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Nintendo Switch 2 Hands-On: My Verdict After Playing All the Games

I got to spend a day playing all the new games for Nintendo’s upcoming $450 Switch 2 and came away with plenty of opinions.

It sounds like a dream to spend an entire day with the brand new Nintendo Switch 2 playing all the new games Nintendo threw at me during a special press preview. Believe me, it was an unforgettable experience, particularly now that because of tariffs, pre-orders in the US and Canada are on hold, while the initial batch in the UK sold out quickly. I just didn’t expect it to be a workout using the controllers in ways I’d never anticipated.

For example, pushing my hands around a fabric-covered table while holding two mouse controllers is surprisingly tiring. I was playing Drag x Drive, a new wheelchair sports game coming for the Nintendo Switch 2 that uses one of the console’s new features: Joy-Cons, which work like computer mice. I felt vibrations under my hands as though I was spinning my wheels. But I wondered: Who will play the Switch 2 while seated at a table? I realized later that you can also rub them on your pants legs to make them work. So I did that, too. It was a little less tiring. 

This was just one weird part of a long day playing the Nintendo Switch 2, the $450 sequel to one of Nintendo’s most popular game consoles ever, arriving June 5, with preorders opening soon. I’ve loved playing games on the Switch, like many people. However, the Switch 2, while being a new console, feels a lot like an updated version of a system many people already own. 

Much like the PlayStation 5 or the Xbox Series X, it’s betting that playing games that look a little better matters enough to upgrade. But Nintendo’s also laying down some side bets on new features that could make a difference: in-game voice chat with friends at the press of a button, a plug-in camera that can work with wacky party games and, yeah, new controllers that double as mice.

So here’s the question: Is this more fun than the existing Switch and its games? I’d say the Switch 2 is a better piece of hardware, no doubt, but the upgrade proposition feels pretty uncertain until Nintendo shows many more games that make it worth it.

That being said, the Switch 2, as a bigger, better version of the existing Switch, could make a lot of sense for those who can afford it, especially because there’s still nothing quite like it out there. At $450 (£395, AU$699), plus $70 or $80 for its two biggest launch-window games, Mario Kart World and Donkey Kong Bananza, this is an expensive proposition for any family right now. A CNET survey recently found that affordability is the top concern for US gamers considering the purchase. Then again, as a handheld game console with its own included dock that can also play games in 4K on a TV, it’s actually competitively priced versus the Steam Deck and Windows gaming handhelds

I played Mario Kart World. I played Donkey Kong Bananza. I played remastered versions of Zelda: Breath of the Wild and Tears of the Kingdom, and Kirby and the Forgotten Land. I played Cyberpunk 2077 and Split Fiction. And I played Mario Party Jamboree with new mouse-Joy-Con and camera-optional modes that projected me onto the TV. It was all fun and the Switch 2 is the handheld I’d prefer to play my library of Switch games on. But I don’t think it’s a necessary upgrade for anyone right now. That said, your kids will probably ask for Mario Kart World and a Switch 2.

Hands-on with the handheld: Nice screen, larger feel, similar buttons

The Switch 2 is big and feels dense. It’s not that much bigger than the Switch OLED, to me, but that larger 7.9-inch screen feels welcome. I play on a large Steam Deck a lot lately and the Switch 2 feels sort of like that but actually thinner. It’s about the same thickness as the Switch in casual holding-and-looking comparisons. 

The Switch 2 has an LCD, not OLED, like the last iteration of the Switch, which went on sale in 2021. But honestly, it looked great to me in the hours I tried it. The 1080p resolution, HDR capabilities and refresh rate that can go up to 120Hz, depending on the game, stood out while playing. I’d take this over the Switch OLED display right now.

The larger Joy-Cons now magnetically snap in and out but have little release buttons on the back. They snap in smoothly and then you eject them with the trigger release and remove them. It’s a smooth action and a lot easier than pressing that small button on the current Switch Joy-Cons. The controllers, although feeling sturdy, have a surprisingly similar feel. The analog sticks felt like existing Joy-Cons and the buttons clicked similarly. I’m bummed that there’s no analog rear trigger.

