Previews
[Hands-On Preview] ‘Dying Light 2: Stay Human’ Shows Great Promise For Techland’s Zombie Epic
In building upon previous mechanics and providing a more personal story with impactful player choice, Dying Light 2 Stay Human offers a grim world with much to explore. In having the chance to spend several hours playing the game, I have found that developer Techland has not only significantly improved upon what was laid out in the first Dying Light, but has crafted an experience that looks to be packed with thrills and tension.
In this preview, you’ll find my thoughts and notes on the story, environment, and mechanics of the game. Please note that while some story details will be shared, there will be no major plot spoilers.
Striving To Find Hope In The Modern Dark Ages
You don’t need to have played the first game to understand the story and world of Dying Light 2 Stay Human (DL2); this is a world where a viral outbreak has taken over humanity, except these events are much further into the future of such a world. DL2 takes a more personal approach to storytelling this time around; the player assumes the role of Aiden, a man who enters the City with hopes to find his missing sister. The writing provided to Aiden and his goal comes across sincere, providing a more intimate drive to progress the narrative and see where things head.
His mission isn’t all that’s taking place within the City, however, for players will come across an array of NPCs (who are associated among different factions). Compared to other NPCs that stand still and spew objective directions, these characters (for the most part) feel authentic. In my interactions with the few NPCs I spoke to, I found some of their dialogue and stories to be moving. In all the relationships made – bonds will be tested.
Who Lives And Who Dies – Your Actions And Consequences
DL2 follows who the player chooses to help. Throughout the game, options will pop up on screen allowing the player to make decisions aligned with a specific character/faction. These factions are the Peacekeepers – who are a militaristic force within the City, and that of regular survivors. Decisions not only impact the emotional narrative direction, but also what assistance is given. In helping one side, players may get additional support when it comes to combat; the other side may provide aid when it comes to navigating the landscape.

I didn’t get to see a great variety of choices, yet in what I did experience, I found myself tense. Some of these sequences are timed, requiring a relatively fast answer. When it comes to Aiden advancing towards his goal to find his sister or potentially helping others, DL2’s choice/consequence mechanics keep players on their toes. These moments can make for great moments of drama, for not every choice is an easy one.
A World To Explore And Challenge You
The parkour from Dying Light is back and better than ever. With more animations available for different moves, players have additional means to traverse the environment. While many movements require the player to look in a particular direction, parkour navigation is overall very fluid. Running, climbing, and jumping feel natural in the City, allowing the player means to find intriguing items or evade enemies.
That said, there will be times where things need to be taken a little slow. More specifically during missions, Aiden has the means to enter Investigate Mode; this provides him the opportunity to “sense” the area and find footprints or blood spatter (which he may need to follow for some reason or another).
But say you need a break from all the running, sneaking, and jumping. A feature DL2 offers to assist in travel is that of the paraglider; a useful tool that can help players cover larger ground in a shorter amount of time. Gliding to and from buildings can help one land safely; or if a player needs to cover more space, by hovering over steam vents, they can be lifted higher into the air and drift further.
With nice touches of environmental storytelling, the City makes for an intriguing landscape to explore. As an open sandbox, players can follow main storyline objectives from point to point, or can trail off the path and go looking around as they please. There was a location called Trinity that really sold me; this is where I got my first look at how humans have adapted to the struggles of reality. For all the misery around them, I saw people laughing at a bar, tending to gardens, and having a simple conversation with one another. The NPCs felt more authentic and it was surreal to walk about a place where one could feel life. As a world taking place in the “Modern Dark Ages,” it was interesting to see the settlements humanity had established after the rise of the infection. Locations like Trinity are more like small hubs, with the player being able to discover other locales that were once inhabited by humans.

