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I didn't play much of the original Dying Light, but I did play the heck out of Dead Island, and I'm happy to say that running, jumping and climbing around the world is still a really satisfying way to get from one place to another. From the start you're already fairly maneuverable, but you'll be able to unlock abilities to run faster and jump further, fall from greater heights, and chain moves together more fluidly. There was a whole skill tree that Techland says it's not quite ready to show off, but expect a lot of abilities to make you more powerful in both combat and parkour.
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There's still a crafting system here for enhancing weapons, though I only managed to unlock the one weapon mod that turned my mace into an OP brain zapper. You can get yourself killed quickly if you don't carefully kite around the zombies running at you, use kicks to buy yourself breathing room, and manage your stamina. It's definitely not braindead though: when I went up against larger hordes of zombies or big brute minibosses, I had to stay on my toes with blocks and especially dodging, since you can't block more powerful strikes.ĭodging feels a bit unintuitive in first person, but positioning really matters if you're going up against tougher enemies or hordes of small fry. I didn't get to play Dying Light 2 in co-op, but I think both games work as great co-op hangout experiences largely because you don't have to be too focused in combat to enjoy wailing on enemies. First-person melee combat here is satisfying in the same way it is in Warhammer: Vermintide 2, one of my favorite co-op games of the last few years. At one point I went to town on a crowd of zombies with a police baton that briefly made me feel like I was reenacting The Raid, though I don't want to oversell it-the sound effect was bang on, even if I wasn't pulling off 15-hit combos. I played my demo on a controller, where smacking zombie heads with a quick strike or by holding down a button to deliver a power blow felt really good. Even from the short stretch of the game I played, weapon variety was a highlight: the different melee weapons I used each felt pretty distinct when I made contact with zombies, from the speedier slice of a machete to the really heavy thwonk of a lead pipe. This is a game all about weighty, pipes-cracking-skulls melee combat, and firearms have no place in it (I guess humanity used up all the bullets between DL1 and DL2). Here's another bold decision on Dying Light 2's part: there are no guns, period. The branching storylines may be its biggest ambition, but most of us are going to be playing to parkour across the city and bash zombies in co-op, and both of those are things Dying Light 2 is more than capable of. I don't think this is really a dealbreaker in Dying Light 2's case, though. O.kay?ĭying Light 2 has the structure to feel like a proper RPG, but with none of the storytelling chops of a game like The Witcher 3, which managed to make morally ambiguous characters nuanced instead of tropey caricatures. At one point I swear I was trying to convince someone we needed to stick together and help each other, and two lines later they were trying to convince me that we should work together. But I doubt it-every conversation I had was overwrought and amusingly melodramatic, and my decisions often led to jarring changes in the tone of a conversation. In the few hours I played I really only got to see one area of Dying Light 2's massive city, and thus only a small part of its overarching story, so it's possible there's some genuinely compelling character stuff later on. It's possible those choices add up to something bigger, and they certainly can affect who lives and dies as the results of some quests. Dying Light 2 wants you to choose who to side with and who to help and who to double-cross constantly, which only really works if you're stuck in the middle of a whole bunch of conflicting interests. We're talking at least several shades, here.Įveryone's morally gray, even the sneeringly evil characters, because that's just what it's like to be a survivor a couple decades after the zombie apocalypse. You play a guy named Aiden (immediate red flag if you played Watch Dogs) who's on a search for his missing sister (I'm sure that won't end tragically, right?) and along the way you run into survivors who aren't just good or bad, you know, but morally gray. If you've watched or read or played any piece of post-apocalyptic media, you're probably already well familiar with the tropes Dying Light 2 is going to trot out. Dialogue in Dying Light 2 gave me flashbacks to watching the early seasons of The Walking Dead-I think I made it most of the way through the second season of that show before I couldn't stand the absolutely contrived decisions characters made to justify that week's drama.