"Dura lex, sed lex. The times we live in are ruthless, and the law must be so too."
—Dodger, Dying Light 2 Stay Human
Dying Light 2 immediately reveals its much higher ambitions than those of the original game. As the introductory cinematic shows, the situation is far more dire for humankind by this point in the franchise: the Harran virus was actually cured, yet a new variant called THV escaped from an experimentation zone and decimated human civilizations around the globe. No longer confined to a single Middle Eastern city, the virus poises a very promising setup for an exploration of despair, power, and survival in the context of a world with literally a handful of cities left. Of lower quality than the former game's, however, is the less focused story. The far more disjointed or lackluster plot still comes with an enormous amount of content and heightened player choice, whereby decisions to irrevocably hand a region over to a given faction provide permanent changes to the game. In turn, various traps or convenient objects/installations are placed around the map. The complex tensions between the factions and your personal decisions as a player become more restrictive as you proceed.


Production Values
Many times, the tendency for the game to load visual details after I waited around for several moments in an area reinforced how unpolished the game is. Facial skin sometimes appears greenish-gray when you first walk into a room until the right colors and textures load. Twice, a trader's head in the Bazaar didn't even show up at all for a few moments, leaving me looking at a headless merchant! On a separate occasion, a zombie I had just killed (I know that conventional zombies are already dead and then reanimated, but that is not the kind of zombie here) rose into the air as I walked over the body. In a separate instance, an enemy's dead body got caught in a wall and spasmed rather than falling to the ground. Still worse is that I once loaded the game only to find that it took over a minute for building textures and the very presence of enemy models to gradually appear in stages.


Visual glitches or bugs are normal and quite extreme. Even when there were not hordes of infected onscreen or around my character (to the game's credit, a large amount of zombies can occupy the same area) freezes made me have to close and reopen the game at least three or four times. Also, the certain aspects of the audio cut out at seemingly random times. Worst of all is that an optional mission that opens up after meeting Delta could not be completed because some of the objective items would not show up. While it is better for this to happen with a side quest instead of a story mission, this one paves the way for the player to access guns outside of the more recently added Tower Raid Mode. All the ammunition you collect from specific enemies after killing them remains of no use without completing this mission. However, you can thankfully still craft the limited use Boomstick firearm with 100 pieces of scrap, which can be very useful in its own right despite breaking after a relatively small number of shots even at the highest upgrade level.


Gameplay
Aside from crafting and the fairly large amount of time spent in conversations with other characters which the player must periodically choose the dialogue for, the gameplay is mostly split between parkour and its affiliated exploration or combat. Like with the first game, performing basic parkour actions like grabbing and climbing provides very small XP boost for one skill tree, while slicing enemies or shooting them from afar provides a small XP boost for another skill tree. Completing missions or fulfilling miscellaneous optional tasks rewards the player with larger amounts of experience points. As one fights, though, non-projectile weapons break, gradually deteriorating with each successful strike. To continue using them, you must expend resources to have special merchants restore them or you must create and install modifications that can extend their capacity of usefulness.
As for the map, expect a much vaster digital landscape than Harran's. You can use binoculars to mark areas like inactive safe zones at windmills on the map from a distance, with some regions only becoming available after a certain point in the story. Initially, you have to simply walk or run or leap from one above-ground structure/object to another to navigate. Remarkably, the stamina bar does not get used up during traversal by sprinting or holding onto ladders even if high above the ground, but it drains when swinging a weapon, aiming a shot with the bow, or holding onto a ridge or rooftop. Stamina also drains when using the paraglider or grappling hook unlocked during the main story. Soaring using this paraglider and ground vents to launch Aiden into the air does thankfully reduce the time spent traveling around, as does the fast travel system (each region on the map has one station that can be used to travel to any other unlocked station).


Central to the game just like with its predecessor, the day-night cycle is far more embedded into the gameplay and some mission objectives than in other games like Borderlands 2. At night, the zombified enemies grow more aggressive, with the larger and more vicious enemy types called Volatiles emerging from their indoor daytime zones. Getting seen by a Volatile for long enough or from a sufficiently close range triggers a chase that can attract many other Infected if you are unfortunate or not careful enough. Throwing down a UV light (the Infected are very sensitive to it) temporarily repels nighttime Infected and restores Aiden's immunity timer, which tracks how long he can stay away from direct sunlight or UV light. While it seems like skin cancer and artificial "sunburn" from prolonged, regular UV exposure at the miscellaneous human structures would be highly detrimental to human health, compared to immediate death from an Infected, this at least extends people's lifespan overall!