Speaking of, when it comes to exploring some of those places once lived in by humans, one of the coolest features in DL2 is exploring infected nests (known as Dark Hollows). Similar to infected dwellings like those in I Am Legend, the player has the means to infiltrate these nests. The game follows a day/night system that provides focus to particular enemies (see the following section for more detail), but this is additionally important when it comes to infiltrating nests. During the day, one will find a lot more infected inside these nests, whereas the nests will contain few infected at night. Why would one want to even set foot in such hellish locations you ask? Well, that’s because of the possibility of finding large sums of money that’ll let you get more weapons and such. If the player decides to venture into one of these places, they’ll need to do everything they can to be quiet. Also keep a lookout for other dangerous locations that offer superb goodies, such as Forsaken Stores.
There’s Going To Be A Lot Of Blood
Enemies are essentially broken down into two categories; very much like the first game, there are humans and the infected. The infected are always present but don’t stand as much of a threat during the day. Though their gang mentality can be tough to deal with, the sunlight hours are for the humans. Minus one moment where a boss stood mostly still as I shot him with arrows from atop a roof, the AI responds to combat well, blocking and attacking when Aiden’s defenses are down. Their weapons and movement can be challenging, pushing players to think and find the best opening for an attack.
Where I personally found combat and survival to be an absolute rush however was at night – when the infected run supreme. Besides those infected that still linger with a Romero-esque stumbling, players are bound to come across those of 28 Days Later variety. One infected on its own isn’t much – unless it’s one of those special types like a tank or those who spew out poisonous gases – but get a group together, then it’s time to start hauling ass. Where I wouldn’t mind stumbling from a rooftop jump during the day, at night is a whole other ordeal. Falling in the wrong place among infected can lead to disastrous results, as swarms of them can pile on quick. At night, one’s best bet is to use parkour skills to avoid run-ins with the infected.
During my playtime I came across a few different types of infected, though each did offer distinct challenges in how I confronted them. Techland shared that there are even more types as well. Along with the enemies provided via the day/night cycle, the real strength of that system is how it forces one to rethink strategy. Many of the actions one would go about during the day won’t work at night, requiring the player to adapt and shift strategy depending on time of day and who they are facing off against.
How You Survive – Fight, Parkour, Craft
For DL2, Techland stressed that they wanted to provide a strong focus on how first-person combat feels and looks; given that most of the combat is melee-based, the developer strived to create a flow to battle where the player feels the weight of their actions. Well, they hit the nail on the head there (or better yet, landed a critical blow to an infected skull).
Where some first-person combat experiences lend themselves to janky visuals and movement, DL2 succeeds in creating a flow that delivers on satisfying visuals and conveying heft to objectives. Take a swing with a big axe fashioned out of a pipe and sharped post-sign – the arm movement animation conveys the stress and effort Aiden is taking in his attack. Much of this is also thanks to the game’s use of stamina, which is tracked via a meter and will decrease with each of Aiden’s attacks. When the meter depletes, his attacks will be slower and he will sound exhausted.

DL2’s weaponry is also delightfully inventive. From blades fashioned out of hardware tools, to crossbows assembled from trash, the imagination and visuals behind the game’s weaponry make for haunting DIY projects. These weapons can also be built upon depending on items one may find in the City. Through the game’s crafting system and working with Craftsmen NPCs, players can further add to a weapon’s strengths, which can involve such power-ups like elemental-esque factors. At one point I crafted a blade that was coated in flames thanks to materials I had mixed.
Players can also level up Aiden and improve their combat and parkour abilities. There is one skill tree for combat, another for parkour, and then a smaller, more general tree for stamina and health. The combat and parkour trees allow players to take on new tactics and build Aiden into whatever specialist they want him to be, where the health/stamina tree provides an additional layer to one’s survival. Do you want to take more hits and live, or do you want to be able to throw more hits without being tired as fast?
Alongside the means of improving one’s skills and weapons, exploration rewards players with materials that allow for other useful tools. Means to heal, throwable weapons, fireworks and other means to distract enemies, etc. The crafting system is by no means difficult to get a grip on, allowing for one to not stress out too much on (they just have to be willing to find the parts for whatever it is they want to make). Other small touches to building upon Aiden’s skills is how players can customize his clothing options. Such decisions allow for improvements in strength and defense, along with other useful advantages.
A Brutal World Just Waiting To Be Explored
Upon my playtime with the game, Techland expressed that there could be some minor issues in gameplay (development of the game is still in progress). Over the course of my four hours, I ran into barely any issues. There was one case where a NPC’s mouth wasn’t moving when they were talking and one infected stuck in a broken-down truck – but otherwise – super-smooth playing. Most importantly, my time playing Dying Light 2 Stay Human got me hooked and wanting to see more.
I am intrigued by what this game sets up regarding Aiden’s primary mission, the NPCs players can interact with, and the potential for greater moral choices. While the daytime allowed for some fun and intense missions, I found myself with sweaty palms when it came to the night missions; the infected make for a thrilling threat, and one of the more compelling infected-zombie type combatants I have played against in some time.

