
BECOME THE BEAST. SURVIVE THE NIGHT. A terrifying new chapter in the Dying Light universe begins. As Kyle Crane, explore the vast and unpredictable wilderness, uncover a deadly evolution of the infected, and learn to control the beastly powers awakening inside you.
Most likely between $51.5M and $145.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 86% | approximately $85.9M |
| PlayStation | $34.99 | 91% | — |
| Xbox | $59.99 | 84% | — |
| Epic | $29.99 | 94% | #11 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2780 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I'll probably edit this later but the first 5 hours have not been impressive. The graphics are old and dated, the story is a mess, and all the mechanics I disliked in 1 and 2 are back. Overall I enjoy the exploration gameplay though and will probably keep playing. But the thing that makes me want to downvote this is the tired usual sexism and racism of AAA games. Game is set in Switzerland, so of course the NPCs are 40% African, 20% Asian, and 40% middle eastern. Ah, there is single blue eyed blond haired NPC though, the main villain. Of the 3 faction leaders, all are women who are strong angry girlbosses. At least there's not Denuvo this time.
Game is horrible story came from a chatgpt promt it seems climbing is much worse grapple hook is much worse if you wanna be someones little ♥♥♥♥♥ errand boy for 20 hours good game ig
https://www.youtube.com/watch?v=YzkdYDDWk5c Bringing back Kyle Crane is easily the best decision the franchise could have made, and stepping back into his shoes feels fantastic from the very first minute. The story gives his journey the proper continuation fans have been waiting for, picking up years after the quarantine horrors and showing how the experiments have turned him into something much more dangerous. Tapping into Crane's beast abilities alongside the classic parkour and brutal melee combat makes tearing through infected swarms feel awesome and super satisfying. The rural valley map provides a great playground for running across rooftops, climbing watchtowers, and driving vehicles, all while keeping the terrifying nighttime tension that made the original so special. Best of all, the way the narrative wraps up is super exciting, answering key questions while clearly leaving the door wide open for even more adventures down the road.
Dying Light: The Beast strips away a lot of the bloat from recent entries to deliver a tight, action-packed standalone adventure set in Castor Woods. Bringing back original protagonist Kyle Crane, the game nails the series' signature fluid parkour while introducing raw, rage-fueled beast powers that make zombie slaying feel viscerally satisfying. While the story stays fairly predictable and some side content feels familiar, the atmosphere and core combat loop are top-tier. It's a fantastic return to form that will easily satisfy survival-horror fans.
I've always liked Dying Light. I think when it came out Dying Light 1 was something very new and a huge improvement from Dead Island. The Parkour, night time mechanics, improved combat, etc at the time were something we didn't get from other zombie games at the time. The various entries since then have mostly been the same game though. Yeah, there were improvements here and there but I never felt like I was experiencing some new even in the full fledged sequel, let alone the standalone spinoff titles. The Beast also does not feel new to me. But, it does feel so much more refined than DL2. The combat feels better than it ever has. The beast mode is fun and gives a cool power fantasy that really goes well with the game. The parkour feels smooth and most of the "fun" parkour skills are unlocked from the beginning which means you get to have fun straight out of the gate. This has made the beginning of the game so much less tedious. Encounters are paced well, the environment is so much more interesting than the dusty desert cities of previous games. The game runs well and I've experienced no crashes or frame drops on maximum settings (using both FrameGen and Ray Tracing). I picked it up during the summer sale on a whim, it's very good if you always have kind of liked Dying Light. It doesn't reinvent anything but I think the level of refinement here combined with a simple but still fun "beast mode" is great. No comment on the story, it's passable, maybe even good if you like these kinds of stories. I don't really play DL for the story nor do I care much about it. You can skip all cutscenes which is a HUGE bonus in my mind.
