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'The industry isn't dying, it's splitting into two different models': What experts are saying about the EA buyout
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‘The industry isn’t dying, it’s splitting into two different models’: What experts are saying about the EA buyout

by admin October 3, 2025



The leveraged buyout of EA, which will see private equity firms and Saudi Arabia’s Public Investment Fund take control of the megapublisher for $55 billion (and saddle it with $20 billion in debt), has us all wondering what the new owners are going to do with it.

As games industry analyst Mat Piscatella said this week, no one really knows, but the speculation we’re hearing from analysts and corporate finance experts is that EA’s new owners aren’t likely to shake things up in the immediate future, and will probably do what you’d expect: focus on its existing live service moneymakers as it pays off that $20 billion in debt.

Philip Alberstat, managing director at DBD Investment Bank, doesn’t foresee a Toys ‘R’ Us-style descent into bankruptcy as a result of the new debt on EA’s balance sheet.


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“EA generates approximately $7.5 billion annually from franchises like Apex Legends, Battlefield, and FIFA [now EA Sports FC],” said Alberstat. “That flow of cash gives EA a real capacity to service the $20 billion in debt. The Toys ‘R’ Us comparison gets thrown around, but in reality that was a dying retailer. EA has sustainable revenue from live services across multiple platforms.”

Beyond its sports games, being freed from the scrutiny of public investors could “in theory give EA breathing space to push innovation in new IP and titles,” says Phylicia Koh, general partner at investment firm Play Ventures, but Newzoo director of market intelligence Emmanuel Rosier—a former EA strategist himself—also notes that “consolidation often brings more cautious portfolio management.”

“Publishers may double down on proven franchises rather than taking risks on experimental projects, which could narrow the creative pipeline over time,” wrote Rosier in a recent newsletter about the buyout.

EA’s biggest moneymakers are unsurprisingly its sports games, according to Newzoo. (Image credit: Newzoo)

Consolidation, and the resulting layoffs and studio closures, has been the theme of the 2020s games industry, with Microsoft, Tencent, Embracer and others snapping up studios left and right. Rosier says that “opportunities may grow for AA studios and indie developers to stand out” as a result of that trend. That’s the thinking of Alberstat, as well, who says that gaming is “moving into a new phase where the biggest players need serious capital to compete,” and are even more risk averse as a result.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

“We’ll see more consolidation at the top, but also more room for focused studios doing what large publishers can’t: taking chances on new ideas,” said Alberstat on gaming’s future. “The industry isn’t dying, it’s splitting into two different models. You have capital-intensive blockbusters on one side and creative independent development on the other. Both can thrive. The question is whether the consolidation leaves enough buyers in the market when those independent studios are ready to exit.”

On the topic of what large publishers will and won’t take a chance on, BioWare is in a precarious position. EA already tried to get the struggling RPG studio to make a live service hit with Anthem and it didn’t work, and it’s hard to imagine the politically progressive Mass Effect and Dragon Age creator thriving under the ownership of Jared Kushner and Saudi Arabia. Its staff is worried.

Judging by Saudi Arabia’s acquisition of mobile developer Scopely, EA may be allowed to operate independently “in the short-medium term,” Koh said, adding however that the publisher has a challenge ahead as it balances the wants of its three primary owners: “I imagine PIF will want some job creation for the Saudi market.”

For Rosier, “the future of Battlefield, The Sims, Apex Legends, Mass Effect, and Dragon Age is less clear” than the future of the sports games at the top of the pile. “These IPs could be streamlined, spun out, or restructured through partnerships, depending on how the new owners assess profitability and growth potential, as well as the post-closing portfolio decisions,” he said.

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October 3, 2025 0 comments
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Moonflow and Everything Dead & Dying

by admin September 28, 2025


I am so glad the shockingly bright, fuzzy-blacklight-poster-style cover of this book grabbed my attention while I was doing work at a local cafe/bookstore the other day, because I otherwise might not have heard about Moonflow, and what a trip it turned out to be. Easily one of my favorite reads this year.

Moonflow is, as author Bitter Karella described it in a recent interview, “Psychedelic trans cosmic fungal splatterpunk.” It follows Sarah, a trans woman who grows and sells trippy mushrooms, on a desperate search for a mushroom known as the King’s Breakfast. It’s the type of excursion that seems doomed from the start, as the King’s Breakfast is only found in a forest best known for being a place people do not return from, and predictably, things start going off the rails almost immediately. The forest is haunted and seemingly in a constant state of change, there’s a TERFy lesbian off-grid cult that’s engaged in some deeply bizarre activities and poor Sarah is… just doing her best (she is painfully relatable). 

This book horrified me, made me laugh and made me gag, often all at once. It’s queer as hell, impressively creepy, packed with extremely on-the-nose satire and an absolutely wild ride all around.



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September 28, 2025 0 comments
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Dying Light: The Beast developers are working on fixes for broken day-night cycles and indoor rain
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Dying Light: The Beast developers are working on fixes for broken day-night cycles and indoor rain

by admin September 22, 2025



Techland’s Dying Light: The Beast launched last week and is, sources say, “a good Dying Light game, and a fine open-world zombie game in general, full of crunchy combat and simple but satisfying number-go-up loops”. Being a new videogame, it also has some bugs. The most dramatic of these appear to be problems with its day/night cycle and weather system.


On the one hand, you’ve got rain falling inside buildings. I quite like this one, myself. I grew up with 3D first-person games that had slightly magic precipitation. I used to enjoy wobbling back and forth in entrances, trying to coax the weather into following me in-doors. I actually feel slightly dissatisfied when I play one of those fancy modern shooters in which water bounces off corrugated metal roofing as it should.


On the other hand, Techland say they’ve identified some problems with the day-night cycle, inasmuch as it sometimes stops cycling. This seems more urgent, because Dying Light: The Beast is a very different game in the dark. You’ll have to worry about Volatile zombos who are both resilient and inconveniently athletic, capable of chasing you all over the scenery while making frightful gargling noises in your ear. A few Redditors report encountering Volatiles in blazing sunlight. Others say they can’t seem to progress their worlds beyond mid-morning, which doesn’t seem quite as harrowing.


Techland are working on a PC hotfix for these things, but say they need to take their time testing the patch, because these particular issues aren’t that frequent and they don’t want to screw up anything else. “We already have a fix prepared, but because this bug only appears in rare situations, it takes a lot of extra testing,” reads a post on Steam from yesterday. “We’ll continue these tests over the weekend and most of Monday, and if no new occurrences of this issue appear, we’ll release the hotfix to players right away on PC. This is our goal.


“If, however, we still spot any occurrences of the bug, we might need to go back, adjust the fix, and then re-test it again,” the developers caution. “Thank you for your patience. We know these issues are frustrating to those who experience them, and we’re doing everything we can to deliver a stable solution as soon as possible.”


