Dying Light: The Beast Review

Dying Light: The Beast Review

Dying Light: The Beast is like one of those “boots on the ground” first person shooter sequels, where the studio recognises that the last game maybe wasn’t quite what people wanted and tries to go back to what everyone loves the last time round. Where the original Dying Light put much of the focus on the zombies, how they were evolving, and keeping them terrifying, Dying Light 2 shifted focus to warring human factions like every other piece of zombie media you can find these days. Dying Light: The Beast seems to be a significant course correction, ensuring that the zombies are front and centre, not just on your screen, but in the narrative as well.

This also comes with a return to playing as Kyle Crane, the protagonist of the original game, as he’s being tortured and experimented on by the mysterious Baron. You quickly learn that Crane has been locked up here for 13 years before escaping out into the Swiss Alps, of all places. Specifically, Dying Light: The Beast is set in Caster Woods, which used to be a tourist hotspot before all the zombies came and ruined it. It’s still a beautiful location, but it’s one that’s filled with disused warehouses, an abandoned town, fields, and of course legions of the undead. Then, when the sun goes down and you can’t see a thing, the volatiles – extra evolved zombies that are exceptionally difficult to beat in combat – come out to play whilst you cower and weep in a bed that’s bathed in zombie-repelling UV light.

Night time is absolutely terrifying again, with volatiles roaming freely everywhere and the environment being literally pitch black without your torch. Which these super-zombies are smart enough to see and track. It’s incredibly intense at night, turning the action gameplay of daytime into a stealth sequence so intense you’ll stand still for minutes at a time in a bush trying to figure out where to go next. Of course, all the best loot is found inside dark areas, so you’ll need to brave the night to get your hands on it as they’re packed with beasties hiding from the sunlight during the day. It’s a clever dichotomy. You can do plenty of looting during the day, but those dark areas are there, just constantly tempting you until it’s been long enough since you ventured out in the dark that you can rationalise it as “surely it won’t be that bad.”

Dying Light: The Beast nighttime flashlight in the woods revealing zombie

Crane’s main priority is getting revenge on the Baron. As is typical of people with names like that, he has an army of soldiers, plenty of resources, and he’s an absolute bastard. For some god forsaken reason he’s been developing increasingly more dangerous zombies. Thankfully, Kyle Crane has some zombie DNA inside him, lending him beastly abilities as he flies into a rage, zombie hulks out and starts beating up enemies with his fists, occasionally grabbing one and ripping them in two, or punching straight through their chest. This also allows him to use a pathogen in the blood of the Baron’s zombie experiments to improve his zombie hulking abilities – things like picking up large objects to throw, ground slam shockwaves, super speed, super jump, etc.

These experimental zombies are boss fights and the game is front-loaded with a few of them. Whilst a couple were pretty standard big tough bosses that summoned minions, another was a much more agile foe that can jump off of its minions at you as well as summon clouds of mist. They’re all good enough for a boss fights, but they get repetitive and mostly devolve into dodging out of the way and then hitting them over and over.

While you’re waiting for opportunities to take out experimental zombies like a child eagerly anticipating yet another Fortnite skin to waste their parents’ money on, you’ll be doing standard Dying Light stuff. That’s looting stuff for resources, clearing new safe areas, looting stuff for more resources, activating power substations, and looting stuff for even more resources. You do a lot of looting from the environment in this game, and there’s a good reason for that; it’s because the crafting system is a bit frustrating. On normal difficulty, after about eleven to twelve hours I’ve managed to install only a few weapon mods, simply because I never have the resources after crafting invaluable consumable items like bandages, Molotov cocktails, grenades, and throwing knives. There’s just always one resource I don’t have enough of and it’s always a different resource from the last time.

Dying Light: The Beast throwing diversion firecracker at night

You have to expect some looting in a game like this, but to return from a night of pilfering in which you successfully outran seventeen volatiles, only to realise that you need to go looting again is as frustrating as forgetting to buy Yorkshires for your Sunday roast and having to race back to the shops before they close – you’ve also run out of eggs in this scenario, so can’t make your own. At least survivor sense no longer has a cooldown on it, so you can highlight nearby loot all you like, but it would be nicer if things stayed highlighted for longer because spamming it constantly seems pointless. It doesn’t help that the weapon mods, or at least the ones I have so far, don’t feel particularly effective and only trigger on critical hits, which isn’t very often and almost makes them feel severely neutered compared to the first game. Hopefully this is just because they’re lower level mods still.

