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Gamexplore > PC Game > Why doesn't Dying Light: The Beast have fast travel?
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Why doesn't Dying Light: The Beast have fast travel?

October 5, 2025 6 Min Read
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6 Min Read
Why doesn't Dying Light: The Beast have fast travel?
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Prepared in your subsequent quest in Dying Mild: The Beast? See you on the opposite facet of the map in about… Ten minutes? Fifteen? Actually, nevertheless lengthy it takes to get there on foot or by automotive, as a result of Dying Mild: The Beast apparently hates comfort and needs Kyle Crane to endure greater than he already has.

The dearth of quick journey in Dying Mild: The Beast, the most recent entry in Techland’s long-running sequence of first-person zombie-killing adventures, is undoubtedly supposed to encourage exploration, however all it does for me is encourage frustration. Even after rigorously contemplating the the explanation why this open-world zombie survival recreation shouldn’t have a quick journey choice, they every fall flat — identical to Kyle Crane, after I rush him off a constructing in haste.

For instance, you may argue that The Beast’s parkour is wonderful, and I’d wholeheartedly agree, however that doesn’t imply I wish to run, soar, and climb on a regular basis. True, Dying Mild: The Beast provides vehicles I can use, however autos, highway entry, and gasoline provides are restricted. And I’d agree that stumbling upon new places is what makes an open-world recreation fascinating, however if you’ve traversed a location a number of instances, there’s little left to find.


The map of Old Town and the Asylum in Dying Light: The Beast.
Picture: Techland by way of gamexplore

Following my first go to to the city Outdated City space, I obtained the sensation that Dying Mild: The Beast was intentionally growing my journey time by dispersing goal places inside the identical quests. When one of many facet quests directed me to a darkish zone in Outdated City, I opened my map, seemed for the closest automotive, discovered it, drove towards Outdated City, ran out of gasoline, opened my map once more, ran the remainder of the way in which, and, finally, had a beautiful time with the darkish zone’s zombies — solely to search out that the subsequent quest goal despatched me again to the place I started, on the opposite facet of the map.

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I need to acknowledge that Dying Mild: The Beast doesn’t have the most important map ever seen in an open-world recreation, however that’s all of the extra cause to argue in favor of quick journey; if its absence bothers me on a smaller map, it will actually trouble me on an even bigger one.

Naturally, it will assist to plan quest aims in a sure order, however are we actually speaking about “encouraging exploration” if I really feel compelled to cut back my journey time? It sounds extra like I’d be “reducing inconvenience” as a lot as potential. Moreover, if I really feel invested in a storyline and wish to know what occurs subsequent (which is an effective factor, Techland!), I don’t need to finish different quest aims first.


The landscape in Dying Light: The Beast.
Picture: Techland by way of gamexplore

There’s just one cause I can consider in favor of stopping quick journey: You don’t get a straightforward exit route. And I’ve to confess, I wouldn’t wish to miss out on the small coronary heart assault I really feel at any time when evening falls – however absolutely there are workarounds for that. For instance, quick journey from Darkish Zones may very well be prohibited, or quick journey factors may very well be positioned outdoors secure zones, forcing you to make a brief run by the darkish earlier than reaching security. Maybe even higher, Dying Mild: The Beast might permit quick journey between quick journey places solely, so that you lower journey time with out the choice of immediate teleportation.

There are lots extra tweaks to protect the sense of realism and open-world exploration. Quick journey may very well be restricted to automobile spawn factors, for instance, price in-game cash, or be interrupted by random encounters (the prospect to be attacked by surprising fiends). After all, it’s solely wise to unlock new quick journey factors after exploring their environment.

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Maybe the strongest argument in favor of quick journey, nevertheless, is alternative: Even with a quick journey system in place, gamers preferring to journey solely on foot and by automotive would nonetheless have that choice, whereas gamers with much less time to play, or with much less thirst for driving and parkour, might spend that point on different in-game actions. That, in my view, is the true sense of freedom one ought to count on from an open-world recreation.

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