chris Avellone left, journalists reported on reworks and crunches, the release date was pushed back — the team apparently had enough problems. And it’s not surprising, because Techland essentially cosplayed CD Projekt RED a little. All this time, the Poles showed beautiful trailers and screenshots, held demonstrations and shared information — remember the same post about 500 hours from Twitter . 

A few days before the release, we managed to play Dying Light 2 and were incredibly disappointed in it. We will try to explain what is wrong with this game until the end of the text, but we want to immediately mention at least one bright side. The game has not lost any of the key features for which we loved the original, and in many places it has even improved. But, unfortunately, not in all. 

The gameplay has been expanded with gadgets, but it is still ambiguous

The gameplay of the sequel has not undergone any major changes. We still explore the world from the first person, jump on roofs and break offices with homemade weapons. In this regard, Dying Light 2 is not far from the original, which, in turn, borrowed a lot from Mirror’s Edge. The main character can jump, slide, run on walls and do many other things, which is why this part of the gameplay is almost the best in the sequel.

The movement was diluted with a glider and a harpoon on a rope, but they are implemented ambiguously. The glider is probably the best invention of the game. With it, you don’t have to worry about tall buildings and a lot of other things. But the “cat” let us down. Even though it can cling to any surface, the best option is special places marked by the developers. It is inconvenient to use it otherwise, the hero just tries to fall off or not jump.

The combat system is one-button and even a bit pathetic. In fact, you can complete the game simply using a standard attack and one or two moves from the list of attacks. The whole problem is that the combat mechanics do not evolve even at the end of the game. In most cases, any fight can be won simply by waving a weapon in front of you. Yes, there are homemade devices like grenades and mines to choose from, and we even needed them a couple of times, but this is not enough. 

And the developers did not try to diversify it, although they had many opportunities. Throughout the game you will meet two types of opponents: mutants and bandits. All of them can be shut up with your favorite axe from a shovel. If everything is clear with people, then why not make zombies more diverse? Yes, here too there are their own analogues of a spitter or a jumper, and even a huge monster with a mace is encountered, but the problem is still common – they can be trivially clicked with one button. 

The game also has RPG elements. The hero can equip different items and get useful passives, and weapons have different buffs built into them. There are no damage numbers for hits, but you will still have to compare axes of two colors. Any improvements require resources and money.

The third important part of the game is exploration. You will have to repeatedly look into different corners and look for supplies, plot items or important levers. The authors came up with a way to reward the player for curiosity, but did not finish it. Any loot in the game is useful, but closer to the middle, the standard problem of many RPGs begins: there is too much of it. The same resources for crafting or improvements are more than enough, you can dress the hero in top-level gear without any problems. 

As a result, the key thing is lost – interest in exploration. Yes, there is an open world here, but it is made in the best traditions of Ubisoft. We activate towers, kill a super mutant, which can also be silenced, climb into a dark laboratory and steal resources. Plus, sometimes random events appear, but they are very sad: kill three bandits or a particularly fast mutant. 

Everything in the game is subject to the time of day. Under the scorching sun, mutants hide under the roofs, so sometimes it is simply impossible to climb some important object during the day, but the developers implemented this restriction in a strange way. At these points, several super-powerful mutants simply appear, who knock down our pumped-up character in a matter of hits. But the streets are calm: you can run along the roads, as well as complete story missions.

All the action starts at night. At this point, the hero is overtaken by an illness: according to the plot, he himself is infected and gradually mutates without sunlight. You can refill the “battery” under any UV lamp or with the help of consumables. There is almost always enough time, but several times we had to use consumables when the sortie dragged on. At the same time, screamers come out into the street, who will scream if you come close to them – strong mutants will come running to the screams, and a chase in the style of GTA will begin: you need to escape from the crowd of zombies to the point with UV lamps. 

The main character is an experienced wanderer, which is not reflected in the gameplay.

The plot and narrative of the game cause dissonance. The main character is Aiden Caldwell, a talented young man who has walked thousands of kilometers through a destroyed civilization in search of his sister Mia. The road leads him to Villedore, one of the few surviving cities where the remains of civilization are still seething. It is overshadowed by the fact that in childhood, Aiden and Mia were experimented on, as a result of which the young man became stronger and faster than an ordinary person. 

This plot hook never fails. A gifted hero with amnesia, looking for his creator and answers to questions – when has it not worked? It didn’t work here, if only because of the broken logic. Aiden is depicted as an experienced traveler and a jack of all trades, plus he is a pilgrim – that’s what mercenaries are called in the game. But at the beginning of the game he does not know how to do anything that would help him go this way. Even a banal tackle or a kick with both legs are in the middle of the leveling branches, which breaks the logic – how did he manage to forget this? 

And even taking this into account, the leveling up in the game is mediocre. The more often you hit and use an arsenal of two hits, the more points you accumulate in “Combat”. The more active you are in jumping, rolling and hovering on a glider, the more points you get in “Parkour”. Plus, Aiden will often encounter inhibitors, which you can use to level up your health or your stamina bar. The latter is spent on everything: hitting, climbing ledges, flying on a glider, and so on.

Moral choice solves almost nothing 

In Villedor, the player will meet many different characters with their ideals and cockroaches, with some of them you will even have to establish relationships. Once in the city, Aiden becomes involved in a conflict between two sides: peacekeepers and survivors. 