As is tradition, Techland’s promises have met with an avalanche of comments telling them that they’re prioritising the wrong fixes. Some people are mad about the frame rate, others complain about getting stuck in falling animations and quests not progressing. It doesn’t seem like there are any catastrophic problems with the current PC build, but I’m keen to hear your thoughts, as ever. As for myself, I’ve played about three hours of Dying Light: The Beast, including 30 minutes of preview time, and I think that’s probably enough for me. I like scampering over roofs but I just can’t be arsed re-killing zombies any more.



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September 22, 2025 0 comments
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Dying Light: The Beast: Review
Game Reviews

Dying Light: The Beast review

by admin September 22, 2025


Dying Light: The Beast review

Despite releasing as a standalone game, Dying Light: The Beast feels more like a distillation of Dying Light 2’s core loops, neither for better or worse.

  • Developer: Techland
  • Publisher: Techland
  • Release: September 18th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $60/£50/€60
  • Reviewed on: Intel Core i9-13900K, 64GB RAM, Nvidia RTX 4090, Windows 11

It’s hard to talk about Dying Light: The Beast—the latest in Techland’s open-world zombie parkour action series—without talking about its origins. While now living life as a full-priced retail game with a respectable ~20 hour campaign (and one that I enjoyed for the most part), The Beast started out as a planned expansion for Dying Light 2, itself a game that has grown, adapted and reshaped itself over the past few years, much like its genetically feisty mutant monsters.

Already a lengthy game (though nowhere near as massive as Techland claimed before release), Dying Light 2 has grown into something resembling a live-service sandbox, with daily quests, faction reputation grinds, microtransactions, endlessly escalating New Game Plus loops and even an optional roguelike mode. Dying Light 2’s gore has also grown grislier, its parkour more streamlined (no longer limited by your character’s stamina gauge), and there’s even a handful of firearms that you can unlock and collect, flying in the face of the game’s quirky pseudo-medieval post apocalyptic conceit.

Depending on who you ask and what direction the wind is blowing that day, these changes have either redeemed or forever ruined the game, but however you slice it, the Dying Light 2 of today is a different creature to the one Matthew Castle (RPS in peace) bounced off back in 2022. The Beast, therefore, represents a clean break: a chance to establish a new baseline, taking what Techland most wanted from DL2’s teetering jenga-tower of features and concepts, while chucking some of the original game’s weightier baggage overboard.

Image credit: Rock Paper Shotgun/Techland

And so we’re off to the alps, and the scenic nature reserve of Castor Woods, with a dense, old touristy town flanked by small industrial and residential zones, and a mixture of forests and mountain trails surrounding those. Were it not for the hordes of undead, it’d be good place for a relaxing stroll.

Thanks to some impressive lighting, it’s a treat to look at from dawn til’ dusk, although since nighttimes tend to be nearly pitch black and patrolled by nigh-invulnerable ‘Volatile’ super-zombies, they’re best just slept through once you hoof it back to a sealed safe-room. For all the talk about making the night scary again in The Beast’s marketing, I generally just didn’t bother with it, outside a couple of mandatory stealth and chase sequences.

To help navigate the mountain trail are cars, not seen since Dying Light 1’s beefy expansion The Following. Easily found, easily refueled, and able to get you relatively safely from A to B when there aren’t rooftops to run across. But gone is DL2’s glider (great for moving between high rooftops), along with fast travel, which helped in navigating the sequel’s enormous cityscape.

Oddly, I don’t think it’s a particular success or failure (a refrain you’ll hear a lot from me today). Getting around on foot and always having to be aware of enemies is interesting, but the forests and fields outside of the central town here aren’t nearly as demanding to navigate as Villedor’s streets and skyscrapers. The cars let you bypass this less interesting travel, but in so doing, feel like a fix for a problem that needn’t exist.

Image credit: Rock Paper Shotgun/Techland

Another shift I remain largely ambivalent on is the move to more power-fantasy options in combat. The melee brawling is almost identical to where Dying Light 2 stands today, with your stamina gauge used solely for combat actions, where previously it was drained by any kind of rapid or high-exertion movement. I found it satisfying as ever, full of weighty impacts and squelchy audio feedback, and enhanced by some absolutely gruesome locational damage on the undead.

Constant combat is further encouraged by the new option to repair damaged melee weapons in the field, practically for free and nigh-instantaneously. While you can only repair any given melee weapon 4-5 times, it means that by the time you fully expend it, you’ll have found several replacements, effectively making it one more system that you don’t need to particularly care about.

The big gimmick introduced here is the option to go Beast Mode. By fighting in melee, you fill up an anger gauge on your HUD. When filled, you activate Hulk Hands (automatically at first, but manually later, once you’ve killed a few bosses) and gain a few seconds of nigh-invulnerability, tearing zombies in half with your bare, veiny mitts.

It’s gratifying and incredibly gory, but also basically just a room-clearing smart bomb, or a way to tear off a third of a boss’s health bar without reprisal. An ‘I don’t want to deal with zombies today’ button in a game where dealing with zombies IS the game. Fast travel may be gone, but fast combat is its replacement, and further upgraded by killing bosses.

Image credit: Rock Paper Shotgun/Techland

Still, as an enjoyer of Dying Light 2 in its current incarnation, I also enjoyed my time with The Beast, mainly because it’s more of DL2’s main loop – but leaner. Gone are the multiple factions, reputation grinds and daily quests, along with any other live-service fluff that its parent game picked up over the years. The only number to really care about is your level (determining your basic combat stats), and even then, there were only a couple of occasions when I was told I was probably too weak to continue the main plot, prompting me to go bulk up through a sidequest.

Even Dark Zones, the oft-extensive urban dungeons in Dying Light 2, have been trimmed down to slightly larger-than-average interiors that you can clear of zombies and scour for crafting resources. You don’t need to wait for nighttime to sweep through them here, either. This game just does not want you hanging around any location longer than necessary, and while I do miss the longer, more involved dungeon-delves through the city, I can’t deny that trimming the fat does allow the story, however cornball it is, to flow better.

Speaking of narrative, let’s start with our protagonist, Kyle Crane, returning from the original Dying Light. Originally a blandly cheerful can-do FPS man-voice, he’s spent thirteen years being tortured/experimented on by The Baron, a gleefully mad scientist. After escaping and accepting his new role as a gruffly-voiced pair of veiny forearms, Crane grimly swears revenge, and that he’ll stop at nothing – NOTHING – to achieve it.

Image credit: Rock Paper Shotgun/Techland

And then he decides that the best way to get revenge is to make a lot of friends by helping out the locals, levelling up (to restore his lost strength, obviously), and extracting some mutagenic powerup-juice from any boss monsters he kills along the way, enhancing his Rage Bar powers.

He might look like a PS360-era generic grimdark Revengeanceman, but Kyle’s got the personality of a golden retriever. Other than plaintively calling some women ‘bossy’ and asking others to get to the point, there is little to no indication in dialogue that this man has spent about a third of his life in a super-science torture dungeon. It’s indicative of the kind of problems the series has always had, reaching for both gritty personal drama (usually in the quieter side-quests) and comic book excess at the same time, yet achieving neither. Thankfully, the villain here drags The Beast fully into the realm of camp action-horror schlock.

