Before Dying Light 2: Stay Human came out and ended up impressing me with its world and parkour-infused combat, the game was subjected to one of the most forceful marketing strategies I’ve ever seen. In the months leading up to the game’s release, there was hardly a week where it wasn’t mentioned by gaming news sites at least once. Leading up to the game’s release date, its advertising turned more desperate, boasting enormous numbers like “500 hours of total playtime” and “40,000 lines of dialogue.”
But having played the game, I’m not sure why marketing focused on its story, characters, and massive word count to start with. Without a doubt, these are the weakest parts of the game, and yet leading up to its release, it’s what you’ve likely seen the most.
For Dying Light 2, the disconnect between actually playing the game itself and its marketing is staggering, so let me set the record straight: You shouldn’t get this game for its story or characters.
If you ask anyone who played Dying Light what that game was about, I would be comfortable betting that they’d answer with “zombies and parkour” or something along those lines. That’s because those two features, together, are what sets Dying Light apart from every other zombie game on the market. Left 4 Dead games are peerless co-op experiences, the Dead Rising games are perfect lessons on getting weird and campy with the apocalypse, and Project Zomboid is an exercise in self-hatred.
Dying Light is the franchise where you parkour to the roof of a building, find a zombie up there, and knock them off with a dropkick. And that experience is excellent. It’s unmatched. It’s fun as hell.
But chances are, you haven’t even seen someone dropkick a zombie off a roof in Dying Light 2
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