A strong appeal for such games as Dying Light 2 Stay Human may be that of the infected-zombie monsters, but such games are far more interesting when there is human emotion at work. Though Techland would not comment much to avoid spoilers, they have expressed that that sub-heading – Stay Human – may mean more than just being infected. For whatever horrors lie ahead, I’m ready to venture forth and discover the dark secrets of the world. And while I did not get to try it out myself, the game will involve a multiplayer system, so that way you and your friends can battle the hells that await you within the City.
Keep a lookout for more news on Dying Light 2 Stay Human as it arrives! The game releases on Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, and Switch on February 4th, 2022.
Previews
‘DOOM: The Dark Ages | Revelations’ DLC Is Bigger, Harder, and Built for Series Veterans
In the past 10 years since the release of DOOM (2016), we’ve seen a surprising amount of evolution on the core concept of the series. DOOM brought the series back with a clever push-forward combat system with a glory kill system that forced you to stay in the fray. DOOM Eternal added wrinkles to the combat by giving you tools that exploited specific enemy weaknesses, while also increasing the focus on precise platforming and narrative.
DOOM: The Dark Ages slowed things down a bit without decreasing the intensity, giving you a shield that added defensive verbs to your arsenal in a way that allowed you to be even more aggressive. It’s very clear throughout all these titles that id Software is very thoughtful about the ways they try to replicate the experience of original games in a modern context.
Recently, id hosted a virtual event to show off the latest iteration of the DOOM series, Revelations, an upcoming DLC for DOOM: The Dark Ages, which they promise will be a celebration of the entire series. Set after the conclusion of Dark Ages, the Doomslayer finds himself trapped in a purgatory, forcing him to rip and tear his way out of a prison of his own mind with the help of a mysterious ally. While they emphasized that this would be a narratively pivotal chapter for the story of the Doomslayer, they were keeping details under wraps, instead focusing on the level structure and combat feel of the DLC.
A More Demanding Challenge

One thing they wanted to make clear about Revelations is that they are going to be pushing the level of difficulty higher than the base game, challenging even the most seasoned series veterans. Game Director Hugo Martin wanted to emphasize that they’ve been listening to fans, so while it will be more challenging, the ramp-up of that difficulty is more gradual than in the DOOM Eternal Ancient Gods DLCs. The difficulty and accessibility sliders from the base game will all be sticking around, so you’ll be able to customize your challenge level however you want, if you find the game too punishing.
In order to prepare you to meet this challenge, they’ve introduced a new weapon, the chain spear. This can be swapped into your left hand, where you also use the shield from the base game, giving you a new suite of options for your tactical arsenal. Not only does it allow you to parry projectiles like the shield, but it also adds a grappling hook and dash to your toolkit, giving you ways to move around the battlefield quicker than before.
If you’re more comfortable with the shield, that will still be available to you, but Martin said by the end of the campaign you’ll need to be integrating the spear into your repertoire, as upgrades make it essential to your survival.
While id still wants to retain the slower, more brutal feeling of Dark Ages, they’re hoping that the spear will feel like strapping a jet engine to a monster truck, combining the best of the last two games into one violent package. It’s hard to say how this will feel without getting my hands on it, but a lot of the new skills appeared to add a dynamism to the encounters, particularly the clever-looking orbit ability that allows you to attach yourself to a monster and revolve around them, almost like an aerial version of the z-targeting lock-on from Metroid Prime.
The modern DOOM series has always been about finding just the right balance of giving you enough tools to make combat both tactical and reflex-based without making too much complexity as to overwhelm you. It looks to me like the chain spear will be a solid addition that adds exciting ways to close the distance or get around an arena, rather than forcing you to remember the utility of each weapon like DOOM Eternal did.
Six Levels and an Endgame Built for Experts