The Baron is gloriously over-the-top, and Techland knows it, regularly deploying him to liven up cutscenes. An aristocratic evil genius with access to seemingly endless resources, a mountaintop villa, and a vast complex of laboratories. Smugly chewing on the scenery in every scene he appears in, his sole goal in life appears to be creating new and increasingly deadly mutants, almost all of which seem to break containment at some point, slaughtering dozens of his (seemingly endless) horde of gun-toting soldiers, who in turn seemingly exist solely to die and deliver ammo to you.

He’s like Albert Wesker with the brakes cut. Unflappable in the face of all his self-made disasters. Even among zombie horror villains, he seems to harbor a special disdain for the concept of workplace safety. Taking each escaped creature in stride, always bragging that each failure is just a fresh opportunity to field-test a new monster. Even Umbrella Corp would be considering calling in OSHA inspectors after watching this man at work.

Image credit: Rock Paper Shotgun/Techland

It’s that kind of daft energy that carries The Beast. There are a few moments where it tries to deliver some resonant personal drama through side-quest dialogues, but it never quite lands. The Baron is always happy to ham it up, though, and deliver another monster-of-the-week encounter to punctuate the campaign.

Those boss fights tend to be against powered-up versions of the various ‘special’ zombies that you’ll encounter in the open world, and a were dramatic, enjoyable excuse to spend some of those consumable explosives and ammo packs I’d been hoarding. Sadly they’re also slightly let down by a lack of imagination, especially in the late-game, with the downright brolic Behemoth (a very large skinless muscle-monster with Hulk-style ground pounds) being brought back multiple times.

Combat against Behemoths boils down to dodging around a well-telegraphed rotation of attacks until you can hack, slash or punch at its surprisingly rounded, eye-level, musclebound arse cheeks. In the final stretch, you even have to fight several of them at once. A reasonable enough limitation for an expansion, but I’d have loved to see some really freaky, Resident Evil-inspired mutants with far too many limbs and maybe some weak points to shoot, but I guess that’d be getting away from Dying Light’s brawler foundations.

Image credit: Rock Paper Shotgun/Techland

The problem with The Beast is that while its fully ripped, protein-packed, and dehydrated new design is great on paper, I think that some of that fat and padding served a purpose. While not without its flaws (daily quests and weekly grinds were tiresome), Dying Light 2 was a weirdly cozy game, with a world that you could get into the mindset of living in. Were it not for the dozens of other titles demanding my attention, it could have become a go-to comfort game for me, whereas The Beast is all business.

Also, that lush lighting and dense greenery does come at a cost. Even my heavyweight PC (an RTX 4090 is still a brute of a GPU) needed a little help from DLSS and frame generation to hit a consistently smooth framerate at 3440×1440 ultrawide. While the launch-day patch improved the situation somewhat (bringing it closer in line with Dying Light 2), you’re still going to need a hefty machine to see this one at its absolute best, and unlike Kyle, extracting the thermal paste from other people’s PC’s probably isn’t an option if yours is underpowered.

Image credit: Rock Paper Shotgun/Techland

The Beast’s odd position as an escaped, heavily mutated expansion makes it a difficult value proposition, although a much simpler one if you happened to get the Ultimate version of Dying Light 2, in which case you’ve already paid for it at a steep discount. If you got the game this way, why are you even reading this review? Go and play it.

But for those looking at that £50/$60 price tag and hesitating, yes, this is a good Dying Light game, and a fine open-world zombie game in general, full of crunchy combat and simple but satisfying number-go-up loops. Is it the best in the series? Depends how much you disliked Dying Light 2’s slightly overstuffed design, and whether the same mechanics minus the padding sounds like your jam. As for newcomers, I’m not sure if I can really recommend that at full price when its larger and mechanically very similar parent often goes on sale for under £15.

While The Beast was fun to binge through in a few days (around 21 hours, with plenty more side-quests still left to do), I feel like I’ve had my fill of Techland’s specific brand of open-world design for now. But if the zombie parkour itch hits again, I think it says something that I’ll probably return to Dying Light 2’s sprawling cityscape over another scenic alpine excursion.



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September 22, 2025 0 comments
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Dying Light: The Beast is out, dark, Steam Deck Verified
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Dying Light: The Beast is out, dark, Steam Deck Verified

by admin September 20, 2025


Parkoury zombie bludgeoner Dying Light: The Beast has, literally just this minute, gone on sale, which means the review embargo curtain has lifted on RPS to reveal… an empty chair with an IOU stuck to it.

This one is my bad, rather than because of any cheeky code withholding. I’d simply underestimated how many trillions of PC games were also out this week, and had to abandon my charge through The Beast to help keep the undermanned Treehouse on top of things elsewhere. Still, we’ll shortly be bringing you a full, likely much better appraisal from RPS veteran Dominic Tarason (thaaaaaanks Dominic), and in penance, I offer some initial impressions from my couple of hours with the game’s opening.

Firstly, Techland weren’t kidding about the nighttime. In response to complaints that the nocturnally inclined zombs of Dying Light 2: Stay Human weren’t sufficiently scary after the sun goes down, The Beast looks to put more horror back in the darkness. Successfully, in the mind of this wimp. Between the night’s pitch blackness, the keyring LED you call a torch, and the sprinting, lethally hench super-zeds that aren’t at all keen on sharing the game’s rooftops, any sort of freerunning you were flexing with during the daylight hours is effectively reduced to nervous shimmying through the void.

Yet it still feels like you’re supposed to be chased back to the safehouse by these burly Volatile bois now and then, in which case panic and near-blindness become enemies in themselves. Several attempts to survive my first night ended with my shinbones shooting up into my lungs, the stress of a pursuit having overwhelmed my ability to consider whether a roof-to-roof jump was actually doable before I hurled myself into the cobbles below. It’s not always “fun”, strictly speaking. But it is decent horror.

Image credit: Rock Paper Shotgun/Techland

If anything, The Beast’s brighter hours could do with more of this urgency. The bread-and-butter meleeing benefits from some nicely heavy hittin’ sticks, but the actual swinging sensation is on the wrong side of sluggish, at least in these early stages. The first two bosses aren’t that exhilarating either: they require little in the way of sharp timing or last-gasp dodging, outside of a few repeating, heavily telegraphed attacks.

Visually and practically, they’re also just minor variations on the same ‘What if a ghoul was taller and shredded’ concept, which somewhat saps the excitement out of your stated mission of hunting and killing as many of these souped- up zeds as possible. Fleeting thrills can be had in the moments when you transform into a berzerking monsterman yourself, ripping off limbs and punching through chest cavities, but the time limit on this literal beast mode seems disappointingly stingy, considering how many regular shovel hits it takes to build up the gauge.

