Home » Dying Light: The Beast – Flamethrowers, Guns, and Guts

Dying Light: The Beast – Flamethrowers, Guns, and Guts

The melee-first gameplay of Dying Light has always defined the series—from explosive zombie dismemberment to duct-taped crafting chaos. But with Dying Light: The Beast, developer Techland throws a major wrench into that system: firearms. Not just a couple of rusty pistols, but a full-blown arsenal of shotguns, rifles, and ample ammunition.

It sounds like a radical shift, and it is—but not in the way you’d expect.

More Crysis, Less CoD

During a one-hour mission from The Beast, I took control of Kyle Crane—yes, he’s back—now a test subject-turned-revenge machine. The setting, Caster Woods, is a more rural zone with room for experimentation. From the start, it was clear: this isn’t just a zombie-smasher anymore.

Using Kyle’s new “Survivor Sense,” I scanned for militia soldiers around a factory. Orange highlights meant melee weapons, red meant guns. Planning my approach felt more Batman Arkham than Dying Light 2. I started with a silent takedown, stole a bow, and headshotted a rooftop sniper before crossing over with parkour to grab his rifle.

That freedom to switch between stealth, ranged, and all-out brawling gave each encounter a unique shape. The dive attack even triggered a slow-motion effect—a far cry from Max Payne, but effective enough to emphasize Kyle’s military training. It’s not quite Dishonored, but it’s in the same neighborhood.

Combat Is a Puzzle, Not a Panic (Dying LIght : The Beast)

With bows returning early and ranged weapons playing a bigger role, combat feels more strategic than ever. Clearing out ranged enemies before brawling, chaining stealth kills into rooftop shootouts, and launching a flamethrower into zombie mobs—it’s all part of your toolkit.

One moment stood out: a zombie wearing an explosive canister. One shot, and the blast took out a whole group. Another had a battery pack that electrocuted nearby enemies when triggered. These mechanics reward players who experiment and observe, not just swing wildly.

Stealth is deeper too. You can now mask your scent by covering yourself in zombie guts—a gruesome but fitting nod to The Walking Dead. It’s a simple trick, but it makes navigating hordes less of a gamble and more of a tactic.

Kyle Crane Becomes the Beast

Crane’s transformation into “The Beast” isn’t just narrative fluff—it’s mechanical. When enough damage is dealt and taken, Kyle enters “Beast Mode.” Think Doom-style glory kills, thunderous ground pounds, and massive crowd-clears. It’s especially useful during boss fights, like the towering behemoth chimera in the demo, which hurled debris and summoned zombie adds.

But it’s the utility of these mutations that’s even more exciting. Testers reportedly used Beast Mode’s leap to bypass parkour puzzles entirely. Combined with an evolving skill tree earned by absorbing chimera DNA, the promise is clear: mutations aren’t just power-ups, they’re solutions waiting to be discovered.

Darkness, Atmosphere, and Depth (Dying LIght : The Beast)

While the combat is flashier, The Beast also nails tone and world-building. Caster Woods feels denser, darker, and more immersive than Villidor. The new weather system adds to that mood—rain lashes the terrain, wind rustles through overgrowth, and at night, it’s dark. The kind of dark where your flashlight barely helps, and Volatiles rule the world. Classic Dying Light fans, take note—this is a return to fear.

After last year’s Gamescom hands-off demo, I worried the addition of guns might water down what makes Dying Light special. But hands-on time revealed the opposite. Firearms don’t replace melee or parkour—they add layers. I was solving combat puzzles, not just surviving chaos. And there’s still plenty more I didn’t try: the flamethrower, shock knives, and deeper mutation branches.

Dying Light: The Beast could’ve easily lost its identity by going heavy on gunplay. Instead, it’s leaning into the chaos and letting you decide how to approach it. If Techland can keep this momentum throughout the full campaign—balancing stealth, crafting, mutations, and momentum—this may be the most exciting evolution of the franchise yet.

Written by
Cecil Sales is a gaming expert and writer for Gamer.org, where he explores the latest trends, reviews, and industry insights with a sharp eye for detail. With more than a decade of experience in the gaming world, Cecil has developed a reputation for blending thoughtful analysis with an accessible, player-focused perspective. He covers everything from blockbuster releases and indie standouts to esports and the future of interactive entertainment. Passionate about storytelling and game design, Cecil brings both expertise and enthusiasm to his work. Away from the keyboard, he enjoys strategy RPGs, competitive shooters, and experimenting with VR worlds.

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