Weapons come to you as randomly generated loot out in the world or as purchases from vendors at social hubs, but either way they have a limited number of uses before they deteriorate and eventually break. So most of the time you'll be hacking away with a wide assortment of melee weapons that run the gamut from samurai swords to brass knuckles to a metal pipe with a tin can on the end of it. You won’t find any guns in Dying Light 2 and ranged weapons in general are fairly rare (and often impractical, since bows have a low rate of fire). Speaking of killing things, it’s almost entirely done up close and personal. Throwing giant exploding gas tanks at groups of enemies, setting a dozen zombies on fire with a well-placed molotov cocktail, or just walking up to them one at a time and drop kicking them out of a window are just a few ways I rid myself of unwanted undead. Working in its favor, though, even when combat isn’t challenging there are so many fun options for finding inventive ways to kill a whole room of bandits or bloodthirsty brain-eaters that it’s rarely a tedious undertaking. That said, having a Howler sic an entire army of screaming zombies after you is still a stressful encounter, because they follow you everywhere you go (even on rooftops) and make going about your business normally nearly impossible, so they’re still a force to be reckoned with even if they rarely do you in. Maybe it’s a combination of those and other factors, but it wasn’t long before I could easily clear an entire warehouse of angry biters without breaking a sweat. Or maybe it’s the fact that you can more easily over-level yourself in each area before moving to the next, making any new threats feel like pushovers. Maybe it’s because Dying Light 2’s powerful skills and weapon options put those in the original Dying Light to shame, like modified weapons that can cause an explosion on a critical hit or light an enemy on fire for several seconds allowing you to pummel them to death while they’re defenseless. That was disappointing since the first Dying LIght had me sweating bullets anytime I had to go out after dark. I also didn’t feel all that imperiled while running around at night, even when I was being chased by tons of zombies. Since the city streets are flooded with the undead by night and not-yet-dead bandits by day, sticking to rooftops quickly becomes one of the most intricate and high-stakes games of “The Floor is Lava” of all time – and it’s consistently entertaining even when you’re just running from point A to point B. You’ll leap from building to building, scale skyscrapers, and even swing around with a grappling hook with intuitive ease. Your biggest asset in this – and the biggest highlight of Dying Light 2, by a mile – is its liberating and smooth parkour system, which improves upon the first game’s already impressive toolbox. The distinct feel to each part of the day-night cycle creates a balance in what types of things you’ll get up to: you’ll need to spend nights delving into abandoned subway stations, power plants, and hospitals to gather new weapons and crafting materials, completing missions along the way by day you travel through the city and complete story missions outdoors unless you absolutely have to go inside.
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