Again, mind, I’d only got two hours into what is supposedly a 20-hour-plus campaign. And I was similarly insta-fatigued by Borderlands 4, which apparently ain’t half bad once it gets rolling. Maybe I really should stick to hardware, in which case, I’ll note that Dying Light: The Beast has also been granted Verified status for the Steam Deck – justifiably so, as it repeatedly breached 60fps on my Steam Deck OLED when running in Performance mode. There is the slight hitch of an Epic Game Store pop-up asking on launch if you want to sync accounts, but it doesn’t throw up any serious non-Steam-app compatibility woes, and can be banished with a tap of the B button on subsequent boots.



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September 20, 2025 0 comments
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Dying Light: The Beast Review - A Deadly Return to Form
Game Reviews

Dying Light: The Beast Review – A Deadly Return to Form

by admin September 20, 2025


Post-apocalyptic parkour is the name of the game in Techland’s Dying Light series. With two mainline entries to its name, the series capitalizes on the zombie genre, even if it can fall into some tired tropes and clichés. Still, the iconic nighttime chases, gory combat, and realistic tone have made it more than just a survivor horror franchise. Dying Light: The Beast serves as the developer’s third entry in the series, and, fortunately, it’s as effective as a zombie bite: quick, efficient, and leaves a mark.

Returning as Kyle Crane, the protagonist of the first Dying Light, you embark on a vengeful quest against The Baron, who experimented on him for 13 years. The series’ narrative track record has left plenty to be desired thus far, and, while The Beast is an improvement, it still falls short of its undead contemporaries. The stakes play it safe, and it struggles to maintain the realism the story is aiming for, despite the zombies.

This time around, Crane is a more personable character than in his debut outing. Instead of the rookie from Dying Light, we get a weathered and slightly more capable version in The Beast. Furthermore, his personality shines, and he carves out a more distinct identity within the genre. Helping out with that is voice actor Roger Craig Smith, who delivers a well-rounded performance, balancing his sarcasm with charm.

 

It’s important to note that The Beast does assume you’ve played past titles and doesn’t do much to catch you up, both in story and gameplay. It may prove challenging for newcomers, but once you get the hang of things, like Crane in his new environment, it becomes like clockwork. Past features, such as safe houses and Dark Zones, return and still reach the heights of their predecessors, especially during the intense night segments.

The city of Castor Woods, filled with foliage and Swiss Alps-inspired architecture, isn’t as parkour-forward as Dying Light 2 Stay Human’s Villedor, but it still captures the thrill of traversal quite well, especially in the townscapes. Dying Light is a beacon for free-running, and The Beast does an excellent job of capturing the feeling of the unreal adrenaline high with your life on the line. Jumping from rooftop to rooftop and finding safe houses in the dark before the supercharged zombies catch up to you is exhilarating. Techland has nailed the aspect of maps being essentially large playgrounds for Crane to slaughter zombies and freestyle his way around. Unfortunately, story missions do it a disservice, as you end up going back and forth to the same places repeatedly; getting there ends up being the fun part.

While Dying Light 2 improved upon Dying Light’s combat, The Beast combines both to make one of the most responsive systems in the series. You can feel each swing of a weapon and every shot of a gun like it is actually in your hands. Even more so, you’re never at an advantage against foes, fitting for an apocalyptic setting. The new Beast mode, which makes Crane a hulking powerhouse, does help thin crowds and score some gory kills. Its addition adds more variety to combat and traversal, and I’d be lying if I said it wasn’t fun to just wreck house from time to time.

 

One of the highlights of Dying Light: The Beast, aside from stellar parkour, is how good it looks in action. The series has always delivered impressive visuals, and that’s only become truer as technology and fidelity have improved over the last decade. The autumnal Castor Woods sometimes lack color, but it feels ripped straight from a photograph. Characters, zombies, and gore are rendered with precision, showcasing some of Techland’s best-looking work.

Dying Light: The Beast can feel a touch safe at times with a serviceable story, but the high-flying parkour and gorgeous graphics are top-notch. Castor Woods makes for the perfect zombie-slaying playground for you to enjoy. It’s pure adrenaline packed into its 20 hours, continuing to carve out its own corner of the crowded zombie space.



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September 20, 2025 0 comments
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Dying Light: The Beast: Review
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Dying Light: The Beast: Review

by admin September 19, 2025


I’ve played a lot of zombie games, and while I often enjoy them a great deal, rarely do I find myself stopping to gawk at the scenery. But I’ve been doing that a lot in Techland’s latest open-world zombie RPG, Dying Light: The Beast. Setting a game like this in the Swiss Alps is fantastic. But even if this game was set in a much less pretty locale, I’d still be super into it as it feels like the culmination of a decade-plus of Techland making these kinds of RPG zombie adventures. Just don’t pay too close attention to the main story.

Dying Light: The Beast was originally envisioned and pitched as a big DLC expansion for 2022’s Dying Light 2. But it got bigger and bigger, and eventually Techland made the call to turn it into its own standalone adventure. The game, out now on Xbox, PS5, and PC, continues the story of Dying Light’s OG protagonist, Kyle Crane. A lot has happened to our gruff mercenary who is also surprisingly good at parkour.

Now, after over a decade of torture and experimentation, Crane is a half-human/half-zombie monster super-dude who can rip the undead limb from limb. And with this newfound power and some allies, Crane plans on taking down the bastard who was in charge of experimenting on him and others. And in the process, maybe saving some people stranded in the Swiss Alps in an area known as Castor Woods.

After spending about 7 hours with the new game, I can say the main plot of Dying Light: The Beast is easily the weakest part of the package. It’s very goofy and dumb and feels like it was created simply to explain Kyle’s new “Beast Mode” powers. It gets the job done, but it ain’t anything to write home about. Luckily, almost everything else in Dying Light: The Beast is much, much better.

Hoppin’ And Choppin’ All Day

As with the previous Dying Light games, The Beast is a first-person open-world zombie RPG focused on melee combat and parkour-inspired exploration and platforming. And it’s clear that Techland has built on its years of experience making this kind of game in this engine, as The Beast is just a joy to play. Running, sliding, jumping, climbing, and hopping around Castor Woods is a treat. It’s one of those games in which traversing from one quest marker to the next is such a joy that you don’t mind how mundane or silly the actual objective at the end is.

This new map, which is roughly the size of the OG Dying Light’s world, is filled with things to grab onto or mantle over or hop off of or slide through. It’s like a constant and very satisfying puzzle to figure out how to reach your next objective or avoid some massive crowd of zombies who want to kill you. It’s also just so damn pretty. The snowy mountains and fall-like vibes are almost cozy, until a big zombie monster attacks and ruins the vibes.

©Techland / Kotaku

The melee combat in Dying Light: The Beast isn’t much different than what can be found in Dying Light 2 or the original game, but I’m very happy about that. Those past games nailed first-person melee action, and The Beast just tweaks a few things to make the experience better. For example, weapons now visually deteriorate as you use them more, something that was lost in Dying Light 2. Meanwhile, swings can knock enemies back farther and feel more gnarly, too. Slamming a zombie’s head off with a sledgehammer never gets old.

I still find the crafting in Dying Light: The Beast, which returns from past games, to be a bit finicky and annoying. But it’s worth dealing with so you can craft a flaming machete that tears through undead as quickly and as disgustingly as I consume a bag of Taco Bell quesadillas.