Instead, these triggers click just like the older Switch — something that the Switch 2’s producers and directors, in a roundtable chat during my New York demo day, said was decided upon because they offer a more immediate response in games. I think it’s a miss because every other console I’ve played has analog triggers and they work well. Putting analog triggers on a Switch 2 would have made previous Switch games feel different on the Switch 2, though, and maybe that’s where the challenge lay.

The C button on the right Joy-Con launches Game Chat, a new mode that allows four-player audio chats with trusted Switch friends (that can be parent-approved). These chats can also become grainy video chats with an optional plug-in camera that can be used with the Switch when docked. Nintendo sells its own stand-like camera for $50 but you could also use a third-party camera (mileage may vary, according to Nintendo). 

I didn’t get to try Game Chat during the demo day but I’m curious about how good the audio quality and noise cancellation are. Nintendo says it’s good enough to filter around room noise while talking from across the room. The Switch 2 has a microphone but the Joy-Cons don’t. A new $80 Switch 2 Pro Controller, which feels similar to the previous Switch Pro Controller with two added rear paddle buttons, does have a headphone jack that can be used to connect a microphone-enabled headset.

The new Switch 2 dock has its own fan system and looks chunky. It’ll sit near a TV so you probably won’t mind but it’s a bigger unit than before and, like several accessories, won’t work with the first-gen Switch. It enables 4K gaming modes on TVs, though, so that’s the reason.

There’s a new Switch 2 kickstand, which tilts at a wider range of angles. But it’s made of plastic and feels a bit flimsier than I expected, although it holds its position well. And there are two USB-C ports now — one on top, one on bottom — but it turns out the top port won’t do video-out. Nintendo’s creative team told me at a developer roundtable that there are no plans to support plug-in display glasses such as the Xreal One, a trick the Steam Deck and Windows handhelds can pull off. 

I like the way the Switch 2 feels, though. It seems like it’ll be easier to travel with than Windows handhelds and the Steam Deck, which have bulky side grips that add to the system’s case size needs. The Switch 2 rides somewhat flat, although it’s bigger and longer.

OK, at this point, you’re probably saying, «Scott, please, just talk about the games.» So, I played each game in roughly 20-minute sessions as we were shuttled around different stations in the New York exhibition space that will host the public Switch 2 Experience. It’ll work similarly at other Switch 2 Experience locations, too.

Mario Kart World: Open-world Mario Kart madness

I have no idea how big Mario Kart World is. I drove around freely for a few minutes before a race mode started and I madly rambled from a town to a farm to an arena to mountain roads, jumped on train tracks, hopped on a power line and rode it up in the air, knocked down a lot of fences and found some sinister Bowser-ish castle. The newest Mario Kart game, a Switch 2 exclusive and launch title, is clearly the «game to get.» What I love is the sense that this racing game could be as full of surprises as an open-world Mario game.

It’s Grand Theft Mario or Mario Horizon or whatever you want to call it. This open expanse game’s real estate makes it far vaster than existing Mario Karts. But I played two races, mostly. I don’t even remember exactly what the course looked like because I was so busy navigating against 23 other players. The 24-player gameplay is new and, combined with wider, more expansive-feeling tracks, it’s a lot to take in. There are a lot of new characters to choose from — I picked Luigi with a gondolier outfit and later a hamburger-hatted Toad and Donkey Kong with battle armor. There are bikes, cars and all sorts of other familiar vehicles.

A new knockout tournament mode has players racing across multiple tracks in a world-spanning rally to win. You’re eliminated if you’re in the bottom four. I thought I came in first and got way too excited but I was one lap short of the actual end. I came in 16th. Competitiveness in a field full of this many cars reaches total absurdity.

I want to play more. The game looks great and handles like classic Mario Kart but it’s the extras that make me curious.

Donkey Kong Bananza: Showcase for smashing stuff

Nintendo doesn’t have a new 3D Mario game for the Switch 2 yet but Donkey Kong Bananza looks like a solid replacement. It’s the first open-world (sensing a theme here?) Donkey Kong game in years. It’s also a Switch 2 exclusive, coming July 17. Nobody saw this game coming (well, almost nobody) and I liked what I tried.

