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Dying Light 2 Stay Human — Out Now!



Techland’s newest title, Dying Light 2 Stay Human, is OUT! Thank you so much for supporting us through this journey. We're hoping you're gonna love it as much as we do. Have fun in The City!

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https://store.steampowered.com/app/534380/Dying_Light_2_Stay_Human/

Part Two of Spike’s Story: Last Call Has Begun, Bringing on New Challenges!



Just as we thought we had this mess under control… The GRE have deemed our battle a lost cause—we’re an exclusion zone now. No more airdrops, no more supplies. We’re on our own here. But if there’s one thing we don’t do in Harran, it’s giving up. We can’t. We’ve been holding on for so long, and we’ll hold on until the end.

Spike can get some of the remaining survivors out of the city, but they won’t make it without resources. Scarce as they are now, the airdrops are their only chance to escape. Collect them, and bring them to Spike, so he could start the preparations. But be quick! No GRE supplies means no more medications, and Virals are growing in numbers really fast. Even the protection suits don’t seem to be enough to stop the infection now. Spike will help you with all he has, upgrading your weapon first into the Spark Plug with an electricity mode, and then into the Alternator—an even stronger variant—though it’s you who must face the hell out there. You must give it your best, one more time.

Part II
From 28.01 (19:00 CET) to 03.02 (19:00 CET)
The survivors in protection suits have become infected with the Harran virus and are now hostile!
The GRE is cutting Harran off—the air drop rates are now decreased.
There are more and more Virals in the city. Soon, the Viral Rush will begin!
Local bounty #1:
Kill Virals with elementals.
Reward: C4
Local bounty #2:
Collect air drops.
Reward: Spark Plug blueprint—the 2nd stage of Spike’s new weapon
Global bounty:
Kill zombies with electricity.
Reward: Alternator blueprint—the 3rd, final stage of Spike’s new weapon

https://store.steampowered.com/app/534380/Dying_Light_2_Stay_Human/

Ahead of Dying Light 2, the original Dying Light gets a big event

You have to appreciate the effort Techland has put into supporting Dying Light, giving it new updates and events 7 years after release and now a fresh big event is live.

Read the full article here: https://www.gamingonlinux.com/2022/01/ahead-of-dying-light-2-the-original-dying-light-gets-a-big-event

The Spike’s Story: Last Call Event is Live in Dying Light!

Rais has fallen, but our problems with bandits grow. Help Spike bring people to safety, and get a special new weapon.

Rais has fallen, but it’s not the end of our problems with the bandits. Quite the contrary, to be honest. With their leader gone, they are flooding Harran, all loose and frenzied, ravaging whatever stands in their way. Their strike on a survivors’ shelter exposed those hiding inside to the infection, bringing on a host of freshly-turned Virals to deal with. As if we hadn’t had enough of them already…

But not all’s lost. Spike’s organizing a safe zone for the survivors who managed to escape. There are still many who need help getting there, though, and it will take some real grit and extraordinary skill to brave the storm and bring them to safety. You are their only hope now. Camden wanted to equip them with his special suits, but unfortunately, only some of them managed to get them. As few as they are, they might prove really useful, so keep your eyes peeled! Oh, and as for the zombie situation—think Spike already has an idea on how to deal with it. Just follow his instructions, and we might stand a chance.

For your efforts, Spike will reward you with his special melee weapon—Crankshaft.

Good luck!

Part I
From 24.01 (19:00 CET) to 28.01 (19:00 CET)

Friendly survivors in protection suits will be fighting alongside you.
Beware! The number of Virals is fluctuating, and there’s more of them now!
Local Bounty #1:
Kill the bandits.
Reward: Crankshaft—the 1st stage of Spike’s new weapon
Local bounty #2:
Help the survivors.
Reward: Last Hope blueprint
Global bounty:
Kill zombies using the environment.
Reward: 3 King mods

[previewyoutube][/previewyoutube]

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https://store.steampowered.com/app/239140/Dying_Light/

Game length does matter, but it’s right to be skeptical about grand boasts

Over the weekend, the internet was once again up in arms over something video game related. Taking a break from rightfully dunking on (but perhaps inadvertently promoting) NFT nonsense, it was the turn of Dying Light 2 to feel the flames of outrage. The game’s social account put out a statement that the zombie survival parkour open-world sequel would take 500 hours (about 3 weeks) to complete. Boom. That is an outrage.

There has now long been a kind-of disconnect between games media types (that’s me) and consumers (you, unless you are a games media type drawn to this via my baity tweets) over how long video games should be. As someone who plays them for a living, a game being – quite honestly – more than five hours long can be a source of stress. Most games media types who need to play games before writing about them will need to find these hours, somewhere. Where? Most likely in the evenings, when the family is asleep, when you should be asleep, and when you aren’t being paid.

It’s video games, though, right? Fun. Not work. Everyone wants to have this kind of job. I’m being deliberately confrontational to emphasize the point, but even hobbies and fun activities can start to grate when you are on deadline and need to batter enemies for another 15 hours, knowing full-well that only 12 hours of possible “work” time remain.

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