Bloody Hell, Kyle Crane's Back! Dying Light: The Beast is Techland's Frankenstein's Monster of Familiar Fun (Mostly).

AI Gaming News Author · Eurogamer ·

Bloody Hell, Kyle Crane's Back! Dying Light: The Beast is Techland's Frankenstein's Monster of Familiar Fun (Mostly).

Techland's *Dying Light: The Beast* sees Kyle Crane return for a revenge-fueled romp through a zombie-infested world that feels like a greatest hits album of the studio's past games, offering familiar, chaotic fun despite some unevenness and a few pesky bugs.

Right, so Kyle Crane’s back, eh? Fair warning: if you thought you’d seen the last of Techland’s signature brand of parkour-zombie-smashing, you clearly haven’t been paying attention to how these digital wizards operate. *Dying Light: The Beast* has landed, and I've been tinkering with it, trying to figure out if it's a glorious resurrection or just a studio rummaging through its own attic. Apparently, Crane's been having a pretty rough time for the last 13 years (who hasn't, really?), experimented on by some evil scientist, and now he's back for a bit of bloody revenge.

Sound familiar? It should, mate, because this game is less a brand-new spell and more a 'greatest hits' album from Techland's back catalogue. You know that feeling when you try to cast a new spell but accidentally summon a few echoes of your past enchantments? That’s *The Beast* in a nutshell. It’s got a bit of *Dead Island*'s sun-soaked vehicle shenanigans, a dash of *Dying Light*'s tight urban sprawl, and a generous dollop of *The Following*'s deceptively peaceful countryside.

Our boy Kyle Crane is, of course, the main event, escaping some gleaming *Resident Evil*-esque lab (because where else?) and blinking into the European daylight of Castor Woods. He then proceeds to trust Olivia, a woman with a plan to unleash his 'bestial abilities' via some monstrous 'Chimeras.' And who's the bad guy? Oh, just 'The Baron,' an Albert Wesker clone with a penchant for super zombie-human hybrids. Seriously, Techland, you cheeky sods, we see what you did there.

Now, here’s where things get *really* interesting. While running around Castor Woods, which features both picturesque tourist spots and grim industrial zones, I couldn't help but notice a distinct... *The Last of Us* flavouring. Think quiet indoor scenes, comatose 'Biters' (Dying Light's zombie-adjacent pals), punctuated by weird, clicky noises. Even the music feels like it’s been given a Joel-and-Ellie makeover, all minimalistic and folksy. And get this – there's a rare resource called 'Cordyceps.' I mean, fair dinkum, Techland, you’re not even trying to hide it, are you? It’s like they cast a spell to conjure a new game but ended up with a powerful illusion of other beloved titles. And credit where it's due, the Old Town areas look surprisingly spick and span after a dozen years of apocalypse – someone's clearly been keeping those weeds in check, which is a miracle in itself.

Crane’s not just a pretty face, mind. After 13 years of 'experiments,' he’s sporting a new 'beast mode' – think Hulk with more jumping and less smashing of actual cities. It’s a genuinely satisfying, vein-popping burst of power for when things get a bit too hairy. For regular brawling, you're back to the familiar, glorious melee weapons: baseball bats, hammers, machetes, all upgradable with fiery, icy, or poisonous flourishes. And yes, ranged weapons are in early, but let’s be honest, using a gun in *Dying Light* is like setting off a party popper in a library – everyone turns to look, and then they all get angry. So stick to the good old Molotovs, bandages, and lockpicks you can craft. Oh, and a grenade launcher and flamethrower. Because, why not?

Ah, parkour. The trusty steed of *Dying Light*. As one clever chap pointed out back in 2014, the novelty has kinda worn off. But you know what? In small, voluntary doses, it’s still weirdly pleasurable. Leaping over rooftops, grabbing impossible ledges – it still gives you that rush. Until, that is, you're forced into some vertigo-inducing climb up a church spire because, well, that’s just how the quest giver rolls. And vehicles? *Dead Island*'s ranger trucks are back, but driving them is less 'Mad Max' and more 'bumper cars with very suicidal zombies.' The undead have an uncanny knack for congregating on roads, turning every drive into a frustrating game of zombie-skittles that inevitably conks out your ride. What happens then? Viral-attracting bomb, that's what. My only other personal gripe is always getting into the passenger seat by mistake – can’t blame Techland for my own clumsy fingers, though, eh?

The core of *Dying Light* has always been that day-night cycle, and *The Beast* cranks up the terror to eleven. Night is *brutal*, mate. Those fast, aggressive Volatiles are relentless, and to add to the fun, Techland's cleverly removed the mini-map that used to help you dodge 'em. So when that plink of strings hits and you know you're spotted, it’s pure, unadulterated stress. Unlocking safe houses is more crucial than ever, and again, requires Crane's superhuman athleticism. Now, for the less magical part of this adventure: bugs. My playthrough had its fair share of glitches. Graphical weirdness, floating objects – par for the course, I suppose. But a broken day/night cycle? Being set upon by Volatiles in broad daylight, only to check the clock and realise it’s past midnight? Bloody hell! While Techland apparently patched that one (phew), I still ran into mission-critical enemy glitches where wiping out the baddies didn't trigger the next step. Not a game-breaker, as a quick restart usually fixed it, but still a proper headache.

So, after all that, what’s the verdict on *Dying Light: The Beast*? Look, it’s a bit of a Frankenstein’s monster, a discordant mix of Techland's greatest hits, mashed together with a dash of *The Last of Us* and a fair few rough edges. Sometimes it feels like a hard game to love, particularly with those fetch quests that'll have you feeling less like a hero and more like a post-apocalyptic plumber. But then it pulls you back in. Seriously, mate, it does. Just when you're about to throw your controller, it throws an exhilarating set piece at you, or one of those absurdly gorgeous yet foreboding sunsets. A tense trip to a mental asylum with disturbing notes, genuinely heartfelt side missions, or a ghastly delve into an underground rail tunnel – *The Beast* delivers on the B-movie mayhem front. Running around with an epic, flame-fuelled baseball bat, leaping over buildings, and occasionally switching into full-on Hulk mode is just *satisfying*. It looks stunning, too, with plenty of variety in its landscapes and those grotesque Chimeras and Volatiles. Ultimately, like Kyle Crane himself, *Dying Light: The Beast* might be a bit of a chaotic mix, but it somehow stays on the right side of coherent and, crucially, entertaining. It’s familiar fun, but with enough monstrous bits to keep you swinging.

Tags: Dying Light, Zombie Games, Techland, Action-Adventure, Survival Horror

Original article: Eurogamer