Dy­ing Light 2

No­body said sur­viv­ing would ever be easy

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hu­man­ity lives To de­stroy Dy­ing Light 2 pulls the ac­tion away from the idyl­lic vis­tas of Har­ran and into an apoc­a­lyp­tic vi­sion of the Mod­ern Dark Ages. Here, the un­dead aren’t the only threat you have to con­tend with – af­ter years of strife, what re­mains of hu­man­ity is des­per­ate to sur­vive and re­build it­self, no mat­ter the cost. In Dy­ing Light 2 we’ll be forced to con­tend with a mu­tat­ing zom­bie threat and war­ring fac­tions seek­ing con­trol over the fu­ture of hu­man­ity. The world re­acts To your de­ci­sions

Choice and de­ci­sion lie at the heart of Dy­ing Light 2, with both the world de­sign and the story re­act­ing to your ac­tions in clear and ob­vi­ous ways. Too of­ten stu­dios prom­ise this level of in­ter­ac­tiv­ity with the com­po­si­tion of a place and its pop­u­lous, but fail to de­liver. Tech­land has brought in leg­endary scribe Chris Avel­lone to help shape this twist­ing nar­ra­tive vi­sion and we’re im­pressed by what we’ve seen thus far.


Tech­land is over­haul­ing its ac­claimed park­our movement sys­tems and it wanted to cre­ate a land­scape to bet­ter take ad­van­tage of that work. The re­sult is a city far more ver­ti­cal and di­verse, giv­ing us plenty of op­por­tu­nity to quickly (and stylishly) nav­i­gate the space as we please. Hon­estly, as if there were any lin­ger­ing doubts, Tech­land has over­taken DICE as the masters of the fluid open­world movement par­a­digm.

Forge a unique Path

Given the in­cred­i­ble level of in­ter­ac­tiv­ity that play­ers will be given with the story and this world, it re­ally puts us in a some­what unique po­si­tion to carve out our own path. Dy­ing Light 2 has re­turned to the play­ing field with a whole new host of abil­i­ties and cus­tomis­able weapons, mean­ing that you’ll be able to re­ally dial in what sort of char­ac­ter you want to play in this mercurial, ever-shift­ing vi­sion of the post-apoca­lypse.

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