Hardly any studio has shaped the zombie action as Techland-and with “The Dying Light: The Beast”, the series not only celebrates a technically souvenir, but also emotionally charged home. It is the long -awaited “third” chapter that pushes the series instead of Harran or the dystopian villor into the Alpine Grenzland of the Castor Woods. Around 13 years after the events of “The Following”, protagonist Kyle Crane returns to the genre, tortured and driven by revenge – and a scary hunger for justice.
It is more about the apocalypse: the series celebrates its own DNA here, but at the same time it is sensitive enough to read the struggle for survival as a political parable for isolation, guilt and fatal effects seemingly inherent disasters.
But what remains after the hype-contaminated social media pre-glow and the struggle for fan service? The ambitious attempt to put the players again with a courageous realignment of the game world – apart from urbanity, towards the psychological thriller in the forest.
Worum geht’s in „The Dying Light: The Beast“?
Table of Contents
“The Dying Light: The Beast” continues the zombie saga and moves the action into the winding wilderness of Castor Woods. Main character Kyle Crane, once caught in Harran, is now becoming a dark revenge angel that breaks out of a secret research facility after years of illegal experiments. The game world, an alpine resort at the end of civilization, is overcrowded by undead of undead, deadly mutations (“chimeraries”) – and a paramilitary syndicate led by the pharmatycoon “Der Baron”.
New, cool mechanics: Kyle can extract the mutating chimerian blood to increase its beast mode forces. These power-ups are central progress engine-the more blood, the more its transformation and skills.
The missions switch between open survival tasks, dense story strands and optional side quests, some of which place a surprising value on emotional depth and the suffering of the survivors. The background story also increases: from podcast foundations to newspaper scraps to secret asylum files, the game spins a dystopian world full of horror and painful memories.
The biggest structural innovation: less map-overloaded collective tasks (finally!), More selective, narrative-driven survival moments with strong focus on psychological conflicts.
What did we like?
The combat system in “The Dying Light: The Beast” is an uncompromising pleasure for action fans. Every blow with improvised weapons is reinforced by crunchy hits feedback and an amazingly realistic gore representation, the splatter remains ultra-brutal without being desired.
With the Alpine Setting, Techland dares to break with series conventions. Instead of insane urbanity, dilapidated holiday departments, moral forest and abandoned settlements determine the picture. The environments appear atmospherically densely, dynamic weather and day-night rhythm give the open world real survival flair.
Surprisingly, the game attaches a surprising value to emotional side quests. The figures on the edge, with which main character Kyle Crane interacts, look less like filling material than like small, independent stories – from despair to hope, from guilt to despite. Here the Writing proves new quality and takes time for quiet, thoughtful tones.
However, Beast mode mechanics remain real highlight: after years of missed experiments, Kyle activates a kind of berserk state, grows beyond itself, heals and mutates for a short time. The system gives the gameplay strategic depth, challenges the risk and brings a welcome hardness and relief in crucial situations.
But not only solo: the co-op function allows the entire story to be played through with up to four players-without frustration over progression losses. In addition, the brilliantly brilliant parkour system is joined: almost everything is climbing and explorable, the movements look physically coherent and do not allow delays.
What didn’t we like?

The main story of “The Dying Light: The Beast” remains largely formulent, friends of large twists or original opponents are rather disappointed here. Antagonists and figures of the spectacle often act like clichés, the dialogues repeat stereotypical from dozens of genre films. The narrative middle ground between B-movie charm and real depth of character is rarely exceeded.
The parkour system and enter hooks learn detailed improvements, but remain hooky in places; It is not uncommon for frustration to arise because some passages with timing and precision are more annoying than demanding.
The new mobile vehicles are more likely to cause disillusionment: they serve as a practical transportation over the wide map, but the driving experience itself remains stiff, the control is not very inspiring, and the cars are really used primarily for the run of undead, but not as an independent mechanical highlight.
The game shows real weaknesses immediately at the start of the game at the tutorial and the entry -level aids: many systems are superficial, others even explained over complex; This can make access quite difficult.
There are also visual and technical quirks: here and there physics objects go through walls, sometimes it rains in the closed room, and occasionally clipping errors appear. Thanks to the liquid performance, they rarely disturb the game flow, but the optics are left in the context of the 2025 game year. We tested the game on the PS5 Pro and expected raytracing or more modern lighting systems. There is native HDR support for this, but we deactivated after a few moments because it was too blatant.
Finally: fighting against human opponents quickly gets to the routine-they feel interchangeable with classic cover shooter mechanics and, in contrast to the gripping clashes with the undead, convince little.
Unser Fazit zu „The Dying Light: The Beast“
“The Dying Light: The Beast” is neither the radical renewal nor the innovative quantum leap, but as a tough horror-sandbox game it works better than ever. The mixture of brutal melee, disturbing mutation mechanics and a melancholic, almost literary open world makes the game the best part of the series so far-precisely because Techland sets near Fan, repetitive map tasks and does not lose sight of the emotional depth.
If you are looking for clever story leadership, surprises or complex role-playing decisions, you will be disappointed-there is as much adrenaline and survival tension in the blood rush against 1,000 undead as it has not been since the first series.
Technical defects and narrative mediocrity are more than balanced by unforgettable horror atmosphere, brilliantly staged battles and the courage to focus on the essentials. The beast is back – and as uncompromising as fans hoped for.
“The Dying Light: The Beast” has been available for PlayStation 5, Xbox Series and PC since September 18, 2025. The game is released from the age of 18 and costs 60 to 70 euros.