The game’s biggest mechanic is digging and destroying nearly everything. Donkey Kong can burrow through walls or the ground and, depending on the level, you can burrow far. I started digging into a wall in my first cave-like level, got lost in my tunneling, then burst out again. Some areas have you digging all the way down to new depths, almost like Tears of the Kingdom (but not really). Where does the madness end?

Donkey Kong is full of goofy expressions and enemies look dynamic in a way that feels almost like Sony’s Ratchet and Clank games. It’s a loud and fun action adventure but I have no idea how long the game actually is. It did showcase a lot more particles of stuff flying around than the older Switch has pulled off and the graphics kept a crisp frame rate.

Metroid Prime 4 Beyond: A technical showcase for graphics (and the mouse mode)

My 20 minutes or so with Metroid Prime 4 made me realize how good Switch 2 games could look. Running at 1080p and 120Hz on a big TV, it moved extremely smoothly and was as impressive a shooter as I’ve ever seen on a Nintendo console. From landing on a barren planet to firing through waves of creatures, rolling around in ball mode and losing a tough battle against a big ugly boss, it won me over.

I played on TV mode only, using the Joy-Cons in standard controller mode and then a mouse-and-controller mode. You can put one Joy-Con down at any time and make it a mouse for controlling movement, just like on a PC. I loved the fast reaction feel of it and I also liked that I could just lift my hand up and go back to analog stick controls if I changed my mind midstream.

Switch 2 Welcome Tour: Why isn’t this free?

I was expecting a dose of the weird at Nintendo’s Switch 2 event but this wasn’t it. Still, the idea of a Welcome Tour isn’t bad. Much like Valve’s Aperture Desk Job and the PlayStation 5’s Astro’s Playroom (or several tutorial apps for the Meta Quest), this looks like a guided tour of the Switch 2’s features, complete with insights from Nintendo and mini-games. I played a few, some of which were more like glorified demos at best. 

I dodged asteroids using a Joy-Con in mouse mode, played the first level of Super Mario Bros. in pixel-accurate mode on a 4K TV setting to show how much screen real estate is available and played a guessing game for what frame rate a bouncing ball was moving at. One «game» showed me HDR on and off while launching fireworks. The problem is, this is a paid digital game, instead of the freebie it clearly should have been. I can’t understand why this probably helpful system tutorial isn’t just included on the Switch 2 and I never will.

Drag x Drive: Nintendo’s wild-card game

Somewhere between Arms and Rocket League, Drag x Drive is a Switch 2 exclusive that uses the Joy-Cons in mouse mode to control wheelchair-using players in an intense hoop-shooting sports game. Moving each wheel requires pushing one Joy-Con forward and backward. It gets intense fast. 

The feeling ends up being a bit like rowing and my arms tired out; you have to keep wheeling around and moving your arms rapidly, pretty much nonstop. One neat thing is you can feel rumbling haptic clicks beneath your controllers as you «wheel,» making it feel more convincing. Racing to the ball, hitting other players and shooting baskets felt as chaotic as a game of Rocket League. I’m not sure if I’ll ever find this game fun to play because of its seemingly high exertion requirements but I enjoyed trying it for a while.

Mario Party Jamboree flexes camera, mouse modes

The most wacky stuff I tried were probably the new mini-games for the Switch 2 update of Mario Party Jamboree, which add mini-games that work with the Joy-Cons’ new mouse features and a game mode that uses the optional plug-in camera.

Bridget Carey and I revved little wind-up cars by pulling back on the Joy-Con mouse and releasing it to launch forward, with vibrating haptics to add clicking feedback. We played air hockey by pushing our Mouse-Cons around the table to hit the Koopa shells flying back and forth. And then we screamed and danced and balanced shells on our heads in camera mini-games that made us look like we were transported into Mario Party, popping out of warp pipes.

The camera-based games were flashbacks to the days when the PlayStation had a TV camera and the Xbox had the Kinect, which both did similar things. It was definitely fun and it makes Mario Party Jamboree even better but I don’t know how much I’d feel compelled to play the new modes long-term.

