A lot of Dying Gentle is knowledgeable by the sequence’ melee-first design. Its impression may be seen within the harm system that causes its grotesque zombies to collapse with each slash of your blade, in addition to the weapon crafting, which turns family instruments into hilariously impractical killing machines. And, in fact, it influences the parkour motion, which lets you preserve properly away from chewing enamel and clawing palms.
So what occurs whenever you add weapons to this close-quarters components? And I don’t imply one or two rusty pistols, however an entire armoury stocked with shotguns, assault rifles, and plentiful ammo. That’s a query the subsequent sport within the sequence, Dying Gentle: The Beast, poses. The reply isn’t the plain one. Removed from reworking into an everyday first-person shooter, weapons have turned Techland’s newest into one thing that feels nearer to Crysis and even (should you squint a bit) Dishonored. They’re one other layer of an more and more diverse toolset that ensures each encounter is a sandbox solved by your personal guidelines.
For this month’s IGN First, I used to be in a position to play an hour-long mission from an early part of Dying Gentle: The Beast. This meant entering into the fight boots of Kyle Crane, the returning protagonist of the unique Dying Gentle. Held hostage and experimented on for 13 years by a shadowy determine identified solely as The Baron, I be a part of Kyle just a few hours into his quest for revenge. Deep throughout the new, way more rural zone of Castor Woods, I infiltrate one among The Baron’s factories. And, standing on the power’s roof, I realise my choices are extra diverse than the final time I performed Dying Gentle.
Utilizing Kyle’s heightened “survivor” senses (a good thing about all these experiments he endured), I’m in a position to spotlight the patrolling members of The Baron’s militia. Some are marked in orange, whereas others are purple; a sign of who’s armed with melee weapons or weapons, respectively. It’s a colour-coded menace degree that helps me arrange a plan of motion. Sure, it’s all very Batman: Arkham.
I begin proper in entrance of me with a blissfully unaware bowman. Approaching silently, I carry out a melee takedown utilizing a shiv I’ve crafted – a lot quicker than choking him out – after which swipe the bow from his corpse. Bows had been, in fact, in Dying Gentle 2, however stored out of attain till the again half of the sport. Their earlier introduction in The Beast guarantees a larger degree of engagement choices throughout the marketing campaign, particularly contemplating their ranged stealth potential.
Notching an arrow, I headshot the bowman’s buddies, together with a rifle-wielding sniper on the other roof. Nobody hears him hunch to the ground, so I’m free to parkour throughout and add his gun to my assortment. As soon as once more, my engagement alternatives develop: not restricted to firing single arrows and enduring lengthy draw speeds, I can take out teams of charging melee enemies earlier than they make it into hanging vary… though everybody round me will know precisely what’s happening. May as properly make a spectacle of it, then.
I dive right down to the roof under, the place an additional two riflemen, a squad of brawlers, and – delightfully – a pile of explosive gasoline canisters await. The dive triggers a slow-motion impact. It’s hardly the slick bullet time of Max Payne and the previous FEAR video games, feeling extra as should you’re all of a sudden travelling by way of sticky air relatively than changing into John Wick, but it surely nonetheless efficiently emphasises Kyle’s army background.
With this expanded toolkit, Dying Gentle’s encounters have graduated into an area just like Crysis and Far Cry’s sandboxes. Utilizing Kyle’s survivor sense lets you methodically take away enemies with weapons from the enjoying subject earlier than going toe-to-toe with much less harmful foes. Flowing fluidly from stealth takedowns to silent headshots to shell-sputtering shoot-outs allowed me larger management over the area than I’ve come to anticipate from the sometimes messy melees of Dying Gentle 2. Mixed with the parkour, which makes a good stand-in for teleportation, there’s even slightly of Dishonored’s technique to be discovered right here, too – albeit much less elegant in execution. My hope is that, past the boundaries of this demo, there are encounters that encourage a powerful number of approaches.
I’ve motive to be hopeful. As I discover Castor Woods, I encounter a zombie sporting a battery pack that detonates on contact, sending arcing forks of electrical energy by way of the horde. One other wears an explosive canister on its again – only one good shot will flip him and his buddies into barbeque. Speaking of seared flesh, I later purchase a flamethrower. It’s clear that there are many toys to experiment with, and I hope that Techland is playful sufficient to make use of these components to coax gamers into cleverly absurd options for clearing out the undead and lethal alike.