I’m Shifting Into Beast Mode

The big new feature in Dying Light: The Beast is Crane’s ability to activate his latent monster powers and go full beast mode on zombies and human enemies alike. You earn beast juice—that’s what I call it—by attacking enemies and taking damage. Get enough, and Crane can turn into a hyper-fast, super-powerful, and extremely deadly killing machine, able to rip zombie arms off and punch clean through their chests. Going beast mode is always a blast in this game, especially when you use it to rip apart a big horde of zombies that were about to kill you.

As you play through the main campaign, you go toe-to-toe with special infected bosses that each offer unique fights. I fought one of these bosses that covered the area in fog and used other zombies to her advantage. These powerful foes provide Crane with Beast Points (stop laughing), which let you upgrade the Beast powers even further. I’m only about seven hours into the game, and I already feel like, in my Beast form, I could take on any threat. Well, maybe not the super zombies that come out at night.

Yes, once again, the deadliest enemies in the game return to chase Crane around as he tries to complete side quests and loot valuable locations after the sun has gone down. These encounters and moments in which the game forces Crane into dark, creepy caves and buildings are genuinely scary and turn Dying Light: The Beast into a pseudo-horror game, complete with some jump scares. Be careful at night.

Even though I haven’t finished the game, from what I’ve played so far, Dying Light: The Beast feels like the culmination of a decade-plus of Techland developing open-world zombie games. Its open world is gorgeous and so much fun to explore. Combat feels great, and moving around the world is better than ever. Techland has even brought back some smaller elements from Dying Light 1, like how enemies react to attacks, making The Beast feel like the studio’s strongest swing at this type of game. The storyline is silly, but I do enjoy going full wild mode and killing a dozen zombies, so I’ll ignore how often it’s made me roll my eyes.

Regardless, if the rest of Dying Light: The Beast is as good as what I’ve played so far, this will likely be on my Game of the Year list.



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September 19, 2025 0 comments
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Dying Light: The Beast Review - Despite All My Rage
Game Reviews

Dying Light: The Beast Review – Despite All My Rage

by admin September 18, 2025



It wouldn’t seem to make sense to call Dying Light: The Beast a more grounded game than its predecessors. It’s a game in which you routinely shift into something like X-Men’s Wolverine, slashing at the undead with the ferocity of a preying mountain lion and carving them to shreds with what is basically an instant win button. But beyond the feature that informs the game’s title, this expansion turned standalone sequel actually leans further into horror and survival than anything in the series, making it the most fun I’ve had with Dying Light to date.

Dying Light: The Beast returns the game’s original protagonist, Kyle Crane, to the starring role, moving him to Castor Woods, a brand-new location for the series, and a lush nature reserve decorated with once-gorgeous villages that manage to feel both ornate and rustic at the same time. Like before, the game is an open-world first-person zombie game with a significant emphasis on death-defying parkour and brutal melee combat. But The Beast adds (or returns) a few other wrinkles, too.

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Now Playing: Dying Light The Beast Review

For one, guns are more prevalent than ever this time, though ammo isn’t as common. Using guns feels reliable enough but doesn’t fill your Beast Mode meter, so I frequently rejected this quasi-new toy in favor of the series’ long-held favorites: baseball bats, machetes, and loose pipes fitted with elemental add-ons that light the zombies on fire, send electric shocks through the hordes, or cause them to bleed out between my crunchy swings to their squishy heads.

Melee combat is once again a highlight of the game, with heft behind every attempt to take out a zombie, and so many different weapons and modifiers to choose from. Zombies charge at you even as you take chunks out of their abdomens, chop off their legs, or leave their jaws hanging off their faces. This damage model isn’t new to the series–Dying Light 2 added this in a patch years ago–but it remains a gruesome, eye-catching display that further illustrates the team’s dedication to making every combat encounter memorable.

In The Beast, stamina is harder to manage than I ever recall, and that’s a change I adored. It made every fight feel like one for my life. Enemies did well to scale with my character and weapons, and demanded that I frequently make stops at various safehouses to upgrade my weapons. Even my favorites wouldn’t last forever either, with each of them having a finite number of repairs before they’d break permanently. This differs from the series’ past way of letting you carry and upgrade your preferred skull-bashing or leg-slicing items with you at all times.

I distinctly recall having an easier go of things in Dying Light 2 than I did in The Beast, thanks to hero Aiden Caldwell’s expansive list of parkour and combat abilities. Kyle isn’t depicted as a lesser freerunner or fighter, but his skill tree is nonetheless smaller, causing him to feel more vulnerable in a way I hope the series sticks with going forward. There were many times when I’d have to retreat in a minor panic from a small horde of basic zombies just to catch my breath. The Beast isn’t a game where you can usually just hack up the crowd without careful consideration and stamina management.

Parkouring over, around, and even onto zombies remains fun in Dying Light’s third outing.

Of course, there’s an exception to that rule: When you build up your Beast Mode bar, you earn a few seconds of near-invulnerability, as well as the ability to tear apart zombies with your bare hands and a very cool, very high leap that collectively makes you feel like a superhero. From a narrative sense, Beast Mode leans into the stuff I still don’t enjoy about Dying Light: over-the-top action meant to fulfill a power fantasy of being the one-man killing machine in a world overrun by the undead. I love zombie fiction, but my taste in that subgenre is firmly planted in slower, spookier worlds where despair rules the day. Dying Light has never been that before, at least not consistently. Thankfully, in a gameplay sense, Beast Mode functionally serves less like a pure power fantasy and more like a get-out-of-jail-free card.

So many times in my 30ish hours with this game, I’d activate Beast Mode not to further pile on a crowd of enemies I was already dispatching with ease, but as a last-ditch effort to stay alive. Techland seems to have planned for this use case, given how receiving damage, not just doling it out, fills that bar. Beast Mode isn’t Kyle going Super Saiyan; it’s the emergency fire extinguisher, and breaking that figurative glass amid a fight for my life is a much more enjoyable gameplay loop than some of Dying Light 2’s absurdities.

Even while the story goes to some places that feel like B-horror fare–the type of thing I would fully ignore if it were a movie instead–the game remains at odds with that plot by being so tense and only giving Kyle the powers to survive, but not thrive like Aiden did. This is never clearer, nor more enjoyable, than at nighttime. One of the key pillars of this series is how the day-night cycle essentially presents two different games. When the sun is up, Kyle is empowered and capable of scraping by at the very least. But when night falls, the game’s super-fast, super-strong Volatiles take over and shift the game into a full-blown stealth horror.

Movement and combat are both totally rewritten depending on the time of day. In sunlight, you’ll scale buildings, leap across gaps, and swing on tree branches like an Assassin’s Creed hero. But at night, every step must be carefully considered, so you’ll end up crouching and spamming the “survivor sense” to briefly ping nearby Volatiles. When they give chase, the results are intense. They’ll claw at your heels as the music spikes your heart rate. The chase will inevitably invite more Volatiles to join in, and they’ll flank you, spew gunk to knock you off walls, and almost never relent until you finally–if you’re so lucky–cross the threshold of a safe haven, where UV lights keep the monsters at bay.