Updated Switch games look better — for a price

I played a handful of games optimized for the Switch 2, which will be sold in Switch 2 Editions at a higher price or existing game owners can buy a digital upgrade. The upgrades can be free in some cases if you have the Nintendo Switch Online Plus membership, while others will cost you extra, regardless.

Zelda: Breath of the Wild and Tears of the Kingdom, the Switch’s two epic Zeldas, both have Switch 2 upgrades I briefly played. For sure, they look better, with better frame rates. I’d prefer to play them this way but the difference wasn’t massive. The Switch 2 versions also gain compatibility with a new phone app companion called Zelda Notes that we didn’t get to demo. 

Kirby and the Forgotten Land has a new story mode and better-looking graphics on Switch 2. I had fun playing a bit of the new storyline, which involved a lot of freezing-up landscapes. Is it worth the upgrade price? Maybe, because it also has some DLC extras.

GameCube Mode … activated!

Nintendo is adding another bonus to the Switch 2 equation with a Nintendo GameCube virtual console library. It’s part of the Switch Online Plus Expansion Pack subscription but Switch owners cannot play those GameCube games.

There are only a few GameCube games expected at the Switch 2 launch but I gave a few a quick play to remind myself of when I played them back in my own GameCube days: Wind Waker and F-Zero GX. Wind Waker is a classic Zelda and I loved F-Zero GX, which was co-developed by Sega. It still feels ridiculously fast. Nintendo’s selling a GameCube wireless controller, which I also tried out. The buttons and sticks feel just like they used to.

Ports of new third-party games: Are they good enough?

Part of the Switch 2’s appeal to other non-Nintendo gamers is its ability to play games that PC, Xbox and PlayStation folks could play but Switch owners couldn’t. Elden Ring, Madden, Cyberpunk 2077 and Split Fiction are some of the biggest newcomers. The performance, from my quick early plays, was a mixed bag. Split Fiction is a hit co-op game that debuted this year and I love it on the Switch but the split-screen gameplay I tried had less than stellar frame rates and graphics quality. It was fun but didn’t look beautiful. 

Cyberpunk 2077 shows off sprawling cityscapes but again, on a big TV, it was clearly not as good as what you could get from a PS5 or Xbox. Madden and Elden Ring weren’t there.

I know what playing games like these feels like on handhelds, though. The Steam Deck already has Elden Ring, Split Fiction and Cyberpunk 2077 support. The Switch 2 looks like a strong competitor to the Steam Deck and current Windows gaming handhelds for a wave of third-party games that’ll finally play decently. Still, I’m not sure how much it’ll convince Steam Deck owners or Windows handheld owners as the whole appeal of those systems is they’ll play PC games you already own.

It shows some promise for the Switch 2 being a step up for playing current-gen games but Nintendo didn’t share any details on how powerful the Nvidia processor onboard is. It’s capable of ray tracing and can upscale game graphics but what are the limits?

Verdict for now: The best Switch, but not yet a necessary one

I wanted more from the Switch 2. More surprises, more wow factor. That being said, it looks like easily the best Switch upgrade since 2017. And yet why do I feel like it’s not a must-buy yet? Because the games, as fun as they were, weren’t doing anything totally new. Because Nintendo raised prices for a lot of things, including more expensive games, Switch 2 Edition modes and even that tutorial game. And because, well, the world’s not in a great economic place right now.

I still want one and want to play Nintendo’s new games, though. Nintendo brings joy and unique experiences. In 2025, it’s the biggest thing gaming has. And the improved Steam Deck-ishness of this Switch 2 is slotting right into my recent handheld gaming habits. I can’t wait to try more when it arrives June 5.

Technologies

Starlink Got Faster In the Past Two Years. It’s Still Not Regularly Meeting Broadband Speeds

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Technologies

Alaska Airlines Flights Resume After IT Outage. What to Do if You Were Affected

The outage affected Alaska Airlines and Horizon Air flights for several hours on Sunday.

Alaska Airlines paused its operations for several hours late on July 20 due to what the company called, «a significant IT outage» that affected its operations.