Revelations will feature six levels, including the hub, and will provide about 10 to 12 hours of content, roughly the same size as the two-part Ancient Gods DLC from Eternal. As Martin explained it, this will be divided between the main campaign and the endgame content, with the main campaign taking up about 60% of the overall runtime. After completing the main campaign missions, you’ll be given access to a wide variety of challenges that will continue to increase in difficulty until you unlock what Martin called the Uberboss. I’m curious to see how substantial this endgame content feels, as it sounds like it will take you on new paths through the previous levels rather than providing completely new content, but id seems confident that the challenge and spectacle of these encounters are going to be worth it.
The team said that exploration is going to be one of the highlights of the DLC, which is a fun prospect for me. The best DOOM levels are the ones that are littered with satisfying secrets, and they’ve promised Revelations will be full of them, including hidden recreations of classic levels. After hearing fan feedback for DOOM: The Dark Ages, they decided not to mark these secrets on the map, allowing you the satisfaction of finding them yourself. Every level is designed to be fairly maze-like, requiring you to retrace your steps as the campaign goes on.
There’s even the promise of Metroidvania-like exploration in the hub level, opening up more and more of the space as you gain abilities. The dragon and the mech will not be showing up in the DLC, but leaving them behind feels like a good decision to me, as they exhausted those gimmicks in the base game.
Smarter Enemies, Tougher Fights

Over the course of the presentation, they showed off a few more enemy options that are being added into the mix. In addition to an all-new Wizard enemy type, there are variants of enemies seen in the base game featuring new behaviors that change up the encounters in meaningful ways. Importantly, they said that there would be a focus on giving more enemies evasive AI, pulling you around the arena space to keep you from hunkering down in one place. DOOM has always been a fast-paced game of tactical chess, requiring you to scan the battlefield and prioritize the various targets, so hopefully adding more enemy behaviors to the mix will make for a fun way to add challenge to their already challenging combat.
In addition to the difficult endgame, id is releasing a 3.0 version of the Ripatorium, the customizable endless mode that was seen in the Dark Ages. This will add new maps, new levels, and deeper customization to the fan-favorite mode, allowing you to run through some particularly diabolical encounters. While I personally would prefer more focus on the main campaign of the game, it seems they are trying to cater to people who want more ways to push the challenge of the series as far as they can, and Ripatorium 3.0 looks like the culmination of that effort.
Final Verdict

The DOOM series is so much about how it feels in the hands, and while I didn’t get to experience that, they closed the presentation with a combat sizzle reel that looked like an exciting evolution of Dark Ages, a game that I thought felt great to play. The new grapple function of the spear allowed the arenas to have a bit more verticality than those found in the base game, and the visual design of the enemies remained consistently readable, allowing you to understand the encounter at a glance. The orbit ability in particular looked fun as hell, allowing you to dynamically move around the environment while still staying focused on offense. It’s looking extremely promising, but it’s impossible to judge until I get to play it myself.
After experimenting with the formula for over the last decade, id is hoping that Revelations is the culmination of the series from both a mechanical and narrative standpoint. They closed by saying that Revelations is to The Dark Ages what DOOM Eternal was to DOOM (2016), which is both exciting and worrying for me. In my mind, there’s a dial they’ve been tuning over the course of this reboot series. The dial felt perfect in DOOM, then turned too far up for me with Eternal, before reaching a great point with The Dark Ages, though not quite as perfect as where it started.
Time will tell where it lands on this spectrum, but the new chain spear seems like it’s going to be just as welcome an addition as the shield was in The Dark Ages. Fortunately, we don’t have to wait too long to find out.
DOOM: The Dark Ages | Revelations will be available for the PlayStation 5, Xbox Series and the PC via Steam on July 7.
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