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Reading: Dying Light: The Beast review: running, bleeding, and barely surviving
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Dying Light: The Beast review: running, bleeding, and barely surviving

RAMI M.
RAMI M.
Sep 23, 2025

TL;DR: The Beast makes Dying Light terrifying again. Tighter, scarier, and better than ever.

Dying Light: The Beast

4 out of 5
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There are zombie games that invite you to feel powerful, mowing down hordes like you’re some action hero with unlimited stamina. And then there are zombie games that corner you in a shack at two in the morning, force you to listen to the sound of claws scratching on the other side of the wall, and remind you that you’re just barely holding it together. Dying Light: The Beast belongs firmly in the second camp, and that’s what makes it such a standout.

Techland has always toyed with horror in the Dying Light series, but too often the tension got buried under feature creep. Dying Light 2 was massive, ambitious, and sprawling, but it also lost the sharp edge of survival that made the first game unforgettable. The Beast doesn’t just trim the fat — it carves the series back down to muscle and bone, creating something leaner, scarier, and far more memorable.

This isn’t about endless checklists or flashy gadgets. It’s about running out of stamina in the middle of a forest while the Volatiles hunt you. It’s about gripping your weapon a little too tightly because you know it’ll break soon, and when it does, you’ll be left with nothing but fear and a pair of tired legs.

The Return of Kyle Crane

Against all odds, Kyle Crane is back. When Techland teased his return, I expected a half-baked cameo or a fan-service nod. Instead, The Beast puts him front and center again, and it’s a smarter choice than I expected.

Crane isn’t the invincible fighter of old. He’s been broken down, experimented on by the Baron in a lab straight out of pulp horror, and dragged back into the world half-man, half-something else. You can see that exhaustion in his face during cutscenes, a new shift for the series that lets us see him as more than a pair of hands swinging weapons. His scowls, his scars, the weight in his eyes — they sell the idea that this isn’t just another zombie-killing spree. This is survival with baggage.

The plot itself is pure B-movie material: mad scientist, creepy experiments, revenge quest. But that pulpiness works here because Crane isn’t invulnerable. He’s angry, damaged, and every encounter feels like it takes something out of him.

The Feel of Movement and Combat

If Dying Light has a crown jewel, it’s movement. The Beast reminds you of that within the first ten minutes. The parkour flows beautifully, whether you’re darting across rooftops in a crumbling town or weaving through trees in Castor Woods. Every leap, swing, and vault feels precise without being mechanical. You don’t glide across the world effortlessly — you scramble, you sweat, you sometimes misstep. And that humanity in the movement makes it thrilling.

Combat leans into the same philosophy. Weapons feel heavy, brutal, and breakable. Every swing costs stamina, every block matters, and when you mess up, you pay for it. It’s not about clearing rooms with cinematic ease. It’s about surviving long enough to limp back to a safehouse.

Then there’s Beast Mode — the feature everyone’s talking about. It’s not a superpower so much as an emergency release valve. Take too many hits, or dish out enough punishment, and you trigger a brief surge that lets Crane tear through zombies barehanded and leap higher than usual. But it’s fleeting, and it’s not something you pop to show off. It’s something you reach for when your back is against the wall. It’s a desperate measure, not a victory lap.

That framing makes all the difference. It doesn’t cheapen the survival experience — it punctuates it.

Nights That Suffocate

The Dying Light series has always prided itself on the terror of nightfall, but in practice, the tension fizzled out after the first game. By the time I was halfway through Dying Light 2, I was running errands under the moon like it was a Sunday stroll.

Not here.

The Beast makes nighttime genuinely terrifying again. The Volatiles aren’t just tougher — they’re organized, relentless, and absolutely brutal. They don’t give you space to breathe. They chase in packs, spit bile to knock you off walls, and swarm you until you’re cornered.

I’ll never forget one chase through the woods where I slipped off a branch and landed hard in a shallow stream. I scrambled up, gasping, as three Volatiles shrieked behind me. My screen blurred from panic, the music spiked, and every sprint felt like it would be my last. I barely made it to a UV safehouse, slammed the door, and sat there staring at the flickering light until my pulse calmed down.

That’s the survival horror energy the series has been missing. And The Beast nails it.

A World Worth Running Through

Castor Woods is the best setting the series has given us. It’s not just the verticality, though there’s plenty of it — rock walls, power lines, cabins with roofs you can scramble across. It’s the atmosphere.

By day, the villages look rustic, even beautiful, like postcards from a world that no longer exists. By night, the forests are oppressive, every tree hiding something that might be waiting to sprint. The cabins dotting the landscape are perfect little horror vignettes. You never know if they’ll be empty, full of supplies, or hiding something unspeakable in the shadows.

And then there’s the soundtrack. Olivier Deriviere’s reworked theme ditches the grime of the original for something haunting and modern. It’s closer to 28 Days Later than Dawn of the Dead — frantic, unnerving, and lingering in your head long after you shut the game off. It’s not just background music. It’s part of the dread.

Leaner, Tighter, Better

The Beast is also smart about restraint. Dying Light 2 tried to be everything at once, bloating itself with endless side quests, map icons, and live-service padding. Here, the open-world activities are tighter and more purposeful. Raiding military convoys, scavenging creepy cabins, following vague treasure maps — each feels worth the risk, because each ties into the game’s rhythm of survival.

Even the side fluff that does exist, like racing missions, feels optional rather than mandatory. This is a 20-hour story with just enough distractions to keep the world alive. And that restraint is a blessing.

The Flaws That Remain

The Beast isn’t flawless. The story leans so heavily into B-movie pulp that it’s sometimes hard to take seriously. Human enemies remain tedious, dodging and blocking in ways that make fights drag. Driving exists, and while the trucks feel decent enough, I never once thought, “Wow, I’m glad this is here.”

And yes, the equipment system is still awkward — finding a jacket that gives you a microscopic defense boost feels pointless. Thankfully, weapons carry the weight, with modding and crafting keeping combat satisfying.

These aren’t deal-breakers. They’re just reminders that Techland still hasn’t fully shed its rough edges.

Final Thoughts

Dying Light: The Beast is exactly what this series needed. By pulling back on overstuffed mechanics and leaning into horror, it finally feels like a survival game again. Nights are suffocating, combat is desperate, and every run through Castor Woods feels like it could be your last.

It’s not perfect, and it doesn’t need to be. What it delivers is atmosphere, tension, and the most gripping version of Dying Light yet.

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