About three hours later, flights resumed and the company posted on X: «Alaska Airlines has resolved its earlier IT outage and has resumed operations. We sincerely apologize for the inconvenience, and encourage guests to check your flight status before heading to the airport.»

The delays affected Alaska Air and Horizon Air flights at airports including Seattle-Tacoma International Airport, where about 49 flights were canceled and 43 were delayed as of the moving of July 21, according to a local report.

In an email to CNET, Alaska Air gave more details about what caused the outage on Sunday. «A critical piece of multi-redundant hardware at our data centers, manufactured by a third-party, experienced an unexpected failure,» the company said in an email.

«When that happened, it impacted several of our key systems that enable us to run various operations, necessitating the implementation of a ground stop to keep aircraft in position. The safety of our flights was never compromised,» Alaska Air said. «We are currently working with our vendor to replace the hardware equipment at the data center.» 

The company added the outages were not related to a cybersecurity incident that affected Hawaiian Airlines in June.

In total, more than 150 flights were canceled, including 64 cancelations on Monday. «Additional flight disruptions are likely as we reposition aircraft and crews throughout our network,» the company said.

What customers can do

If you were or continue to be impacted by the disruption, you’re probably wondering what to do next. 

«We appreciate the patience of our guests whose travel plans have been disrupted,» said the airline. «We’re working to get them to their destinations as quickly as we can. Before heading to the airport, we encourage flyers to check their flight status

Last year, rules changed on what customers are entitled to when flights are canceled or delayed. Although airlines have tried to roll back those rules under a new presidential administration, they’re still in place. 

Those changes to compensation called for automatic, prompt refunds for canceled or significantly delayed flights without requiring customers to jump through excessive hoops to get compensation.  The determination for a refund often depends on whether a cancelation resulted in a wait time of three or more hours. 

According to the Department of Transportation’s Airline Cancelation Delay Dashboard, Alaska Airlines has some of the more flexible customer policies regarding delays and cancelations

Alaska’s customer service line is at 1-800-252-7522. They also offer a Help Center web page that includes an AI-powered chatbot called Ask Alaska.

 

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Dying Light: The Beast Hands-On: Brutal Survival in a Zombie-Ridden Forest

I got to preview Techland’s next entry in its Dying Light series, which brings the parkour zombie horror to the great outdoors.

Two hours into my gaming preview of Dying Light: The Beast, I was jogging through a beautiful woodland dotted with cabins and park benches — a spot that would make for a lovely vacation, if not for the hordes of zombies wandering all over. Despite stealthily creeping around, I was spotted by a large group and frantically fended them off with a shovel, growing more desperate and overwhelmed — until my rage meter maxed out and I became a beast. I roared and tore the zombies limb from limb until the red haze lifted from my vision, leaving me human again to continue my journey through the park.

At a preview event in Los Angeles, California, Polish studio Techland set me and other media members up to play the first few hours of Dying Light: The Beast. It’s the next entry in the beloved Dying Light series of games, which combine first-person parkour movement with zombie horror action. After the long gap between the 2015 original and its 2022 sequel Dying Light 2 Stay Human, the third game is coming out just three years later, with a release date of August 22, 2025. Dying Light: The Beast is a course correction that brings back more of the horror and vulnerability that made the first game so successful, Dying Light franchise director Tymon Smektala told me.

«Wtih Dying Light: The Beast, we want to recapture that fear, that horror, that tension that the first game had,» Smektala said. «Maybe it was beginner’s luck, but we actually managed to capture the atmosphere and the feel and the balance just right.»

Part of that is bringing back the first game’s protagonist, Kyle Crane, who has been locked away for a decade while the zombie plague he once tried to contain rampages across the world. After escaping an underground lab, Crane quickly discovers that years of experiments done on him have left him with bursts of strength and bloodlust, which comes in handy when he’s beset by mutated enemies — he becomes a monster to fight monsters.

