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GamesRadar
GamesRadar
Technology
Jasmine Gould-Wilson

Dying Light: The Beast's dialogue choices are all about character building instead of story-shaping, and it fixes my biggest problem with Dying Light 2

Dying Light: The Beast screenshot of Kyle Crane with blood on his face, with a Dying Light The Beast overlay.

"Close your eyes," Kyle tells a bloodied bandit before granting the mercy he's begging for in Dying Light: The Beast. The guy was a goner to begin with. I'd been interrogating him for a few minutes – why are bandits slaughtering my allies at the Town Hall? – and only after offering a quick death does the doomed lackey stop spitting curses to reveal the bandits' location.

After he gives up his brethren, Kyle has a choice: put a bullet in his brain, as promised, or leave him to the mercy of Biters and Volatiles as dusk approaches. Like all choices in Dying Light: The Beast, this one has no repercussions save for what it says about Kyle's own headspace. There's nobody in the room but you and your conscience, and when these choices pop up, they give the player a moment to reflect. What would I do as Kyle Crane at this very moment?

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