They are, in other words, Dying Light 2’s budding police state. They are disciplined, well-trained, well-equipped, and generally capable of maintaining order and security, but at the price of a rigid hierarchy and ruthless authoritarian repression. The Peacekeepers are a run-of-the-mill paramilitary group. It is the shallow faction setup that leaves little room for the “shades of gray” approach that the 2018 demo suggested.ĭying Light 2 has just two main factions: the Peacekeepers and the Survivors. The main problem with Dying Light 2’s structure is not the poorly written dialogue or the meandering story that feels like it’s seen repeated changes and heavy editing over the years. All the more so because you can see echoes of that 2018 demo in almost every facet of the finished product and realize that it very nearly could have been something quite spectacular. Nonetheless, the end result is disappointing. Three and a half years is a long time, especially during a pandemic, and it’s understandable that developer Techland might have wanted to distance itself from Avellone’s work. Avellone worked on Fallout 2, Fallout: New Vegas, Planescape: Torment, and Star Wars Knights of the Old Republic II: The Sith Lords, amongst many other narrative heavyweights that realized well-written stories and difficult choices in complex, fleshed-out worlds. However, things looked promising with Chris Avellone on the team. It’s a lofty goal that has been attempted by plenty of video games before but rarely delivered. The 2018 “Choice and Consequence” trailer and E3 demo for Dying Light 2 promised complex decisions that dynamically shape the rest of the game’s narrative and the world around the player.
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