Prior Dying Light games let players explore open-world cities with free-roaming parkour movement, leaping over railings and climbing up fire escapes. The Beast expands this to a seemingly less suitable environment: Castor Woods, a sprawling forest that feels like a national park, where players have to thread their way through woodlands, rivers, mountain paths and other terrain. Techland challenged itself to see if the series’ parkour movement to evade zombies rather than fight them all would work in different biomes, Smektala said — and he believes they’ve cooked up something unique that pushes players to change how they move and deal with the living and the dead. 

«So you could say, ‘okay, maybe I can hide behind trees and try to use how dense the forest is to lose the chase,’ but on the other hand, you never really know what you can find behind that tree, what hides in those forests,» Smektala said. «We like the fact that there are places on the map where you basically feel weaker, where you feel more fragile.»

Swinging between fragility and «Beast Mode» revenge

In my handful of hours with The Beast, I frequently felt that sense of vulnerability, confidently taking on a couple zombies, only to get cornered by half a dozen more shambling up behind me. Combat feels slow and weighty, relying on timing to avoid exhausting myself. I had to circle enemies carefully and slip between their attacks as my melee swings gradually took them down one by one — with guns and bullets scarce, at least early on.

But when I’d hit (or had been hit) enough to fill my rage meter, the game’s unique mechanic, Beast Mode, activated turning me into a monstrous force of nature, battering zombies and ripping off their limbs (if not worse — the game’s brutal dismemberment isn’t for the weak-stomached). Beast Mode is a deliberate counterbalance for handling hordes and turning the tides in combat — partially inspired, surprisingly, by the classic game Pac-Man.

«Pac-Man, if you think about it, is actually also a survival game where you are chased by ghosts. You are super weak, just one touch and you die — but there are those power pellet moments, you grab them and suddenly you can start chasing ghosts,» Smektala said, comparing that «cathartic overpower state» to the new Dying Light’s Beast Mode.

To make sure these moments land when they’re most needed, Techland has made under-the-hood tweaks, including filling the Beast Mode meter faster when the player is surrounded by zombies or when being chased by an undead horde at night (more on that later). The game keeps these mechanics hidden, Smektala explained, to prevent players from gaming the system. They’re designed to heighten the thrill of pursuit and reversal — fine-tuned through extensive player testing.

«You really feel like these are your last moments, the zombies are coming at you … and they’re just about to grab you and suddenly you see that meter has been charged and then you can turn 180 and get that moment of resetting the situation,» Smektala said.

Beast Mode isn’t the only escape route. Unlike the second Dying Light game where players can paraglide between buildings, The Beast’s national park areas are too broad for aerial traversal — but I could jump into abandoned vehicles and drive away from sticky situations… at least until the gas ran out. (You can refuel at select spots and unlock skills to burn less fuel.) 

Whether you’re smashing zombies with improvised weapons, tearing through them in Beast Mode or mowing them down in a car, the game’s brutality is unmistakable — and it’s been dialed up since the last Dying Light, thanks to further optimizations to Techland’s in-house C-Engine. For The Beast, the studio has doubled the number of possible wounds zombies can take, so whether you strike the head or midsection, you’ll see injuries that match.

Techland also went all-in on realistic blood spatters rendered by C-Engine: Artists ordered liters of fake blood and spent days creating real-life splats to digitize for the game.

«So if you enter a room [in the game] and you see blood dragging on the floor or a blood splat on the wall, actually there was an actor in our mock-up studio that was dragging his body on the floor to leave that mark, and then we just scanned it and put it into the game,» Smektala said.

Surviving the least relaxing vacation of your life

My preview started an hour or so into Dying Light: The Beast, after Crane escapes from the underground facility. He’s woken up in the territory of The Baron, a sadistic noble ruling over the national park-like territory in an unspecified European country — one inspired by Swiss landscapes, a Techland developer told me. His small army of soldiers roam the land doing his bidding, adding another hazard standing between Crane and escape, but they’re far from the worst things in this strange land.

After escaping the facility, Crane wanders down a mountain trail to find a monastery that he clears of zombies to turn into a safe house. But his final task is to face a mutated monstrosity with a gas mask — the game’s first boss. After putting it in the ground, a scientist named Olivia introduces herself and pledges to help Crane. She takes a blood sample from the creature and convinces Crane to administer it to himself, granting him the upgrade to his Beast Mode. 