Nighttime is harder in The Beast than ever before, and yet that’s also where I had the most fun.

The series’ night sequences have never been this scary before, partly because of the ample wooded areas that make up the map. I love it. Night remains an XP booster too, doubling any gains you make. In past games, I’d use that boon to fulfill some side missions overnight. But in Dying Light: The Beast, I rarely tried to do more than make it to my nearest safe zone so I could skip time until the protective sun returned.

When the first game’s expansion, The Following, set the story in a mostly-flat locale, I found it an odd choice given the game is so focused on parkour and verticality. In Dying Light: The Beast, the world designers have more wisely found ways to bring verticality to those places outside of villages, with plenty of rock walls, trees, and electricity towers to scale. One of the simple, repeatable joys I have in all of the zombie games I love is approaching a building and not knowing what I’ll find inside. It’s so simple that it hardly registers as a feature at all, but to me it’s vital that a zombie game capture this specific feeling of discovery and tension. Castor Woods makes for an excellent landscape to host this repeating moment, due to its creepy cabins found all over the world. Pairing the nighttime-specific gameplay elements with a setting so unnerving gave me a sense of survival-horror unease in a way I’ve been waiting for this series to do for a decade.

This leaning into horror is capped off by an incredible reinvention of the series’ theme song by Olivier Derivere. I consider Derivere to be among the very best composers in games, and the original music he poured into this game gives it so much life. The first game’s theme always reminded me of Dawn of the Dead, with a certain layer of ’70s filth to it. Here, Derivere rethinks it with an air of 28 Days Later, getting its more modern, more haunting version stuck in my head for the past week in a way I’ve very much invited. It sounds less like an action score and more like a horror soundtrack to my ears, matching the game’s overall shift into something more up my particular alley.

Guns are emphasized more in The Beast than ever before, but I still preferred a good, old-fashioned spiked bat.

It feels like this game’s origins as a Dying Light 2 expansion helped its focus, even as it grew into a standalone semi-sequel–it’s not yet Dying Light 3, but it’s much more than a typical DLC. The open-world activities trim the fat from Dying Light 2’s more Ubisoftian world. Here, you’ll raid stores where zombies sleep, trying not to stir them. You’ll assault broken-down military convoys for their high-tier loot locked in the back of trucks, and you can hunt down rare weapons and armor with vague treasure maps. These fun, unitedly tense activities all return from past games, but for the most part, they’re not joined by the countless other things that have been on the map before.

This left me feeling like anything I did was worth my time, with the exception of some late-game racing side quests, which I didn’t care for despite how good the trucks feel to drive. Dying Light 2 adopted some live-service elements eventually, growing into yet another game trying to be at the center of players’ solar systems, hoping to bring fans back all the time for new highlights. The Beast is a tighter, leaner 20-hour story with enough side attractions to fill in the world and your time, but doesn’t waste it.

This is emblematic of Dying Light: The Beast’s strongest quality: taking the series from an arms race against itself, constantly trying to give the player extravagant new tools, to something that is a bit dialed back, leaning into horror and tough-as-nails combat. It gives The Beast a stronger identity. There’s no glider this time, Kyle’s jump is a bit nerfed compared to Aiden’s, and his parkour abilities, while many of them come already unlocked to start now, don’t top off at the same heights as Aiden’s. It may sound strange for a series to improve when it suddenly became withholding. Dying Light has always been a series that does a few things very well, but would get distracted trying to be a lot more at the same time. Finally, The Beast leans into Dying Light’s best parts, giving you a scarier, tougher, more immersive world to explore than anything in the series before.



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September 18, 2025 0 comments
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Dying Light: The Beast.
Product Reviews

Dying Light: The Beast review: Techland’s parkour-filled zombie-stomper heads for the highlands

by admin September 18, 2025



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Alright, I’m just gonna get straight to the point: did you love the first two Dying Light games? You did? Okay, I’ll save you some time – you’re definitely going to enjoy Techland’s latest instalment in its survival zombie game series, Dying Light: The Beast.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: September 18, 2025

There’s enough to set The Beast apart from its predecessors, even if it follows the same broad gameplay template and stars returning leading man Kyle Crane, protagonist of the original game and its expansion, The Following.

Things didn’t go so great for Kyle the first time around; in the (now canon) ending of The Following, he ended up betrayed, infected, captured, and used as an unwilling test subject. The viral outbreak has gone worldwide, and 90% of the global population is dead or infected.

More than a full in-universe decade later, he breaks out of a mysterious laboratory, and we’re off to the races once again: time to bash some skulls with improvised melee weapons and parkour your way across the rooftops like a bloodlusted Sébastien Foucan. Dying Light: The Beast isn’t overly concerned with being serious or grounded; we’re here for a little bit of the ol’ ultraviolence, and boy, is it fun.

Worlds apart

The setting might be calmer, but the infected certainly aren’t. (Image credit: Techland)

Considering that Dying Light: The Beast was purportedly originally planned as extra downloadable content (DLC) to Dying Light 2, it sure as hell has a good amount of content in it. Instead of the more urban settings of the first two games, The Beast takes place in the cozy woodland resort town of Castor Woods, nestled in a valley in an alpine landscape.

Well, I say ‘cozy’ – it’s not exactly a pleasant place to be by the time Kyle breaks loose. Hordes of poor infected souls roam the cobbled streets and forest underbrush, deadly mutant variants stalk the night, and a rogue paramilitary group commanded by a villainous oligarch is attempting to seize control of the region. So far, so Dying Light.

Castor Woods is the perfect divergence from Harran and Villedor, the city settings of the first two games. (Image credit: Techland)

But the shift to a more rural setting proves to be exactly the injection of freshness this series needed. The map isn’t particularly large, but it’s big enough to make navigating on foot take a while, and the focus on urban verticality is lessened here. Yes, there are still pylons and watchtowers for Kyle to clamber up, but also more wide-open spaces, divided by trees and thick bushes that make ambushes a constant threat to the unwary explorer. The woodland environments are also beautiful, as is the primary settlement, the Old Town, crumbling in its majesty as nature begins to reclaim it.

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Parkour is still alive and well in The Beast. The Old Town is a fantastically dense environment, full of telephone poles and open windows that form a perfect obstacle course when you’re running for your life from an angry Volatile.

But even beyond the built-up areas, there are branches to swing on and rocky cliff faces to climb, and the grappling hook makes a welcome return too, helping you more rapidly circumnavigate your hostile surroundings. Sadly, the glider from Dying Light 2: Stay Human doesn’t make an appearance, but that’s understandable given the less vertical nature of this locale.

Night falls

Keep an eye on the time: once night falls, you’ll need to be extra cautious or seek shelter. (Image credit: Techland)

There’s another significant factor that differentiates The Beast’s setting from the first two games, though it doesn’t become apparent until after sunset. In the first two games, you were never that far from a light source, be it a trashcan fire or the headlights of an abandoned vehicle (or simply bright moonlight). Here, when it gets dark, it gets dark.

