![]() It's peppered with tons of loot and lore, but more importantly, there are many areas that tell stories without saying anything at all through their visual representations or art. Villedor is one of the most interesting playgrounds I've seen-and make no mistake, it is a hallowed playground specifically made for you to explore. Not only does Villedor look and feel like the perfect setting for this kind of timeline, but the plague has equalized humanity and reduced their once-advanced weapons into base hack-and-slash melee brutality of the old crusade eras. This concept is something Techland billed in press materials, and it rings true. In a very real sense, Villedor heralds the New Dark Ages. The amount of environmental storytelling that Techland has packed into Villedor reminds me of Arkane's brilliant Talos I from Prey the atmosphere is something unique out of a distorted, post-apocalyptic fantasy story. The characters, scenarios, main story-everything pales in comparison to The City. ![]() ![]() Villedor is the real star of Dying Light 2. That's a shame because early on, I found Dying Light 2's core message scrawled crudely on a bloody church's wall: God is dead, and the only light that we have now is the light we create and share. Sure, there are unique characters and questlines, but often it feels like busywork. It's hard to see poignancy and having moving, emotional experiences when a good portion of the quests are mundane and not meaningful. Gamers do get to make human decisions that theoretically affect NPCs and factions in specific ways, often with moral dilemma situations, but the reality is the effects aren't always apparent, and the choices aren't as powerful as I'd like to have seen.Īnother point is the core message of the game, to Stay Human, is undermined by the sheer dearth of content, missions, and quests that players can wade through.
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