These monsters, which Olivia calls Chimeras, are the faulty results of The Baron’s experiments. They roam the woodlands and she urges Crane to hunt them down to grow stronger so he can defeat the psychopathic noble. Each new kill grants a point in the Beast Mode skill tree, unlocking bonuses and new abilities like a ground slam.

After that, the game opens up, allowing players to alternate between following the main story or side quests and engaging with the game’s open world — exploring territory, gathering supplies and weapons and establishing safe houses to rest and recover. The safe houses are key to waiting out the dangerous dark hours, as the day-night cycle from Dying Light’s earlier games returns. When the sun sets, powerful nocturnal ghouls called Volatiles emerge. If alerted, they’ll unleash zombie hordes in a chase sequence that only ends with clever evasion — or reaching a safe house.

While players can simply sleep through the night, certain treasure-laden zombies only emerge after twilight, and I imagine other incentives or missions will lure players out of their safe houses. 

Nighttime also becomes more manageable as players get stronger, either through acquiring equipment or leveling up — killing enemies will give Crane a bit of experience, while finishing story missions will award a lot. Every level grants a skill point to improve Crane’s stealth, parkour or combat abilities, which are important to gather to handle some of the game’s tougher enemies, from zombies in combat armor to Chimeras encountered in the wild.

As players explore and fill in the map, they’ll find some areas have level thresholds. I was driving around when I spotted an intriguing building across the river — an abandoned mental hospital likely full of loot — but it was 8 or 9 levels above me, and I didn’t want to risk it. You can offset level gaps with gear: Weapons are scattered throughout the world, with rarer loot hidden in riskier spots — like the military convoy I cleared out to score higher-level equipment.

Other weapons must be crafted, and there’s a cornucopia of materials scattered around, some that you’ll pick up off the ground and others scavenged from defeated zombies. You’ll need blueprints to make key weapons — I found one for a bow in the starting monastery safe house — and yes, once I built it, I needed to craft the arrows, too.

Becoming your own Beast

With a sprawling map to explore, crafting and skill trees, Dying Light: The Beast felt like a familiar yet fun mashup of Far Cry and Mirror’s Edge, all set in lovely woodland scenery (as an outdoorsy person, I’m partial to the natural setting, though there is a town in the game to provide some urban parkouring). Combined with the day-night cycle and a story pitting survivors against the vicious Baron, open-world game fans have a lot to chew on in Techland’s upcoming game — especially those who want a bit more of a challenge in their combat. 

To ameliorate that difficulty, The Beast offers co-op mode, letting players team up with up to three friends. But teaming up won’t make the game instantly easier, as Techland made sure to adjust the game’s challenge accordingly, from spawning more zombies and making them stronger to giving them area-of-attack swipes to hurt multiple teammates. The Chimeras will be especially beefed up — so much so that players may not be able to take them down solo when playing with others in a game session.

A couple hours into the preview, after taking down a pair of hulking Chimeras, I was tasked with chasing down a third in a swamp. This fiend was different — a spindly blood-soaked ghoul that reminded me of the fearsome Witch special enemy from the Left 4 Dead games. She dashed in and out of the foggy marshland, and I struggled to track her and land hits while dodging her own — barely eking out a win thanks to some clutch Beast Mode transformations.

When I next took on a hefty Chimera with a concrete slab for an arm that I encountered after delving into the train tunnels, it became clear Techland had designed each of these fights as its own unique arena brawl. I was down in the depths, hunting an especially lethal monster that had been terrorizing survivors, and that Chimera wasn’t it. After chasing down the culprit, I pulled back the hood to reveal a familiar face — Crane’s own. Another failed experiment, maybe? As my preview ended, I was left wondering what The Beast truly referred to.

As I stepped away, I could feel the game’s open-world hooks sinking in — I just wanted to craft one more weapon, secure one more safe house, hunt one more Chimera and push past the edge of my map.

Dying Light: The Beast launches on August 22 for PC, PS5 and Xbox One X/S.

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