ダイイングライト

ダイイングライト

『ダイイングライト』は軽快な探索、武器の作成、感染者が潜む街での危険な夜が軸です。ストーリーキャンペーンはソロ、または最大4人の協力プレイに対応し、友人との遊び方も購入判断の材料になります。Enebaで≈ ¥470なので、予算に合わせて検討できます。Steam PC版はフルコントローラー対応です。 Enebaで¥3,370の価格を予算と照らし合わせてから、ゾンビとのキャンペーンに挑みましょう。

ストアの価格情報を読み込み中
95%Steam レビュー37.5万 件のレビュー75Metacritic/10074OpenCritic/100
発売日: Jan 26, 2015
Zombies · Survival Horror · Horror · Online Co-Op · Open World
Dying Light (uncut) Steam Key LATAM+2·プラットフォーム:Steam·-86%〜~ ¥470(~ $2.97)Steam より ¥2,900 お得購入する
Dying Light Standard Edition Steam CD Key+2·プラットフォーム:Steam·~ ¥5,318-92%〜~ ¥422(~ €2.38)購入する
Dying Light Global+2·プラットフォーム:Steam·-86%〜~ ¥472(~ €2.66)購入する
Dying Light: The Following Enhanced Edition Steam CD Key+2·プラットフォーム:Steam·~ ¥8,865-88%〜~ ¥1,091(~ €6.15)購入する
+2·プラットフォーム:Steam·日本 の Steam 公式価格~ ¥3,370購入する
ストアの価格情報を読み込み中
希望価格
設定後、選択した地域の利用可能な価格が希望価格以下になると、メールでお知らせします。

価格履歴

直近 36 か月 · 毎日更新
全期間の下限価格~ ¥4732024-05現在の全ストア最低価格~ ¥734Steam下限価格との差+55%
~ ¥1,334~ ¥2,007~ ¥2,681~ ¥3,35425-1026-0126-0426-0726-10~ ¥734

価格は Steam 公式と 39 社の正規ストアを対象とし、正規の提示価格のみを集計しています。グラフは直近 36 か月について、週ごとの市場下限価格と Steam 公式価格を表示します。

価格履歴は米ドルで記録しています。表示金額は 2026-10-09 時点の欧州中央銀行レートで JPY に換算した参考値です。実際のお支払い額はストアのページをご確認ください。

DLC

01ダイイングライトについて

ゾンビウイルスに荒廃した街を舞台に、『ダイイングライト』はオープンワールド探索、パルクール、物資の収集、感染者との戦闘を組み合わせています。物資を集めて武器を作り、環境や武器、能力を活用して敵に挑みます。夜になると追う側と追われる側が逆転し、戦うか逃げるかを選ぶことになります。 Steamプレイヤーレビュー:374,626件中、95%%が好評。 発売日:2015年1月26日。

制作スタッフ

音楽
帕维尔·布瓦什恰克
開発
Techland
販売
Techland

Steamプレイヤーレビュー

95%好評圧倒的に好評374,626 Steamレビュー

過去36か月の最安値

≈ ¥4732024-05-09 · Steam基本ゲーム · 上のグラフと同じ記録。USDの履歴であり、地域別Steam最安値ではありません。

言語対応

言語インターフェイス字幕音声
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英語はいはいはい
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オランダ語はいはい—
ポーランド語はいはいはい
ポルトガル語(ブラジル)はいはいはい
ロシア語はいはい—
韓国語はいはい—
スペイン語(ラテンアメリカ)はいはい—
日本語はいはい—
タイ語はいはい—
トルコ語はいはい—
チェコ語はいはい—

Steam PC版データ · 2026-10-10

02購入前に

プレイモード

Steam PC版はシングルプレイと、最大4人のマルチプレイ協力モードに対応しています。

操作と言語

フルコントローラー対応です。日本語はインターフェイスと字幕に対応し、音声は英語です。

03よくある質問

ゲームでは何をしますか?

ゾンビに覆われた街を探索し、物資を集め、武器を作り、感染者と戦います。

キャンペーンは協力プレイできますか?

はい。ストーリーキャンペーンは最大4人で協力プレイできます。

昼夜のサイクルで何が変わりますか?