[h1]!ОДИН ИЗ САМЫХ БОЛЬШИХ СКАМОВ В ИСТОРИИ ВИДЕОИГР![/h1] Я прошел игру и искренне не понимаю восторженных отзывов, я считаю что игроки должны были буквально утопить игру в негативных отзывах, но вместо этого повелись на "ностальгию", всё что нужно было сделать разрабам, так это вернуть главного героя из первой части. [h1]МИНУСЫ ИГРЫ:[/h1] - Главный герой и сюжет. Я искренне не понимаю этого восторга. Сюжет и персонажи Dying light никогда не были сильной стороной этой игры. Главный герой это буквально тупой бык который только убивает зомби и не обладает каким-то сверх интеллектом судя по тому что я увидел, сюжет постный, персонажи вообще ничем не запоминаются, главный злодей тоже из себя ничего не представляет. - ПАРКУР, А ВЕРНЕЕ ЕГО ОТСУТСТВИЕ. Это главное разочарование игры. В городе буквально негде прыгать, ты мало того что не можешь бежать без остановки по крышам зданий как во второй части, ты не можешь даже просто залезть на крышу какого нибудь дома без остановки и продумывания маршрута, я как будто в Лару Крофт играю а не в dying light. Сам город маленький и одноэтажный, паркур супер непродуманный, постоянно мешают зомби ЭТО ОТДЕЛЬНАЯ ТЕМА. Если в пределах города паркура мало, то за пределами города его НЕТ ВООБЩЕ, просто пустое поле с бесчисленными толпами зомби и одиноко стоящим деревом. За пределами города ты играешь не в dying light а в фар край. - БОЁВКА. Драться в игре очень душно (да именно душно), дело в том, что в этой части обычные зомби очень сильно любят "пообнимать" тебя, а учитывая их количество бой превращается в какое-то нелепое недоразумение, ты просто будешь 80% времени проводить в захвате и судорожно наживать F чтобы из него выбраться. - НОЧНОЕ ВРЕМЯ. После второй части было много воплей по поводу лёгкой ночи, хардкора им не хватало. Ну вот получите, я уверен все те нытики что играли в эту игру тупо скипали каждую ночь, потому что прыгуны стали какими-то нереально сильными. Чтоб вы понимали, на убийство одного прыгуна я потратил около 5 магазинов автомата и почти полностью прочность мили оружия, конечно же я убил я его методом (пару раз тыкнул, шмальнул и в укрытие под свет). Прыгуны мало того что безумно смертоносные, так их еще очень много. - ЗОМБИ! ЗОМБИ! ЗОМБИ! МНОГО ЗОМБИ! Сюжет разворачивается в небольшом европейском городке, но по факту, зомби так много на улицах, что у меня сложилось впечатление что события происходят где-то в Мумбаи. По городу просто невозможно передвигаться, ладно бы они были только внизу на улицах, так разрабы еще и все крыши зомбаками засрали, паркурить очень неудобно и нет никакого фана. [h1]ГЛАВНЫЙ МИНУС ИГРЫ заключается не столько в вышеописанных проблемах, сколько в принятии игроками этого недоразумения. Эта игра вообще не должна была выходить отдельно, это было изначально dlc ко второй части. Разрабам пришлость искусственно затянуть игру средством вынужденного убийства боссов (в стиле юбисофт). Игра сама по себе очень короткая. Исходя из таких тёплых отзывах об этой игре, techland со стопроцентной вероятностью выкатит следующую игру подобной этой. Без паркура. Без хорошего нарратива. С перебафаными прыгунами.[/h1] Игроки единолично виноваты в грядущей смерти игры, я уверен что они испытали такие же ощущения что и я, но чувство надуманной ностальгии по Кайлу Крэйну оказалось сильнее. ДУМАЙТЕ!
Why the flying ♥♥♥♥ is this game reviewed so positively. This sucks. The only thing that's better are the visuals, and they're good, but man, the game underneath is so much worse in every regard. They really designed Dying Light in 2015 and then just fired every designer and kept vaguely remembering the design after each iteration. At least this time the developers played the last game before starting making this one.
体量小(地图还没一代信徒dlc大),剧情也一般
It's kind of boring. Would'nt recommend for a purchase for it feels half-baked all the way trough. A shame they charged full price for a product which feels like its story was written by some trainees.
It's like a slightly better Dying Light 2, but that's not a high bar You have a hidden stamina bar that's just used for sprinting, and then you have a visible stamina bar exclusively used for combat. Except if you have the Dash skill, then the visible stamina bar can also be used for sprinting, but the invisible stamina bar can still run out while you're depleting the visible stamina bar, stopping you from sprinting. This segregated stamina system seems like a poorly thought out attempt at reducing the amount of stamina management and speeding up the pace of the game, but feels very amateurish. I believe they even backported this into Dying Light 2, too Another lovely change they've made is adding extra inputs to activate skills. You now have to press not two, not four, but three (3) buttons just to dropkick a zombie. If it's their attempt to make the skill less appealing, then I guess it succeeded. Maybe they could have made the rest of the combat more appealing instead though. There's almost no real passive skills, they all require additional button presses to make any use of them. Nearly every skill that could be considered "passive" are just crafting unlocks, or reduced vehicle damage or fuel usage (because of training, I guess) We are now three games deep into this series and the developers still haven't figured out that if you can open a menu (such as the inventory or map) with a key, that the same key should also close it. You can hold the inventory key for half a second to close specific menus, but they would rather have you reach all the way over to ESC key. Except for the skill tree menu, for some reason that one can be closed with the key you opened it with. Speaking of keybinds, you'll may run into fun situations where you receive a distress call, and to answer it, you need to press and hold the Flashlight keybind. Shared keybinds are fine, but for as long as that distress call prompt is up, you cannot toggle your flashlight, even if you're in the middle of a stealth section where turning off your flashlight would be ideal. The prompt and the flashlight cannot have their keybinds decoupled. The writing is just as terrible as ever, so nothing has changed in that department: "He's already more compliant and obedient than you ever were." Plenty of typos too, unless the writers really don't know the difference between "effect" and "affect"