There are a few frustrations outside of the loot system. The ease and regularity with which zombies can grab you in combat is patently absurd, even more than it was in the original game, interrupting your attack and forcing you to smash buttons until you free yourself, redirect it, or waste a throwing knife on an instant kill from the grapple. It just seems to happen without any resistance even when I’m swinging with a big hammer. It also took me a little while to readjust to aiming, as sometimes you just miss when swinging at an enemy in front of you due to the path your arm takes and the zombie somehow threading the needle to avoid it with its casual zombie movements. Even after getting used to it again, it still happens sometimes. I really shouldn’t be missing a zombie that’s in front of me when I’m swinging a giant axe at it.

Dying Light: The Beast checking watch during the day time

There are now cutscenes where you can actually see Kyle Crane, but he’s not looking good. Not in terms of all the scarring, which to be expected, but the facial animations don’t match his incredible emotive voice acting, making it look really strange as a seemingly slightly bored Kyle shouts about killing the Baron, some zombies or whatever. The facial animation on everyone is a bit weak, but it’s most noticeable on Kyle because he’s understandably rather angry all the time. There’s also some visual glitches like flickering modded weapons messing with SSR at night and there’s quite a bit of pop-in, but outside of this the game is absolutely stunning in that dilapidated, post-apocalyptic way you’d expect, until the Sun goes down, at which point you can’t see anything because you’ve turned your torch off and are cowering in fear.

There’s also some quirks with zombies spawning in right as you reach a convoy to loot, and missions that can get stuck after killing certain enemies, forcing you to reload. These flaws don’t have too much of an effect on the experience so far, though. It’s a return to the classic tone and style of Dying Light. This feels more like the truer sequel to Dying Light I was expecting, one that’s focused on the zombies and being terrifying instead of everything being about how humans are bad – we get enough of that in the real world these days.

Mission design is a little simple, obviously involving lots of fetch quests, though that has to be expected in a game that’s at least partially about scavenging things. Story-wise, some of the side quests are fantastic, with some really heartfelt moments alongside some genuinely horrifying ones. Together they provide side content that feels significant in the background of the narrative. The only criticism I have of them is that, after one particularly horrendous side mission, it’s surprising that Crane doesn’t mention it when something similar comes up in the main story.

Speaking of which, the main story is almost as good as those side quests, hindered by some slightly frustrating missions, such as having to sneak into somewhere to retrieve two of something that I can only carry one of, which felt silly on the way back in. There’s also a boss fight that takes away all your gear, even the twenty bandages you had gathered for just such an occasion. The Baron is suitably imposing, even though you don’t actually see him that often throughout the game, and the final boss battle was pretty good, too.

6 Comments

  1. iokeefe

    This review of Dying Light: The Beast sounds intriguing! It’s always interesting to see how sequels evolve gameplay and narrative. Looking forward to hearing more about the features and overall experience!

  2. arowe

    can expand on the original game’s mechanics. I think it’s particularly fascinating how they’ve incorporated more parkour elements this time around. It really adds a new dimension to the gameplay!

  3. gstoltenberg

    I completely agree! The way they’ve incorporated new elements really enhances the gameplay experience. It’s interesting to see how they balanced maintaining the original charm while introducing fresh challenges and features. This could attract both longtime fans and newcomers alike!

  4. bode.jammie

    Absolutely! The addition of new mechanics not only keeps the gameplay fresh but also encourages players to experiment with different strategies. It’s interesting to see how these changes can impact team dynamics in multiplayer modes as well.

  5. dhintz

    I totally agree! The new mechanics really do enhance the experience. It’s interesting how they also encourage teamwork among players, making strategies more essential than ever in tackling challenges.

  6. schiller.janae

    make the gameplay feel more dynamic and immersive. I also noticed that the environment plays a crucial role in strategy, adding layers to how we approach each encounter. It really keeps players on their toes!

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