The first are almost like Gestapo, who carry out the command’s tasks and look after the remains of civilization, destroy mutants and raid nests. But they often exceed their authority: they threaten people, take their resources, and so on. The survivors, on the contrary, want to overthrow the peacekeepers and stop living under their supervision, which is why they do not shy away from sabotage. And both sides are interested in the player helping them, because each can provide him with information about the final goal. 

This is where the moral choice Techland was so proud of appears. The player is repeatedly offered to make a seemingly fateful decision, and it will even partially affect the plot, but only in small ways. There are still exactly two paths to the final credits, and you will have to choose only at the very end. 

Another detail of leveling is tied to this. By capturing power plants or other important objects on the map, the player can choose which side to give them to. For each such gift, the faction will somehow make Aiden’s life in the city easier. Peacekeepers will mine cars and create various traps for zombies, and survivors will stretch ropes between roofs and set up trampolines for jumping.

And, again, this does not affect the plot in any way. You can be on the side of the commoners for the entire first half, and then suddenly change your tune and go over to the dictators – no one will notice the difference. It does not even affect the gameplay: having come to the enemy camp, Aiden will still be able to stock up and take quests.

Characters and local stories are the main thing in the game

Techland has definitely succeeded in one thing. Compared to the first part, the level of narrative in quests has grown significantly, now it can compete even with “The Witcher”. Each, even the smallest task from the category “Find out who stole the flour” can quickly spin and make you wonder more than once who the asshole is in the end. In another quest, you need to help the creator of the local “Tinder” find the profiles of some users.

Moral choice, although useless in itself, but in its own way presses and makes you think at least several times, since you have to decide almost the fate of many characters. Each in their own way evokes empathy, but let’s be honest – there are not very many unique heroes. The same ex-hero who became an alcoholic, or the brother who tries to protect his sister from her boyfriend. However, you can still feel sympathy for some, especially if their lives are at stake.

We won’t go into too much detail about the plot, it’s just restrained. The writers surprise us with a standard Hollywood twist a couple of times. Unfortunately, this also sometimes happens in a strange context.

The whole game feels cheap and rushed.

Dying Light 2 has become one of the most ambitious games in Poland, almost on par with Cyberpunk 2077. But at the same time, there is a feeling that the action is missing a lot or is simply not finished. Here are some examples for clarity:

— The main character has only one stealth kill animation for the entire game. The second one appears only in the middle of the leveling tree and requires a knife, but we never unlocked it;

— The authors often duplicate assets. There is a type of house in the game that always has a refrigerator and a trash can with loot in the same place on the second floor. And there can be three or more of them;

— For completing the story quest, we were taught how to make C4, and in the next task we were asked to go to the other end of the city to find C4.

— Hacking works just like in Skyrim : you twist the pick and turn the lock. It looked normal 10 years ago — now it feels weird and like it was done “for nothing”. We don’t think it’s too hard to come up with an analogue of this mechanic;

— The combat system is boring. Several animations of the same strike, a couple of kicking moves, and the ability to slow down time when parrying — a sad set for a parkour action game;

— Many objects sometimes load literally “out of thin air”. There is also an iron pillar in the city that Aiden can knock down and thus go down, but immediately after use it is completely restored;

— Played on PS5 in performance mode, all screenshots in the text were made in it. In this case, Dying Light 2 looks questionable. High-quality character models and good work with lighting are overshadowed by effects of strange quality, glitches in animation and staging. With an emphasis on resolution, the action gives an unstable 30 FPS, the picture becomes a little nicer.

As a result, the conclusions about Dying Light 2 are extremely ambiguous. Many moments are clearly missed, overlooked somewhere, there was not enough time or tests, or something else. If the technical part is fixed with patches, one of which will be released on the day of release, then the hacking animation from Skyrim and many minor flaws in the script can no longer be corrected. 

Sometimes the action surprises. It manages to squeeze out interesting stories, cool moments are created, some battles are enjoyable, and the cherished “legendary” is still as sweet. That is why I don’t want to call the action a failure, but it didn’t reach high ratings either.

What went well (pros) What didn’t work (cons)
Parkour and the feeling of movement The graphics are far from new generation even in resolution mode
Escapes from the infected on the roofs at night Very poor set of animations for the main character
Some characters evoke empathy Poor three-hit combat system
The game has a city with skyscrapers where it’s cool to fly on the roofs The structure of many buildings is repeated
A couple of good plot twists A huge number of bugs and unpleasant technical details

Dying Light 2 System Requirements

Minimum system requirements for 1080p and 30 FPS:

  • Operating system: Windows 7/10
  • Processor: Intel i3-9100 or AMD Ryzen 3 2300X
  • Video Card: GeForce GTX 1050 Ti or AMD Radeon RX 560
  • RAM: 8 GB
  • SDD disk space: 60 GB

Recommended system requirements for 1080p and 60 FPS:

  • Operating system: Windows 10
  • Processor: Intel Core i5-8600K or AMD Ryzen 5 3600X 
  • Video Card: GeForce RTX 2060 or AMD RX Vega 56 
  • RAM: 16 GB
  • SDD disk space: 60 GB

Minimum system requirements for ray tracing:

  • Operating system: Windows 10
  • Processor: Intel Core i5-8600K or AMD Ryzen 5 3600X 
  • Video Card: NVIDIA GeForce RTX 2070 
  • RAM: 16 GB
  • SDD disk space: 60 GB

Recommended system requirements for ray tracing:

  • Operating system: Windows 10
  • Processor: Intel Core i5-8600K or AMD Ryzen 5 3600X 
  • Video Card:  NVIDIA GeForce RTX 3080 
  • RAM: 16 GB
  • SDD disk space: 60 GB