Every once in a while, a big-budget game comes along that doesn't just look good, but also runs well. Now, on paper, that should just be the norm, but AAA gaming and optimized titles haven't been getting along for a while now. One rare case, however, is Dying Light: The Beast. It's Techland's long-awaited follow-up to its parkour-infused zombie series.
The game may not be perfect, but it's stable, consistent, and unapologetically optimized for everyone. From those still hanging on to their trusty GTX 1080s to those who are yet to move from their 20-series cards. Still, it's pretty iconic how we're at a point where this level of performance feels almost shocking. It's not praise for the industry, but it surely is an indictment.
The Beast is a modern AAA game that just works
In today's day and age, that's a rarity
The first thing you notice when booting up Dying Light: The Beast isn't its visuals, its scale, or even the much-awaited return of Roger Craig Smith as Kyle Crane. In fact, it's how buttery smooth the game runs. Whether you're playing on PC, PS5, or the Series X, the game maintains steady frame rates with almost no dips, stutters, or shader compilation hiccups. On my PC, it booted up quickly, detected the hardware properly, and offered a surprisingly generous amount of graphics options. All of this actually makes a difference.
Techland's decision not to chase the ray tracing craze right out of the gate deserves some serious applause, here. Like Atomic Heart before it, The Beast instead opts for a clean, well-lit presentation that doesn't hinge on RTX reflections or shadows to look atmospheric. Instead, it relies on strong texture work, careful lighting design, and dynamic weather systems to make its world come alive. You'd be surprised how much of that "next-gen look" you can achieve without nuking performance just to show off fancy reflections in puddles.
Forgoing ray-tracing is a huge reason for the game's great performance
Paired with impressive optimization, The Beast scales incredibly well across older-generation GPUs
Ray tracing may sound like the holy grail of modern graphics, but it's still an expensive, power-hungry luxury that very few players can actually afford to enable. In contrast, Dying Light: The Beast feels like a statement which reads, "you don't need cutting-edge lighting tech to look cutting-edge." That's a gutsy stance for a game this ambitious.
By forgoing ray tracing for now, Techland has ensured that The Beast would scale gracefully across a whole range of systems. In a year when AAA releases like Metal Gear Solid Delta: Snake Eater and Borderlands 4 have not been kind even to the latest 50-series cards and flagship GPUs, The Beast runs incredibly well even on mid-tier GPUs like the RTX 2060 or the RX 5700 XT. Heck, even on a 1660 Ti, the game manages to deliver close to 60fps on low settings with FSR (since the card doesn't support DLSS).
Rasterized graphics in 2025 are incredible, and clearly, they have only gotten better with time. The ray tracing tax is incredibly hard to justify, as it has always been, and there are only a handful of games today that truly make the performance cost worth it.
Praising the game still feels ironic, sadly
I love how well it runs, but shouldn't it be the norm?
Let's be honest, though β we've collectively lowered our standards. The industry lately has conditioned players to expect day one patches, stuttering frame rates, broken PC ports that compile shaders at the cost of horrible 1% lows, and constant hotfixes just to make the games we paid full price for function. So when something like The Beast arrives and simply runs without imploding, it feels... revolutionary?
It shouldn't be. This is (and should be) the bare minimum.
And yet, here we are, applauding a studio for doing something that, a decade ago, was standard practice. Remember when games launched and you could just play them? No 90GB patch, no three-year-long roadmap for ironing out bugs and glitches and improving performance? The new Dying Light game does evoke that old-school confidence, and that alone makes it feel special. It's a polished product on day one, which is a rarity in today's day and age.
The Beast's optimization says more about the state of modern gaming than it does about Techland's brilliance.
Here's the bittersweet truth: the fact that The Beast's optimization feels like a breath of fresh air says more about the state of modern gaming than it does about Techland's brilliance. We've set the bar so low that "a game that runs properly and doesn't render old PCs obsolete" is now headline-worthy. Yes, the game absolutely deserves its praise, but it also exposes how complacent the industry has become.
We shouldn't be surprised when a big game launches smoothly. Instead, we should expect it. And yet, in a market riddled with technical disasters, The Beast feels like an act of rebellion.
Optimization feels like a lost art, but Techland has quietly mastered it
Beautiful where it needs to be, efficient where it can be
Techland has always understood that performance is part of immersion. Even on a terribly under-powered HP laptop that I got in 2013 for college, the first Dying Light game ran at 30fps when I plugged that aging thing in. It really shouldn't have run at all, but it did, and that was my first playthrough of a brilliant game that eventually made its way on to my Mount Rushmore, becoming the one I've played a whopping seven times over.
That same DNA is evident in Dying Light: The Beast. It doesn't have the most photorealistic environments or the densest zombie hordes, but every design decision here feels deliberate. The lighting engine is tuned to give you depth without dependency on heavy rendering techniques. Shadows are believable but still manage to remain efficient. Textures are sharp where they need to be, and very cleverly masked where they don't, outside of the occasional square-shaped blood pool.
When good art direction does the heavy lifting, ray-tracing isn't needed to sell the illusion.
It's the game's dynamic time-of-day and weather system that make it feel alive, and that effect is delivered not through technical ray-tracing wizardry, but because it's balanced to feel natural. When the orange glow of dusk hits the city nested in a valley in the European Alps? That's when you realize full well that ray-tracing was never needed to sell the illusion. Just good art direction which does the heavy lifting, and that's something I'm sad too many modern developers forget.
- Released
- September 19, 2025
- ESRB
- M For Mature 17+ // Blood and Gore, Intense Violence, Language, Use of Drugs
- Developer(s)
- Techland
- Publisher(s)
- Techland
- Multiplayer
- Online Co-Op
- Franchise
- Dying Light
- PC Release Date
- September 19, 2025
- Xbox Series X|S Release Date
- September 19, 2025
- PS5 Release Date
- September 19, 2025
Dying Light: The Beast brings back Kyle Crane, the protagonist from the original Dying Light. Set in the post-apocalyptic Castor Woods, Kyle escapes captivity after 13 years of enduring experiments, hell-bent on revenge. You'll get to use your beast powers, help the people of Castor Woods, and wreak havoc in an open-world filled with horrors of the night.
- Genre(s)
- RPG, Action, Horror
More AAA titles should forgo ray-tracing
It's time the rest of the industry stopped chasing reflections and started chasing results.
Dying Light: The Beast doesn't reinvent the wheel. It just remembers how to make one that rolls perfectly straight. It's stable, scalable, and technically confident in ways that most AAA games aren't anymore. By skipping ray tracing and focusing on optimization, they've created a game that runs beautifully across the board, and ironically, gets way more praise just by not being like the rest of the titles in the AAA blanket.
If it takes a game without ray tracing to remind everyone of how far rasterization has come and how it comes with benefits of scalability across older PCs as well, then maybe it's time the rest of the industry stopped chasing reflections and started chasing results.
