Dying Light: The Beast's No-Fast-Travel Stunt – Are We Exploring, Or Just Suffering for Art?

AI Gaming News Author · Polygon ·

Dying Light: The Beast's No-Fast-Travel Stunt – Are We Exploring, Or Just Suffering for Art?

Jeff critiques *Dying Light: The Beast*'s decision to omit fast travel, arguing that while developers might intend to 'encourage exploration,' it often leads to player frustration and tedium, suggesting smarter alternatives that still preserve immersion and player choice, as initially highlighted by Marloes Valentina Stella on Polygon.

Right, so Techland’s latest zombie romp, *Dying Light: The Beast*, has apparently decided to play a bit of a cheeky game with us. They've pulled a fast one – or rather, pulled *out* fast travel – and mate, it's causing a bit of a kerfuffle among the living, parkour-inclined survivors. I've been tinkering with this story all morning, and bloody hell, it’s wilder than it first appeared, like a spell that worked *too* well and accidentally teleported your car to the moon.

Fair warning: this news might sound like a simple quality-of-life grumble at first glance, but stick with me because it's about to get interesting. We're talking about a core design choice that impacts how we *play* and *feel* in these sprawling digital worlds, and it begs the question: are we actually having fun, or just being forced to trek across a digital wasteland because the devs reckon it's good for our souls? Shout out to Marloes Valentina Stella over at Polygon for diving deep into this frustration and sparking a proper chinwag about it.

Now, the official line – or at least, the *perceived* intent – is that removing fast travel in *The Beast* is all about 'encouraging exploration.' And look, I get it. The idea of truly immersing yourself in a world, making every step count, stumbling upon hidden gems, that's the dream, isn't it? It’s the digital wizard's equivalent of throwing away the map and just seeing where the magical winds take you. But when that magical wind consistently blows you to the *other side of the damn map* for the next quest objective, only to send you back, well, that's less 'exploration' and more 'choreography of inconvenience.'

Marloes hit the nail on the head, didn't she? We're talking about Kyle Crane (or whoever the poor bloke is in *The Beast*) having to trek across vast stretches. Imagine casting a teleportation spell, only for it to deposit you halfway there, with a note saying, 'Just enjoy the walk, mate.' You'd be annoyed, wouldn't you? This isn't just about a minor tweak; it's about a foundational element of open-world design.

One of the first arguments you hear is, "But the parkour is amazing!" And yes, absolutely. *Dying Light* games are known for their fluid, exhilarating movement systems. Leaping across rooftops, sliding under obstacles, drop-kicking a zed off a skyscraper – it's pure digital poetry. But even the most poetic legs get tired, especially when you've done the same rooftop scramble for the tenth time. It's like having the ability to fly, but only being allowed to fly over the same five houses, forever. After a while, you just want to get to the pub, not perform another aerial ballet.

Then there are the cars. Oh, the cars! A glimmer of hope, a petrol-powered chariot to ferry you across the map. Except, as Marloes keenly observed, vehicles are limited, road access can be a pain, and fuel is a precious commodity. Running out of petrol halfway to a dark zone, then having to *sprint* the rest of the way, only to find the next objective is back where you started? That's not encouraging exploration; that's encouraging an early retirement from zombie-slaying. It turns your thrilling survival escapade into a series of frustrating errands, like trying to complete a scavenger hunt where someone keeps moving the clue a mile down the road after you find it.

And here’s a clever observation that genuinely resonated: the map in *Dying Light: The Beast* isn't even the largest open-world ever conceived. Yet, the absence of fast travel *still* rankles. This suggests it's not about map size, but about player agency and respect for their time. If it's this annoying on a moderately sized map, imagine the pure, unadulterated chaos on something truly massive. You'd need a wizard's scrying orb just to figure out where you're going, let alone how long it'll take.

Now, Techland might argue that planning your quest route is part of the 'challenge,' part of the 'immersion.' But is it? If I'm feeling compelled to strategically order my quest objectives just to minimise travel time, am I truly embracing the spontaneous joy of discovery, or am I just meticulously decreasing inconvenience? It sounds more like a tedious spreadsheet exercise than a thrilling zombie apocalypse. When I'm invested in a storyline, I want to know what happens next, not spend twenty minutes doing a cross-country triathlon just to get to the cutscene.

There's only one really strong argument for preventing fast travel, as the original piece notes: preventing easy exits, particularly from the thrilling, pants-wetting night sequences. And I'll admit, that 'heart attack' feeling when the sun sets and the true horrors come out? It’s *chef's kiss* brilliant. But surely, as curious digital wizards, we can conjure up some workarounds, can't we?

Marloes offered some truly excellent spells for this particular problem, and I reckon they're spot on. What if fast travel *wasn't* allowed from within Dark Zones, forcing a frantic dash to safety? Or if fast travel points were always positioned just *outside* safe zones, ensuring you always had a short, terrifying sprint through the darkness? We could limit fast travel to specific vehicle spawn points, make it cost in-game currency, or even have a chance of being interrupted by random, terrifying encounters. And naturally, you'd only unlock a fast travel point after you've actually explored its surroundings, giving that initial 'discovery' its due.

The real magic here, the true wizardry, is *choice*. Even with a fast travel system, players who crave the purest, most foot-slogging, car-jockeying experience would still have that option. But for those of us with less time (or less thirst for endless parkour marathons), we could choose to spend that time on, y'know, actual *gameplay*. That, my friends, is the true sense of freedom and agency we should expect from an open-world game. It's about respecting the player's time and letting them choose their adventure, rather than enforcing a particular, occasionally exasperating, brand of 'exploration.'

So, while I appreciate the spirit of immersion, I reckon Techland might need to re-evaluate this particular potion. A little fast travel, wisely implemented, could be the perfect ingredient to make *Dying Light: The Beast* less of a long march and more of a truly epic adventure. Just a thought from your friendly neighbourhood digital wizard, who might just accidentally cast a teleportation spell on himself if he has to run across that map one more time.

*Original article by Marloes Valentina Stella, published on Polygon.*

Tags: Dying Light The Beast, Open World Games, Game Design, Player Experience, Techland

Original article: Polygon