Dying Light 2: Stay Human Is A Terrible Waste

Less than an hour into Dying Light 2, the game introduces its villain. His name is Waltz. He is the version of the charismatic post Dark Knight villain that has in the past decade become the legally mandated focal point of every game inspired in any way by Far Cry. This is the scene the introduction has been building up to, the emotional lynchpin on which the next 30-300 hours must rest. This is Vaas sitting in the sand and telling you about the definition of insanity. Waltz enters as you hide in a vent, and delivers his grand speech: when he was a kid, his daddy raised horses, and when his prize horse was injured, his daddy made him shoot it. If Dewey Cox were in a Ubisoft game, this is word for word what he would say.
Let us not beat around the bush: the story of Dying Light 2 is an unmitigated disaster. I lead with this because the game does. It has ambitions of being a serious roleplaying game, its sights set firmly on coming for Fallout: New Vegas’ post apocalyptic multi-faction throne. Yet its foundations are so rotten that any occasional bright spot, any flourish that a particular writer is able to sprinkle into their quest or character dialogue, only serves to draw further attention to the simple fact that nothing in the game makes any sense.
Dying Light 2 takes place in Villedor, the last remaining large city on an earth that collapsed to the Zombie Apocalypse. It is 15 years later, and you must navigate the various factions vying for power in the city while embarking on your own quest to find your long lost sister. Unfortunately, that factional interplay is reduced broadly to a series of rote choices between The Peacekeepers and The Survivors, two of the most poorly defined factions a videogame has ever seen. The Peacekeepers are a metaphorical stand-in for the US Army, spoken of explicitly by some survivors as occupiers whose presence disrupts their freedom, and by other survivors as cowards whose withdrawal to the core leaves them undefended. The Survivors are simply everyone else, not a coherent collective in any meaningful way except the game needed another faction to level up.
You are repeatedly presented with this choice between “order” and “freedom” as if these two concepts are immutable axioms and not complex terms whose positions require constant negotiation. The Peacekeepers are an army without a state, so whose order do they bring? Do Survivors, beset by gang wars, not seek order of their own? Hang on a second, this side quest just said a man remortgaged his house. From who? Are there banks? Hello?? It’s best not to think about it. Order helps you kill more zombies. Freedom helps you do parkour. I chose the side that helped me do parkour.
Because when the bad cutscenes subside, Dying Light 2 is still a videogame. It is the most videogame. There is so much videogame contained within that it could very well be the only videogame you play all year. Which raises a very simple question: why? What mechanical or emotional pleasure does Dying Light 2 seek to provide to make it worth players investing weeks if not months of their lives into it? And the answer is multi-faceted, incoherent and more than a little tragic.