日没後は危険が一変し、追う側から追われる側になります。脅威に立ち向かうか逃げるかを選びます。

8.0
総合スコア
外部評価95%Steam レビュー37.5万 件のレビュー75Metacritic/10074OpenCritic/100
グラフィック
8
サウンド
8
ゲーム性
9
ストーリー
6
ボリューム
8.5

“The open-world benchmark that welded first-person parkour onto zombie survival, with night-time escapes as its still-uncopied signature mechanic”

編集部の総評

Put every dimension together and Dying Light is the classic case where the score lies but the experience does not — a middling aggregate, an astonishingly high retention.

Where it sits in time

To grasp the game's place in history, rewind to 2015.

Before it, the viral-apocalypse template ran on "hide" and "hold" — the player pinned to the ground, working the infected with tools and cover. What Dying Light did was weld first-person parkour onto that template and make the player run. Movement went from a function to the spine of combat and escape. That seemingly small pivot redefined the genre's tempo, and it explains how the game broke out of a tired subject: twenty million copies for the single title, over thirty million across the series — a market verdict bought with one mechanical idea.

Stretch the timeline and the influence is still running. The game proved that "movement feel" can be a core selling point rather than a garnish, and it nudged later open worlds to take verticality and dynamic environments seriously again. A title that launched in the mid-seventies and still gets brought up years later, still pulls in fresh players generation after generation, owes all of it to that one refusal to follow the crowd.

Who it is for, and who it is not

The game's positioning is dead clear, and whether it fits you turns on what you actually want from one.

If you crave top-tier movement feel and an adrenaline escape every single night, and you will grind through a bitter opening to get there, this hands you a high nothing else replicates — it was built for exactly your kind of open-world player. That player walks away still haunted by those rooftop sprints and dives straight into the expansion and multiplayer to keep going.

Flip it around. If you want a finely polished main narrative, cannot stand fragile weapons and a steep teaching curve, and have no appetite for farming materials to progress, you will likely reach for the door inside the first few hours. This is not a question of quality but of fit — the game never tries to please everyone. It bets the house on one core mechanic, so you either love it enough to beat it four times or set the controller down early, with little middle ground.

That polarisation is not a flaw to be patched out; it is the direct consequence of a design with a strong point of view. Games engineered to offend no one rarely inspire anyone either. Dying Light accepts that it will lose a slice of players at the door in exchange for owning the ones who stay completely, and the twenty-million sales figure suggests it made the right bet.

The verdict gap, and the version to own

Understand the positioning and you can read the game's most fascinating data point. On OpenCritic it is merely a 74-average, Fair-rated game; on Steam it holds a ninety-five percent approval rating. That chasm between critic and player says it cleanly: the game's value is not in covering every base but in pushing its single core — day-night parkour — to the extreme, and the pull of that for players dwarfs the narrative shortfalls that dragged the score down.

Critic scores tend to demand balance across narrative, visuals and play, where any obvious weak slab pulls the total down; players voting with their feet care most about the core that hooks them. This game is the textbook lopsided student — its play strength runs long enough to bury its story weakness, and the players who fell for that strength simply do not weigh the plot the way a review rubric does.

For getting in, the pick is the Definitive Edition bundling the base game and The Following, because only with both in hand do you experience the complete day-night loop. The base campaign alone is a strong game; the campaign plus the expansion is the version that earned the devotion. That bundle is the best entry point for understanding why a 74-rated title commands a ninety-five percent player score years on.

The thing nothing replaces

We circle back to the opening verdict. What no peer has replaced is not the story but that day-night role reversal — daytime hunter vaulting rooftops in control, night-time prey hunted by Volatiles, surviving on parkour reflex alone between the roofs. Even now, games that render this mechanic so purely, so heart-in-throat, can be counted on one hand.

It even outgrew Techland's own Dead Island — that game pinned you to the ground with tools to hold a line, while this one made movement itself the spine of survival, a leap that turned the studio from a competent zombie hand into a mechanics innovator. Taken whole, this is a flawed yet irreplaceable game: the eight in its overall verdict holds both the salute to its gameplay ceiling and the honest deduction for its narrative and its barrier to entry. You may not remember what happened in Harran, but you will never forget one specific night, sprinting across the city's rooftops with something fast and furious at your back. A game that leaves a moment that vivid and scalding inside you has already won. That is enough.

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