Summary

  • Dying Light: The Beast brings back Kyle Crane in a new great looking scenario.
  • It showcases a granular level of detail in biomes and buildings, like never before in the series.
  • The new main mechanic, the Beast Mode, gives you unique skills and buffs, but it might need more work to stand out.

When was announced, it got my attention right away. The way the first two games handle the overuse formula of a city infested with zombies, giving you an amazing feeling of movement, options for traversal, and a detailed landscape to immerse yourself in, made them standouts in the field. The fact that The Beast is once again focused on story rather than being turned into an asymmetric multiplayer or live-service title was already a step ⛄in the right direction. But what else is it trying to bri💦ng to the table?

I got the opportunity to watch a hands✤-off demo at Gamescom. It was around a 30 minute showcase showing everything you already know about Dying Light, but looked better than ever. The gruesomely detailed faces in the undead, the care presented in every roof you’ll jump from, and the frenetic ways in which returning protagonist Kyle Crane can traverse through the scenario are the first things that caught my eye.

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Dying Light: The Beast Brings Back K꧋yle Crane

Crane returns.

🔯The demo took me through a single mission over different biomes (an industrial station, a dark forest, and a village) in record time, feeling cohesive and hand-crafted, with a granular level of detail in the buildings and the streets. The short raining section was perhaps the most impressive scenario I have seen in the series so far, thanks to how it c๊hanged not only the feeling of the forest, but also seeing every drop fall into the zombies’ bodies was a wonder of its own.

You can choose how you want to tackle different parts of your mission, as usual. In this one, Kyle had to look for an enemy base, searching for a key item. We saw him run away from zombies when♚ overwhelmed in open spaces, and kill human enemies covering entrances by taking them down from b🥀ehind, before just grabbing a gun and letting hell let loose when spotted.

While there was꧂ a focus on firearms, we were told the main focus of the series continues to b♐e the melee combat, and it shows. Hitting enemies with whatever is in your hands looked as satisfying and cathartic as ever, but it can quickly build tension when scavenging a small room of an abandoned house and three zombies are ready to maul you.

The player jumping down from a roof, about to face a zombie.
Provided by Techland.

The demo also showed a 4x4 vehicle that lets you ease your travels on the ground, especially🅠 when you need to reach a destination too far away and you can’t avoid getting blood on your hands – well, you will now get it on your chassis instead. However, the truck can get destroyed and will run out of fuel, so it doesn’t feel like anything that could save you from dangers for a lon♛g time.

But the most ꦿinnovative element in this game is right there in the title – the beast. It turns out, Kyle has something inside of him and he can now transform to get new powers. We saw this in the demo, as the player was in an open field with a big boss ready to break him into pieces. As the battle progressed, it was time to show this new mechanic, so Kyle transformed and… well, it felt a little disappointing.

Basically, he entered a ‘berserk’ mode and started punching the monster with his bare fists, dealing more damage and taking less. He could also grab some rocks and throw them around, and there was a cool execution to finish o✨ff the creature at least, but it didn’t feel like a concept you build a game around.

The player standing on a high point in a forest at night, with fire on the left and a group of zombies looking at you on the right.
Provided by Techland.

When I first heard about this new mode, I was expecting Kyle to start hitting his enemy with tentacles, changing his body into something more bizarre and becoming a real beast himself. Prototype’s protagonist and Venom were the first things that came to mind. It was a let down t൩o see it just be a regular buff that any standard action character has had in games for decades now. If this is the big selling point of the game, I hope this was just the beginning and there are surprises waiting for us down the road.

Fortunately, we were told that Kyle will have a skill tree of his own, so we c🌞ould see more ambitious ideas. It also seemed like you w🌺ould be able to use this mode whenever you want, not only in specific situations, so it’s exciting to think how this could change how you interact with your surroundings, a core part of Dying Light’s gameplay. If there’s the chance to make massive jumps to reach the top of buildings from the ground and ambush enemies in more ingenious ways, I’m on board with whatever the team is cooking.

Despite feeling a bit lukewarm on some areas of the game, I still have high hopes for Dying Light: The Beast. Even if its new mechanic didn’t arrive w🐎ith a bang, everything we saw up to that point was what makes the series as beloved as it is, and it’s looking to be more refined than ever. If you enjoy immersing yourself in detailed scenarios while running away from infected creatures and making cool parkour tricks, that seems to be what’s on the menu. Let’s just hope that it can justify its return with a better twist.

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