When the sun goes down, getting around without using your trusty flashlight is night-impossible – though of course, using it runs the risk of attracting powerful, dangerous zombies called Volatiles, who retain their mechanics from the previous titles. Alerting one immediately triggers a chase, at which point your best option is to sprint full-pelt back to the protective UV lights of the nearest safehouse; Volatiles are fast, aggressive, and very hard to kill without some serious weapon upgrades.

Best Bit

(Image credit: Techland)

The first sunset you see is truly beautiful – but any series fan will already know the terrors that nightfall heralds.

This oppressive darkness, combined with the visceral gore and bleak yet beautiful Alpine ambience, makes The Beast feel a lot more horror-adjacent than previous entries into the series. It’s a welcome shift in tone – not a full swerve into horror since Kyle remains an absolute murder machine, but definitely a darker vibe that I greatly enjoyed as a lifelong lover of the genre.

Narratively, it’s fine. The story is a fairly by-the-numbers adventure, with no huge twists that weren’t so obvious a blind man could see them a mile off. The characters are a rogue’s gallery of familiar tropes – the no-nonsense sheriff, the bespectacled physics geek, the sage old black dude, the cartoonishly evil Baron – and the dialogue is… well, the voice acting is decent, at least.

I don’t mind the predictability of it all, though; the main plot has a schlocky, B-movie feel that is actually fairly endearing. The Beast isn’t interested in telling a fantastically deep and thought-provoking tale; at the end of the day, every cutscene is just a vehicle to deliver Kyle and his huge biceps to the next group of infected or soldiers he has to brutalize.

Old dog, new tricks

Yes, that is an infected soldier bouncing off my front bumper in almost slapstick fashion. Running over zombies is fun! (Image credit: Techland)

Speaking of vehicles, you can drive cars in this one! The lack of vehicles in the second game always seemed odd to me, considering that the first game’s DLC, The Following (which also first explored the idea of a more rural setting), dipped its toe in those waters with the drivable buggy.

In The Beast, you can find abandoned forest ranger cars strewn across the wilderness, which serve as the most effective way to get from A to B outside the more densely-packed areas of Castor Woods. There’s no fast travel here – and I’ll be honest, the map is a little too large for this omission to go unnoticed. Although mowing down hordes of the infected never stops being fun, trekking back and forth from the major safehouses to turn in completed quests and sell off your accumulated loot quickly becomes a chore.

The vehicles, along with the frequent climbing sections and heavier focus on gunfights with human enemies that began in Dying Light: Stay Human, give The Beast a distinct whiff of Far Cry. I’m not complaining, to be clear; I love that series, and the gunplay and stealth elements on offer here work reasonably well.

Every weapon has unique takedown animations, most of which are quite spectacularly gory. (Image credit: Techland)

Really, the combat as a whole is a definite highlight of The Beast: from crunchy melee combat with improvised weapons like hammers and fire axes, to tense stealthy takedowns with Kyle’s trusty bow and arrows, it all feels good. The gore is spectacular – bones crack, limbs are sliced off, heads fly from shoulders in showers of blood. Stunning a group of weak Biters with Kyle’s UV flashlight before unleashing a sweeping heavy attack with a two-handed axe that knocks them all to the ground at once feels great.

There’s a wide range of melee weapons on offer, both craftable and lying around the environment, and while these weapons do degrade with use, they can be repaired multiple times before breaking and will generally last you a long time. Ranged weapons don’t degrade, meaning that you only ever need one grenade launcher or sniper rifle; any extras can be broken down for parts.

The crafting system remains largely as it was in previous games; nothing overly complex, just gather parts and break down unneeded gear, then put it together to make something great at killing stuff. Weapons must be crafted at workbenches in safe zones, but consumables and other single-use gear (like gas grenades or incendiary arrows) can be crafted from the inventory screen or quick-select menu at any time. I was particularly fond of the explosive throwing knives, which stick into enemies before turning them into a fine red mist a few seconds later.

Feeling beastly

Unleashing the beast turns Kyle into a savage zombie-killing monster, but characters hint that there may be some… side effects. (Image credit: Techland)

Another new addition is right there in the title: Kyle’s years of being an unethical bioscience guinea pig have unlocked his weird virus powers, letting him tap into ‘Beast Mode’ (yes, it’s really called that) for a short time after dealing or taking enough damage.

In Beast Mode, you regenerate health constantly, take reduced damage, and forsake your usual arsenal for some meaty infected fists that absolutely demolish all but the strongest foes in seconds. It’s fun, and the game usually auto-spawns a handful of fast-moving zombies whenever you activate it, amping up the intensity of any fight where you decide to use it. Progressing the narrative and defeating certain infected boss enemies grants skill points, which can be spent to gain extra abilities in Beast Mode, like jumping further or barrelling through enemies while sprinting. There’s also a regular skill tree that accumulates points as you level up, which lets you unlock stuff like new parkour-related attacks and weapon crafting blueprints.

Taking down particularly beefy ‘Chimeras’ will earn you points to upgrade your Beast Mode powers. (Image credit: Techland)

The enemies you face in The Beast are a mostly familiar selection for anyone who has played a game with zombies in it before. You’ve got your garden variety Biters, which are slow and weak but dangerous in large numbers, then the faster but more fragile Virals, the armored zombies, zombies who jump, zombies who spit acid for ranged attacks, bloated zombies who explode – you know, typical zombie shooter fare.

There are glimpses of more inspired designs here and there (I really like the returning ‘Goon’ enemy type, a hulking brute with a chunk of concrete and rebar gruesomely fused to its arm), but for the most part, the enemy design is fairly run-of-the-mill.

If I have one significant criticism of the enemies, it’s that they’re a bit too eager with the grapple mechanic. Let an infected get too close, and they’ll grab you, dealing a bit of damage and prompting a quick-time event to shove them away.

Now, this should be relatively easy to avoid, but the devs seem to love hiding Biters behind doorframes and corners to ambush and damage you immediately with no chance of avoiding it. Even sometimes in direct combat, I encountered infected who could seemingly slip past a melee attack mid-swing to interrupt it with the grapple QTE, or grapple me immediately as soon as I escaped from a different enemy grapple. I think there’s a reasonable argument that it’s supposed to be punishing – it can be a death sentence if you’re reckless and allow yourself to be surrounded by a swarm of enemies – but more often than not, it just felt like an annoying roadblock to the otherwise enjoyable melee combat.

Guns out

I quickly became very fond of setting enemies on fire, with arrows, flamethrowers, and Molotov cocktails. (Image credit: Techland)

Thankfully, the overall gameplay challenge feels good outside of my grapple-related woes. I switched between all three different difficulty levels during my playthrough, and found that the highest difficulty provided a stiff challenge perfect for the most masochistic player, while the lowest had me feeling almost immediately overpowered. I played most of the game on medium difficulty, where death was never too far away, but I died more times to misjudged parkour jumps than enemy attacks.

