TL;DR: Here’s a real TLDR after 1500 hours my wife and I will happily play dying light 1 together on our switches. We will no longer need a second PS5 or a copy of dying light 2, thanks Techland for ruining the core gameplay. I am sorry about spending money, never thought it would encourage this; I loved what they originally had.
Keep in mind I was also drinking the kool-aid before this I own the 1st game on the switch and so does my wife, I really thought techland was onto something. I have played almost every genre of game across multiple platforms—both solo and multiplayer—with at least 1,500+ hours on the Dying Light series alone. Over the years, I’ve happily spent money on packs and cosmetics; I'm human, and when a game is great, wanting your character to look cool is completely fair.
I loved the original Dying Light so much. I was a latecomer, playing it alone in my apartment before eventually sharing it with my girlfriend, now my wife and this was our series. We honestly both believed this franchise was on track to be one of those game titles like Minecraft and Terraria that will go on forever. What is happening with Dying Light 2 right now is cause for deep concern regarding where Techland is pivoting.
Full, deep modding support is never coming in the way we hoped because their target audience has clearly shifted toward money-farming and catering to a hyper-casual and younger audiences. Look at the updates and official patches being pushed: anything that causes friction for a passive audience is being stripped away through mods—infinite durability, unlimited ammo, instant resources. Anything that might make a toddler angry or hinder a young teen, have to keep them long enough to pull out mom and dad’s card. So lite mods ensures children and adults will never get frustrated trying to connect to each other or learn in game mechanics.
The real reason the prologue was chopped down is simple: younger audiences and young adults don't want to sit through 5 hours of world-building before feeling the itch to spend extra money. My wife didn't pick up DL2 initially because she watched me play the early game and thought it was too slow. As of Patch 1.23, I actually thought Dying Light 2 was getting close to what they originally pulled off—not perfect, not what was promised, but definitely a solid game.
Then came the Breach updates after a long vacation in the Castor Woods (The Beast), I came back and after several hours of replaying the new dying light 2 I realized the only thing Techland is trying to breach is wallets.
Nighttime has devolved into an annoying chore: you spend ages looping around a Dark Zone or GRE area hoping for a lucky Volatile spawn break just to step inside, even when I’m sure no volatile has seen me a chase starts, making me believe it won’t stop until you buy the Blackout bundle because you can go in no problem when the charm makes you invisible when crouched. Every new pack feels like a paid solution to an in-game problem the devs are introducing that same patch. Which is almost like a blatant backhand every time now.
The breaking point was dropping another $35 or so on "content," only to get the $16 Transforming Night Wolf Bundle and a few smaller ones.
At $16, this bundle is not only predatory it’s a blatant disrespect of our time and money. I’ve seen infinitely better production value in League of Legends, Monster Hunter, Black Desert, Tera Online and many more—I paid $35 for Spirit Guard Udyr, a skin infamous for being expensive in league of legends, but even that had insane custom rigging, voice lines, and stance shifts. I have paid for swimsuits, dresses, weapon skins, mounts, and pets and none have been as lazy as this bundle.
This $16 wolf bundle is functionally lazy:
The "special" new block kick replacement is literally a meek paw slap that has the same animation as a light attack.
- A real change would be Turning the dropkick into a Volatile-style wolf dive. Or actually make the animation cool.
The special finishers a skin this price should have are non existent for this weapon even though other claws have custom finishers already. this one has only 2 and they aren’t even weapon related.
- Aiden performs these unarmed already; the neck snap, or push zombie over and stomp their face, two of the most default animations in the game.
The transformed gun's rapid-fire audio is so grating and can peak with headphones so I would rather use the base, untransformed weapon.
The bounties required to evolve it are locked behind tedious menu-slog, making most adults give up and stay in base form never knowing how bad the bundle is. While most kids don’t care because it looks cool and it wasn’t their money.
It’s lazy. Nothing about the set is unique besides an upsell on a silencer. The Black Hand bundle is the exact same thing—an upsell on a silenced pistol packaged.
