Dying Light 2: Stay Human has an absolute abundance of content to explore, experience, and discover in it. Frankly, Techland's bold statement of "500 hours of content" may be more than accurate. Whether it's Parkour Challenges, hunting down all the Inhibitors, or even just fighting random Infected in the streets, there's a lot for players to pay attention to at all times.
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It's exactly because of this that there are also a lot of items, side quests, and interesting systems that players have missed. So, let's go over some of the biggest examples now.
8 The Korek Durability Charm
Now, there are already a ton of guides out there detailing exactly how to reach the Developer Room near the VNC Tower in DL2. Quite frankly, a lot of you exploration-loving gamers out there likely stumbled upon the building on your own, though figuring out how to open it might've taken some work. And, while getting the Left Finger of gloVa isn't exactly difficult, it's easy to miss. But, what's even easier to miss is the Korek Charm Blueprint players can additionally obtain in the living room of this Developer Area.
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Do not forget to get this Blueprint, as the Korek charm quite literally gives Aiden infinite Durability on his Weapons from that point on. To do this, all players have to do is equip the Korek Charm on any weapon, and its durability is immediately refilled. Though, because of how absolutely broken this is, it might be better to wait til after you beat the game to get it.
7 The Raindrop Effects On The Camera
Moving on to a subtle system that Dying Light 2 has, this one has to do with the weather of Old Villedor. Early on, it never seems to rain, but once players get to the Central Loop it starts occurring much more often. And, a neat little system you may or may not notice during the rain is that Aiden can get raindrops on his eyes (or visor/facemask, depending on what is equipped). When looking even slightly up, raindrops land on the camera and blur a bit of Aiden's vision while there, as water would. But, if players look down, these spots start disappearing as if the raindrops were sliding off.
It's such a small detail, but one that always adds to the overall experience, as seen by how many of us still remember the Metroid Prime games using a similar raindrop system even though those games are about twenty years old at this point.
6 Aiden's Parkour Skills Influence The Music
This next system is by far the coolest thing in the game, bar none. It's not an understatement to say that the gaming community as a whole are huge fans of when developers manage to mesh music and gameplay together masterfully. Whether it's the music reacting to the player's actions, the music swelling during certain moments of a fight (rising energy, lyrics, etc), or any variety of other tactics, it always serves to enhance the product overall.
Well, Dying Light 2 does this in a way that's integral to its core gameplay loop of Parkour'ing across Old Villedor. Basically, the music adapts to Aiden's Parkour at all times. It gets more energetic when he keeps a string of different Parkour actions going without interruption, it "hangs" every time he makes a large leap into the air, and it often gets muffled indoors or underwater. It's subtle enough that you might go twenty-plus hours into the game without noticing it, but once you do, it'll add to every single chase from that point onward.
5 Falling Over When Forcing A Dodge
While all the features so far have been purely positive additions to the core gameplay of DL2, this next one is a feature that's more of a punishment. Basically, while in Combat, almost everything Aiden does takes some of his Stamina Bar. Whether it's jumping, swinging his weapon, or blocking, it all makes Aiden more "winded" over the course of a fight. And, if you keep dodging without paying attention to your remaining Stamina, then Aiden ends up tripping and falling over.
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It makes sense, if you're too weak to move, of course trying to jump out of the way would cause you to fall over, but boy is it a death sentence in the middle of a swarm of Infected.
4 The Campfire & Funeral Processions
For anyone who just likes running around Old Villedor, it's very likely you've already come across these Campfires that have an open book icon on the map. Gameplay-wise, all these areas do is let Aiden sit down and recover his health. But, outside of gameplay, they're these great little spots where you can just sit and listen to NPCs tell stories and folk legends from their time in the apocalypse.
And, this isn't just restricted to Campfires either, there's also the potential for Aiden to come across funeral services, puppet shows, or even Peacekeepers arresting Survivors who are trying to worm their way out of it.
3 Aiden Starts Sounding More "Infected" When Low On Immunity
This next one is incredibly easy to miss if you're not paying close attention, but it's one of the coolest little details Techland included. One of the new mechanics in Dying Light 2: Stay Human is the "Immunity" system. This is a gauge tracked by the canonical item, the Biomarker, a wristband that tells a survivor how close they are to turning if they don't get some UV Light exposure soon. Apparently, the amount of UV Light an infected gets actually also impacts their evolution as well. Mechanically, it's just a timer that kills you if you can't make it to a UV Zone in time while wandering around at night.
But, the thing about it is that Aiden doesn't just act more frantic as the timer ticks down, he actually starts to sound more "zombie-like" as well. Every swing of his weapon, the noise he makes while climbing, and even just breathing while standing still sounds much more rabid and animalistic than it does when your Immunity is topped off, which makes sense, given the origins of the virus in Dying Light 2.
2 The Picture Of The Night Hunter In Gazi's Room
Much like the Developer Room in the skyscraper, the secret room full of drawings by Gazi, a beloved NPC from the first Dying Light, has long since been found by most of the dedicated fans. This hanging storage container is covered from wall to roof in adorable drawings/illustrations painting a clear picture of how much Gazi liked Kyle Crane, Dying Light 1's playable character. But, what most people seemed to miss, however, is that there's a picture that sticks out. On one of the walls full of Crane pictures, there's also a picture of the Night Hunter from the "Be The Zombie" multiplayer mode of DL1.
Now, normally that would just seem like some unconnected photo, but, since there is a long-running fan theory that the Night Hunter is actually Kyle Crane after the Volatile ending of The Folllowing DLC, this is actually most likely a nod to the fans.
1 Zombies Don't Care About Flashlights... But Humans Do
Finally, let's talk about one last immersive system that we're positive almost nobody noticed. So, one of the most useful gadgets Aiden has all game has to be the flashlight. Not the UV Flashlight, though that's also incredibly helpful, just the standard flashlight. Without it, running around at night would be basically impossible, and exploring Dark Hollows would be an insurmountable nightmare.
But, have you noticed that these inactive Infected in these Dark Hollows that you're constantly using Takedowns on don't seem to care about the Flashlight at all? That's right, the flashlight doesn't impact stealth in any way when it comes to the Infected. Honestly, doesn't matter how big the horde is, the Infected don't seem to care if Aiden shines the light right in their eyes. But, that rule doesn't apply to human enemies like the Renegades, bandits, or even the Peacekeepers. In fact, they almost immediately go from "unaware" to "fully alerted" as soon as the light of the flashlight hits them.
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