Scattered about the different regions of the map are zombie-occupied GRE research buildings with inhibitors, special items that can be used in batches of three to upgrade either Aiden's health or stamina--both of which increase his maximum immunity timer. Not only does exploring these centers become far more easy at night, when Volatiles go outdoors and there are not as many Infected inside overall, but enhancing the immunity meter as a byproduct of health or stamina upgrades facilitates staying away from UV sources at night. Since a great deal of the game's objectives can only be completed at night or are much more manageable this way, it is in the player's best interest to find as many inhibitors as possible. Killing Revenants, optional boss figures that only come out at night in specific areas marked as GRE Anomalies, is among these objectives; they have the ability to resurrect other Infected due to their more advanced evolution (how exactly they do this is not clarified). Defeating them yields special resources when looting their corpse and also unlocks a nearby GRE vehicle with an inhibitor.
An alternate mode called Tower Raid sees players fight their way from one floor of a tower to another until they reach the roof, alone or via co-op. As much as this differs from the campaign, the mode extends the already enormous number of hours one can play without having completed everything. Three difficulty levels, four playable characters with their own primary weapon and competencies, and a self-contained system of perks and other upgrades gives Tower Raid some depth of its own. Perks and improvements to Raid-specific weapon blueprints bring permanent enhancements that carry over from one run to the next, while the money, weapons, and other items found within a run are not usable in others. Which weapons you find reduces to a matter of random chance, yet the stronger ones can impact the finale quite a bit: the last stage, if you make it to the roof, entails confronting a boss and a stream of Infected (including sporadic Volatiles). A very powerful firearm, for instance, significantly reduces the risk of dying and the time needed to defeat the creature. Adding to the challenge is how the immunity timer counts down throughout each floor and roof fight. Between the story missions, side quests, GRE facilities, special bosses, collectibles, and Tower Raid mode, one could easily play Dying Light 2 for at least 150 hours.


Story
Individuals called Pilgrims wander from one human community to another delivering news or items, the only means of long-distance communication many people would have after the collapse of formal civilization around the world. One Pilgrim, Aiden, comes to the fictional European city of Villedor to search for his sister Mia, who was experimented upon by a GRE scientist named Vincent Waltz along with him when they were children in hopes of learning more about THV. Within Villedor, the residents of a centralized living area called the Bazaar find themselves in tension with the Peacekeepers—a faction that considers itself righteous as it metes out potentially extreme penalties (far harsher than Biblical ones in some cases) for offenses in the alleged name of order. A murder of a Peacekeeper serves as a catalyst for Aiden to begin choosing allegiances as circumstances force him to grapple with the growing threat of what Waltz will do to achieve his own goals.
Intellectual Content
In the highest form of zombie storytelling at elaborate scales, malicious or philosophically insane humans are always the most dangerous or central antagonists for taking advantage of others' vulnerability amidst the threat of the zombies. The first Dying Light has Suleiman, the hypocritical egoistic relativist who tries to compel the playable protagonist of that game to embrace and contribute to chaos as the one true order. The second has the aforementioned Peacekeepers and the Renegades, the latter comprised of bandits and sadistic individuals who terrorize others. However, Aiden has to work with the Peacekeepers to an extent throughout the primary narrative. Their harsh laws come up both in mandatory and optional missions. Below, see a screenshot of the laws written in their headquarters.