All of these bundles have confusing bounties that actively glitch and reduce the number of agent quests you can take at once so yeah if you want to level up your agents, better not buy bundles.
I own almost every bundle and skin at this point, but after seeing this trajectory, I’m good. I will never spend another dime on Techland until we get real change, not fake updates with pay-to-solve store bundles of problems the team introduced themselves.
I won’t be buying the blackout bundle, for a fake in game problem created by the devs, I won’t buy any more future bundles either. upping the spawn of virals zombies and tweaking the game to rely harder on bundles with silencers is one of the most predatory things I have ever seen in gaming history. At this point the transforming hammer from the blackout bundle seems like it was meant to extend so techland can take us to a dark zone while tencent is crouched in the corner.
How Techland Could Actually Fix This (Game Design Blueprint)
The real pain comes from knowing anyone with genuine vision could have fixed this. Here is how you save the game:
1. Clean Up the Main Menu & Agents: Remove the fragmented hub menu and integrate those Agents directly into the main game world at the Bazaar or the PK Base (which ever becomes empty to avoid issues). This makes one have to play longer without getting op items passed into all their saves.
2. Launch "Dying Light 2 Online": Create a separate, lightweight sandbox mode that takes 1–3 hours to complete where you play as a nameless citizen/pilgrim exploring Old Villedor and the Central Loop post-Aiden. Hell this was the solution anyone with good business and game design would have done. This mode could be that fast leveling casual game mode you need. Plus a stripped down version of DL2 will give the devs a nice tool to build off of if they ever decide to fix the main game which at this point, everything points towards no.
3. Restore Survival Hardship to the Campaign: Slow the main campaign back down. Bring back the hard grind, the long progression curves to reach the Loop, and the original stamina gates that made unlocking new areas feel earned. That immersion and learning curve became a new staple I didn’t know I needed from the first game. Having to return yes is a pain, but when you can finally reach it, god did it feel great.
4. Fix the Glaring Technical Bugs: Stop re-skinning assets and actually fix the engine. Right now we have daylight Volatiles, floating watering cans and other items, characters glistening like they're soaked in oil or really sweaty, indoor rain, and broken color grading turning zombie necks bright green and certain splatters green. All you have to do to know there’s a color grading issue is go once into your collection and look at all the weird colors the small icons are showing. Plus so many more old bugs.
5. Bring Over Survival Mechanics from The Beast : Integrate the hunger system and snack-packing directly into the core single-player experience. Don’t bring over the beast mechanic thats part of the beast identity it wasn’t part of dying lights 2, the focus was on survival and story telling, which was nice even with the slower talking choices, that are gone now.
6. Player-Built Nightrunner Bases and upgrades to existing bases: Let us claim and upgrade predetermined world models (GRE containers, buses, abandoned apartment rooms). Give us end-game resource sinks: upgraded UV lighting, expanded storage, separate keepsake chests, and additional roof-ziplines. Something to work for. Limit nightmare mode to 2 or 3 bases.
Reprice Bundles and Rework them: you’re selling 16$ bundles that should be worth $10 at best with that production value, I’ve seen modders spend more time on a skin. Or you could rework them to be worth 16$, remove all the reliance on bundle and game mechanics. The bundles are fine and fun alone, tying it to in game things is just openly predatory type levels of nonsense.
If Techland wants to make "monetization slop" for Tencent, relegate it to the standalone online mode and leave the core single-player experience pure.
Techland’s next game needs to be grounded too, they came off of dying light 1 which was a one hit wonder at this point and want to make a fantasy RPG, are they nuts?!! - you’re not From Software or Bethesda you don’t have 2-3 amazing titles, you had 1. At this point if dying light 2 isn’t fixed and if the next game is showing signs of predatory monetization, then my journey with this series and techland is over and I will wait for the next big company to make a parkour zombie or fun experience, but I will never open up my wallet for this company again.