It’s price noting that Techland has upped its sport in relation to stealth, too. The bow, shivs, and instruments like throwing knives are naturally all excellent at silently dispatching human opponents, however there’s now a way for quietly avoiding zombies, too. Taking quite a lot of pages from The Strolling Useless’s e-book, now you can smear your self in undead guts with the intention to masks your human scent, after which casually stroll by way of the horde. It’s a easy stealth instrument, however one which’s extremely evocative of the fiction Dying Gentle revels in.

However Kyle isn’t particular as a result of he can use a gun or take a shower in a zombie’s insides. These aforementioned experiments have turned him into the titular Beast. It’s an identical backstory to that of Aiden Caldwell, the protagonist of Dying Gentle 2, however the place Aiden’s an infection gave him some zombie-like superhuman skills, Kyle has change into one thing a lot nearer to a leaping wrecking ball. Triggered at will after taking and dealing sufficient harm to fill a meter, Beast Mode lets you tear common enemies aside with gory animations akin to Doom’s Glory Kills. A thunderous floor pound violently throws foes to the seven winds – utilizing it indoors is successfully a display screen wipe assault, sending zombies splattering into the partitions and ceiling. All this got here in helpful towards the demo’s remaining boss, a towering “Chimera” zombie often called a Behemoth, which is able to hurling engine blocks and concrete boulders throughout the world. The Behemoth has quite a few simply recognised assault patterns, however the problem is in its resilience, in addition to the variety of minions that shamble after you. With Beast Mode engaged, I used to be in a position to simply clear these mobs and inflict huge harm spikes towards the boss.
However as a lot as going toe-to-toe with one other beast is sweet enjoyable, I’m truly extra within the utility facets of Kyle’s mutations. Techland tells me that playtesters have used the Beast mode’s prolonged leap skill to bypass total parkour challenges. And so it’s the unconventional makes use of of those skills that promise to hitch the likes of weapons and camouflaging your self with guts in guaranteeing that The Beast seems like a significant improve over its predecessor.
The scope of this demo was fairly restricted – actually, it was largely a playable model of the hands-off presentation I noticed at gamescom final yr, and so there’s nearly definitely extra to see in time. However having the ability to wander about this small slice of the world alone time allowed me to take pleasure in a number of the smaller particulars. The world seems like a considerable improve over Dying Gentle 2, not a lot in degree design (though a lot of what I preferred in regards to the previous city part of Villedor returns) however in ambiance. The new climate results system is phenomenal, with storms drenching the panorama with heavy rain and winds whipping bushes, bushes, and lengthy grass right into a frenzy. And when the solar units, the sunshine actually does die. It’s practically not possible to see throughout the witching hour, forcing you to sparingly use your flashlight to navigate between the patrol paths of the way more tough nighttime terrors. Lengthy-time followers who pine for the scarier nights of the primary sport ought to hopefully be properly catered for.
After I left my appointment with Techland at gamescom final yr, I used to be considerably skeptical as to how weapons would have an effect on the core concepts Dying Gentle is constructed on. Naturally, the studio wished to indicate off its new toys, and that hands-off demo was performed largely as a shooter. However having had the chance to play myself, wherein I had the company to decide on when and the place weapons had been deployed, I shortly realized that firearms are only one element of Dying Gentle: The Beast, not the primary attraction. Their addition, alongside what seems like a strengthened inclusion of the bow and the sequence’ many trademark DIY melee options, made the demo’s encounters really feel richer and extra textured. Every fight state of affairs felt like an issue with a dozen options, relatively than the melee mosh pits that I sometimes discovered myself in whereas enjoying Dying Gentle 2.
The query now’s how all this evolves over the broader sport. There are a number of instruments and weapons that I didn’t get in depth or any time in any respect with, such because the aforementioned flamethrower and oddities like a throwable shock knife, and so my hope is that The Beast always provides weapons with distinctive utilities to the toolkit. After which, in fact, there’s your mutations; every Chimera you kill lets you inject extra freaky DNA into your veins and unlock a talent tree of powers. I can solely hope that the additional down these branches you go, the extra wild your skill set turns into. And supplied the marketing campaign continues to supply up fascinating challenges that encourage using each skills and instruments, then I feel The Beast could possibly be a way more fascinating sequel than it initially seems to be.
Matt Purslow is IGN’s Senior Options Editor.