Besides not addressing acts like kidnapping or rape, Peacekeeper law assigns theft amputation of the hand at best or execution at worst; compare to the Biblical punishments for theft, where all stealing of belongings is prescribed restitution of varying ratios depending on the exact circumstance (Exodus 22:1, 4, 7-9, Leviticus 6:1-5, Numbers 5:5-7) and only stealing a person receives execution (Exodus 21:16, Deuteronomy 24:7), with those who cannot afford restitution becoming temporary servants/slaves that either go free automatically after six years if any debt remains (Exodus 21:2, Deuteronomy 15:12, Leviticus 19:33-34) or immediately if they are abused (Exodus 21:26-27, Deuteronomy 23:15-16). Various Peacekeepers and other characters speak as if they genuinely believe that difficult times legitimize severe punishments that might otherwise be unjust (and it is not as if the Bible sometimes having objectively far less severe punishments than many other philosophies and legal systems means its moral system is true, but its laws are far less severe despite being widely misunderstood!). In reality, if a penalty is unjustly harsh, no circumstance changes this. Emotional persuasion based on utilitarian benefit alters nothing about logic or morality.
Peacekeeper stupidity goes beyond the assumption that utilitarianism for the sake of deterrence is correct or at least valid to live out. One Peacekeeper just assumes (or acts like she assumes) that a woman named Elena is a murderer who poisons others based on an accusation and says she will only change her mind if evidence to the contrary is presented, or else Elena will be executed. It is irrational to assume anything at all, and while innocence or guilt can never be truly proven by logical necessity, disregarding the very need for evidence, however epistemologically fallible its nature is, before punishing someone is also irrational. Aiden and thus ultimately the player has to choose with a timer counting down, in a micro version of the game's moral decisions, to support the planned killing of Elena prematurely along with the Peacekeeper or not drink a potential poison himself to show her innocence. Yes, if Aiden does not endanger his life by drinking the alleged poison, Elena will die!
Non-Peacekeepers likewise fare poorly in their moral philosophies. Even the sequel's non-playable protagonist Lawan says that her moral stances emanate from the highest court in all the land, her own conscience/whims. First, only a fool believes they can know good and evil exist (or do not exist), as opposed to that it is logically possible that they exist or evidentially probable; second, only a fool thinks the existence, particulars, or epistemology of morality has any connection to one's personal feelings, perceptions, or preferences. The draconian utilitarianism of the Peacekeepers and the subjectivism of Lawan are all logically incorrect aside from the very existence or nonexistence of good and evil. Perhaps the player will think of these ramifications when decisions must be made about who to hand a region over to, the Peacekeepers or the Survivors.
Side missions, indeed, frequently expose the player to the espousing of more logical falsities by NPCs. An examples is the series of quests centered on finding additions for a book collection. Other than the idea that philosophical knowledge (aka, this encompasses all knowledge) is only/primarily achievable through literary familiarity and education and not from looking to the laws of logic alone, the characters that Aiden has to interact with promote many laughable concepts. In the first book run, Aiden brings back the Bible. Several missions later into this quest series, he brings back the Torah—the first five books of the Bible. The quest giver rejoices as if this is not a glaring redundancy. I have encountered this sheer idiocy before outside of a game, when someone spoke of the Bible and the Torah as if the Torah was a separate document from the Bible rather than literally a portion of it. Also asinine is how the quest giver talks of the Torah as if it is just part of the "broader Torah", a seeming allusion to the so-called oral Torah consisting of fallacious ideas and social constructs promoted by Rabbis that often contradict both logic and the philosophical doctrines of the "written" Torah, or the actual first five books of the Bible. Thalia, the assistant to the man who initially tasks Aiden with retrieving books, is quite irrational herself!
Conclusion
Hours upon hours of main and side quests await in Dying Light 2, so the issues do not pertain to a paucity of content. Stay Human is a great game on the level of getting longevity out of a single base purchase. The deluge of glitches and the weak central narrative severely hinder this massive sequel from climbing to all the heights that could have been. None of the significant flaws thwarts the incredible scope of the title and the depth of its gameplay and progression, but they do complicate its holistic quality. Simply put, Stay Human fails to rival the game that launched the franchise while managing to not forfeit all success. If a very prolonged game with prominent parkour, zombie-focused combat, and an impactful day and night cycle sounds appealing, then the only game I can recommend more strongly than this one is the excellent, superior first Dying Light.
Content:
1. Violence: Arms, legs, and heads can be forcefully cut free of the rest of a body, living or dead, and they can be charred by a Molotov or a Goon's fire attacks. Blood is commonplace.
2. Profanity: "Shit," "fuck," "bastard," and so on are used throughout the game's many hours.
3. Sexuality: Some dialogue with Thalia is sexually flirtatious, and she even says she is very aroused by Aiden's body and the conversations the two share about books and ideas.