Dising Light: The Beast will be billed as a return to horror in the undead free running series. I don’t remember enough about the previous game to make forensic comparisons, but I can say I was following the practice of the beast for 15 minutes after what felt like a zombie-decathlon team.
My “unstable” tracker was a faster sprinter, so moving in a straight line was the recipe for attack. Instead, they relentlessly doubled small terrain fixtures such as box cars and wire fences, and either tried to break Pathfinding, or at least engineered Zumbo’s traffic jams to escape. Oh, so you’re going to chase me into this shipping box, right? If that’s the case, I’ll jump it off again. I can do this all day, a clever guy. In fact, the game development presenting this demo has the appearance of someone beginning to regret life choices in a presumably explosive way, so put an end to these parkour parlor games and head towards the waypoint.
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After many Benny Hillies abooted on the train truck, I found my way upstairs to Sufarm and slammed the window on the oppressive fingers of the persecutors. Alas, Saferoom has proven unsafe. In the beast, each shelter must be reserved after entry for another small purpose.
This is a good way to calibrate player relief, in this case, for slow burns, replace the headlong flight frenzy, find and re-energize the generator. Like the whimsical habits of generators, this hid underground, full of revived horizontal undead. Luckily, the restful horizontal, room full of undead proved to be a great opportunity to test the honorable beast mode of new dying light. He was charged with regular brawls, which allows him to hit a deadly corpse like a party balloon.
It’s safe to say that Kyle Crane, the dying hero of Light, had more abilities than ever on paper than he was in the beast. He is an off-trained athlete and has access to both the flashy melee move sets of Dying Light 2 and the guns from the first game (before-delayedly featured in the second game after release). Mix the beast’s functions, a by-product of the zombie infection that Kyle is aiming to treat – and you have the basic ingredients of eternal destiny and dropkicks. But in theory, all of that facts are checked by the greater threat we encounter in the world opened after darkness.
“I think the most important change from player feedback is how scary, how nervous, how difficult the night experience is,” says Tymon Smekta & Lstrok, franchise director at Techland. “We wanted the night to be a little more accessible with Dying Light 2, but it worked. The game was a commercial success.
“But our core community has told us that this is not a dying light. When we go to sleep, we want this terrifying horror experience where the dying light stays in our hearts. This is a proper survival horror game.”
Naturally, the level of fear is also modulated by the terrain. Rather than multiple maps from previous games, Dying Light: The Beast has one open world with a variety of biomes and architectural types spreading across urban and farmland. The central tourist area is, as mentioned in the comments, “parcourt paradise.” The swamps around the suburbs are not suitable for free running, especially in foggy conditions. Know that swamp level outlook is awkward and why you don’t, there are driveable (and destructible) cars to speed up you.
When I go to my demonstration, the industrial area of maps is perfect for climbing, but it is also safely flooded with living humans wielding rifles and bows. I didn’t pick up much of the backstory here, but the point is that someone is experimenting with zombies and someone has a civilian army at their disposal.
I enjoyed quite a bit of time rocking around the industrial district, inserting arrows into the imet as if they were pretending to, and getting them along with the victim’s weapons and ammunition. I wasn’t too impressed with the warehouse combat spells that gave way to the easy-to-feel corridor shooting of the game’s Far Cry. The dying light never convinced me as an FPS, and the beast’s customizable firearms abundance is unlikely to change that opinion. Human enemies are the everyday white noise so far. Some people try to cover and put their sides on their sides, others run at you and shake your machete. Like previous games’ threats, it can change over time.
I was most surprised by the boss fight that concluded the demo. With my bust out of the underground lab, I had to seduce the illicitly enhanced zombies with a large bottle of T-virus perfume. Zombie enhancement proved to be a corpse with the size of an elephant seal. I think it’s a real accusation of horror games when their idea of a pace changer is a zombie who sometimes gets off the gym.
The boss started the wreckage lobing me and made a well-integrated batter ram attack. I’ve done a lot. Mostly because, to be honest, I wasn’t forced enough to dodge or use my gear. But then I once again felt the space fatigue of the developer sitting on my elbow, pulling out the fight in time for a short deadline chat with Smekta.
I hadn’t thought of dying for years – there are plenty of zombie horror games, and first-person Parcourt is not an attractive prosperity in the age of the original mirror edge. Everyone now knows how to pole swing even Doom Guy. Still, I’ve seen the beast approaching, and I’m rooting for it. I refer to Meathhead bosses fighting, corner strafing peak shots are rare or skippable, and the majority of the game is simply about running away in the dark.
(TagStoTRASSLATE) The Died Light: The Beast (T) Action Adventure (T) PC (T) PS5 (T) RPG (T) Shooter: First Person (T) Techland (T) Xbox Series X/s