Much like the previous Dying Light games, melee is consistently reliable, while ranged weapons are something of a mixed bag. Early guns are completely feeble against infected enemies, who can shrug off multiple pistol or SMG headshots, and the bow is similarly underpowered until you unlock a skill that lets you deal bonus damage on well-timed shots. But later on, you get access to more powerful weapons like the grenade launcher and the crossbow, which can trivialise many encounters – assuming you can keep them stocked with ammo, which is scarce.

There’s a modest selection of wearable items to track down, with a transmog system so you can always keep Kyle looking his best. (Image credit: Techland)

Although the game doesn’t make you fight human enemies too often, small squads of mercenaries and bandits can be found lurking around Castor Woods, and there are several large-scale gunfights that take place over the course of the main campaign.

These dips into conventional cover-shooter gameplay certainly feel a bit less engaging than facing savage zombie hordes, but thankfully they don’t outstay their welcome – the infected might eat bullets like nobody’s business, but a single headshot is enough to take down most human opponents, so most fights are over quickly provided you have the ammo to spare (which you usually will, because the game is quite generous with placing supplies before large scripted battles).

Squishing bugs

The Beast isn’t quite the prettiest game I’ve ever played, but it’s up there – sometimes I simply had to stop and admire the scenery. (Image credit: Techland)

Playing through the main campaign (with a bit of time spent exploring and completing side-quests) took me just shy of 22 hours, but this was by no means an exhaustive playthrough: I could easily sink another 20 hours into The Beast to complete everything.

There’s a good amount of safehouses to unlock and secrets to uncover, and while the list of sidequests is perhaps a little sparse, they’re more fleshed out than simple fetch quests – you’ll be hunting a particularly dangerous infected in the woods, or clearing out a series of power substations across the map to help a band of survivors.

In terms of performance on PC, I was able to get a good framerate at 1440p Medium settings with my RTX 5070 desktop, and 1080p Low on an RTX 4060 gaming laptop. DLSS resolution upscaling is helpful at higher resolutions, but I found that Nvidia’s frame-generation was rather wonky, creating too much blur in busy scenes to make the improved framerate worth it.

The roof is fully intact, and yet it appears this safehouse has sprung a magical leak. (Image credit: Techland)

There’s also a small amount of visual and physics jank here, which I remember being present in the other Dying Light games; think loot items occasionally falling through the floor or Kyle’s hand distorting weirdly while trying to climb the side of a building. At one point, I found it raining inside one half of an abandoned diner (pictured above). It’s nothing game-breaking and rarely actually intrusive, but I do hope that some early patches help remedy these issues, because otherwise the game runs fine for the most part.

It did occur to me about halfway through my playthrough that The Beast might be coasting on players’ foreknowledge from the previous games – I personally didn’t have any issues with un- or under-explained mechanics, but I would note that a completely fresh player might struggle a bit to understand certain elements of the game, since the tutorials here are pretty bare-bones and have a tendency to either over- or under-explain specific gameplay elements.

Overall, I had a blast with Dying Light: The Beast. It’s not reinventing the wheel: Techland has a solid formula that mixes traditional open-world action sandbox elements with a solid parkour-based movement system and high enemy density, so it’s understandable that The Beast wouldn’t be too much of a deviation from the norm. Still, the new setting is a breath of fresh air, and it still feels fantastic to dropkick a zombie off a roof.

The dynamic weather is surprisingly a highlight of the setting, with heavy rain and wind adding excellently to the immersion. (Image credit: Techland)

Should you play Dying Light: the Beast?

Play it if…

Don’t play it if…

Accessibility

On the topic of accessibility, we’ve got the usual suite of options I’ve come to expect in any major game: motion sickness reduction, directional audio indicators, and colorblind presets are all present and accounted for, and the subtitles can be customized as well.

How I reviewed Dying Light: The Beast

I spent a while tinkering with the various gameplay, graphical, and accessibility settings in order to get a complete feel for the game, as well as playing through the main campaign at a reasonably fast pace. Of course, I also spent some time checking out the side-quests and just exploring the world, while also being sure to use every new piece of gear I encountered (in case any of them were extremely under- or over-powered – the grenade launcher definitely falls into the latter category).

I played the majority of the game on my gaming PC, with an AMD Ryzen 7 5800X3D and Nvidia RTX 5070, using an Asus ROG Strix Scope RX II keyboard and Logitech G502 Lightspeed mouse or a Hyperx Clutch controller. Audio was a combination of the HyperX Cloud Flight S headset and the SteelSeries Arena 9 speakers.

To see how the game would perform on different hardware, I also loaded it up on my RTX 4060 gaming laptop to test out performance on a lower-spec system.

First reviewed September 2025

Dying Light: The Beast : Price Comparison



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Kyle Crane ripping a zombie's head in half in Dying Light: The Beast.
Product Reviews

Dying Light: The Beast launch times and release date

by admin September 18, 2025



Dying Light: The Beast is a game about what it’s like to try to parkour your way through an undead apocalypse after you’ve spent years getting injected with zombie juice. Based on the reactions and vengeful affect of returning Dying Light 1 protagonist Kyle Crane, it seems the juice was bad. And yet it helps you kill zombies, so it might be good? Such are the fascinating moral complexities offered by zombie fiction.

Perhaps the true beast… is humanity!? Or it’s the guy with experimental zombie super strength who can rip mutants apart with his bare hands. Hard to say.

If you’re desperate to learn when you’ll be able to go Beast mode in the latest Dying Light, don’t fret: You won’t have to endure years of zombie DNA experimentation. We’ve got the launch times for Dying Light: The Beast collected below.


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When does Dying Light: The Beast unlock?

Big news! Since more than 1 million players have already secured their copy of Dying Light: The Beast ahead of launch, we’re moving the release forward to SEPTEMBER 18! Check out the global launch times for the game to play it as soon as it drops.Pre-order now 👉… pic.twitter.com/PcTnkwB80rSeptember 12, 2025

Dying Light: The Beast launches at 9 am PDT on September 18, meaning Californians get to enjoy a full launch day of lighthearted zombie pulping. Except it probably won’t be that lighthearted. Kyle Crane’s not having a good time.

Here’s the full rundown of Dying Light: The Beast unlock times in timezones around the world:

  • Los Angeles: 9 am PDT on Thursday, September 18
  • New York: 12 pm EDT on Thursday, September 18
  • London: 5 pm BST on Thursday, September 18
  • Berlin: 6 pm CEST on Thursday, September 18
  • Sydney: 2 am AEST on Friday, September 19
  • Wellington: 4 am NZST on Friday, September 19

Does Dying Light: The Beast have preloading?

Yes, but it arrived at just about the last minute. Preloading for Dying Light: The Beast will be available at 9 pm PDT on Wednesday, September 17—just 12 hours before launch time. An earlier preload might have been more useful, but you’ll at least be able to start your download before work if you won’t be playing until the evening. Better than nothing!

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.





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