Skip to main content

Dying Light 2’s marketing sold the worst thing about it

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.”

Dying Light 2 Stay Human - Official Gameplay Trailer

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.

Recommended Videos

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.

All the eggs in the wrong basket

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.

Talking to Hakon in Dying Light 2.

But chances are, you haven’t even seen someone dropkick a zombie off a roof in Dying Light 2 yet, or at least haven’t if you don’t have your hands on the game. Instead, you’ve likely seen countless videos about the game’s characters, like Lawan, who is portrayed by actress Rosario Dawson.

It feels like a lot of misplaced effort that misunderstands the game’s audience. Who is going to buy a game because Rosario Dawson is in it? Who is going to buy a game because it has 40,000 lines of dialogue? Techland put all of its marketing eggs in one basket labeled “story and characters,” but that’s not why fans loved Dying Light so much.

Dying Light‘s story was haphazard. It jumped from plot point to plot point about as smoothly as the game’s character, Kyle Crane, would handle a fall from 30 feet. It’s a mess of a time, filled with characters who arrive, ask the player to do some tasks, and then die. There aren’t any memorable characters or incredible plot twists that could hook you in. What I remember from the game instead is taking out swarms of zombies with a friend while we played together.

Sins of the father

After playing Dying Light 2, any comparison to the first game is apt. Both are satisfying to simply move around in, and bashing zombies with makeshift weapons is, of course, fun. But Dying Light 2 has the sins of its father; its story and characters aren’t memorable.

Take, for instance, Aiden Caldwell, Dying Light 2‘s main character. His own personal story is fine enough, focusing on a search for his long-lost sister. But that story, like every other in the game, has very few peaks. Once an excitement spike comes around, you’ll spend hours running tasks for characters with silly names (one faction leader’s name is Matt Jack, the funniest dumb name I’ve ever seen) until another one arrives.

Talking with three characters in Dying Light 2.

But that didn’t stop Techland from doubling down on Dying Light 2‘s characters. Throughout the Dying 2 Know series of streams, the developer even put the voice actor for Caldwell on the stage. He became a front-facing part of the game’s advertising, which is a shame because his performance isn’t a highlight in the final product. Oftentimes, Aiden Caldwell seems detached from whatever’s happening in the game. Like so many of its NPCs, Dying Light 2‘s main character is a pain to hear speak.

Dying Light 2‘s marketing campaign put the wrong foot forward just about every time. When gameplay wasn’t ready to show, Techland emphasized the game’s characters and its story. When gameplay had been shown, the studio began putting out giant numbers, thinking it would impress and attract more players. Really, all it had to show was a video of someone kicking a zombie off a roof.

Instead, players now have an expectation: That Dying Light 2‘s characters will be deep and engrossing, that along with being a great game to play, they’ll be treated to an equal story. But that’s not the case, and players can’t be blamed if they end up feeling misled.

Topics
Otto Kratky
Former Digital Trends Contributor
Otto Kratky is a freelance writer with many homes. You can find his work at Digital Trends, GameSpot, and Gamepur. If he's…
Overwatch 2’s newest hero Lifeweaver is a game-changer for support players
overwatch 2s new hero lifeweaver 2

Overwatch 2's next hero has officially been announced: The support-class hero Lifeweaver will debut in season 4 of the free-to-play shooter in mid-April. Lifeweaver will be the 37th hero on Overwatch 2’s roster, and the ninth support hero following Kiriko's release when the game launched in the fall of 2023.

Blizzard has yet to release specific details on Lifeweaver's abilities or backstory, but players can catch a glimpse of the hero's playstyle in a short gameplay trailer released today.

Read more
I tried 3 of Remnant 2’s classes and already have a clear favorite
Three characters shoot at a boss in Remnant 2.

When starting a new Soulslike game, I’m always faced with a make-or-break decision immediately: my class selection. There’s nothing worse than getting 20 hours into something like Elden Ring and realizing that the class I’ve chosen just doesn’t match my playstyle at all. So I’m glad that I’ve already sorted that out with Remnant 2, the upcoming sequel to Remnant: From the Ashes.

I went hands-on with the shooter at this year’s Game Developers Conference, trying out three classes as I attempted to gun down an ultra-tough boss. While I initially struggled to make a dent in my playthrough with my first two characters, I’d eventually wipe the floor with my enemies when I tried out the sequel’s new Handler class. Though, maybe that’s a little inaccurate: My cute, deadly dog companion did most of the heavy lifting. That experience has me much more intrigued by the Soulslike shooter, as a major overhaul to the original’s class system is already clicking with me.
New archetypes
Like its predecessor, Remnant 2 is a third-person shooter that draws inspiration from the Soulslike genre. You’ve got your high-difficulty, bonfire-like checkpoints, evasion rolls, and enormous bosses on the other side of foggy doors. The difference, though, is that the focus is on gunplay rather than close-ranged melee combat. Remnant 2 continues all of that, but the big change this time is in how it's handling character classes. While each archetype is still built around a specific set of weapons, they come loaded with more skills and perks that are gradually unlocked through a progression system.

Read more
Dead Island 2’s Amazon Alexa voice commands are novel, but limited
Dani lights a cigarette as zombies attack her from behind in Dead Island 2 key art.

I’ve always found myself interested in new technologies that could possibly enhance how we play or experience games. Whether it’s a computing innovation like cloud gaming or new controller features like the DualSense’s Haptic Feedback and Adaptive Triggers, I love testing those things out. That’s why I jumped at the opportunity to try Alexa Game Control during my recent hands-on preview experience with Dead Island 2.
When Dambuster Studios and Deep Silver’s Dead Island 2 finally launches on April 21, it will be the first game to support Alexa Game Control. By connecting one’s Amazon account to the game, players can use the voice-recognition capabilities of Amazon’s virtual assistant Alexa to perform in-game actions like taunting zombies or equipping their best weapons. I was curious to see just how deep this went, but after some hands-on time, this first implementation of it proved to be little more than a novelty.

Hey, Alexa
Dead Island 2 players can toggle Alexa Game Control on when they first show up in Bel-Air after the game’s opening. It has a dedicated tab in the Options Menu where players can choose to enable or disable it, choose whether they want it to work automatically or with push to talk, set the voice capture threshold, and decide which microphone they wish to use.
After enabling Alexa Game Control, I immediately noticed a ring at the bottom-left corner of the screen. When I spoke, this lit up with blue and teal colors, like the top ring on an Alexa device, and text confirming whether it could do the action or not would appear. Not having to say “Hey, Alexa” also means it implemented itself into the game smoothly. At first, I tried to see if voice commands would work for basic things like walking, jumping, and dodging, to no avail. After this, I hopped to a save I had placed later in the game and opened its tutorial menu to see what Alexa Game Control could really do.
Reading its tutorials and lists of commands, the limits of Alexa Game Control became clear. It mainly provides quick shortcuts to save you a button press or two in the middle of playing. In Dead Island 2, Alexa Game Control has four main uses: setting waypoints, taunting enemies, triggering emotes, and switching weapons. The tutorial menus give a complete list of commands that work, although each wildly varies in its usefulness.
Oi, zombie!
The funniest use of this voice technology in Dead Island 2 is taunting zombies. Shouting something like “Hey, dude” or “Oi, zombie” to get the attention of enemies that hadn’t detected me always made me chuckle. It’s also occasionally useful; at one point, I got a bunch of zombies to walk into a large pool of acid and die after taunting them. While it takes the same amount of time as walking up to the zombie to get their attention, I see the potential in voice technology that lets you interact with the world like this.

Read more