The Baldur's Gate expansion pack 'Tales of the Sword Coast' has the PC and their party shipwrecked on an island inhabited by Werewolves and Wolfweres, in a constant struggle with each other.
In Barkley, Shut Up and Jam: Gaiden, during an optional path to Liberty Island, Balthios James is revealed to be a Wereduergar who transforms into a rampaging Duergar (dark-skinned dwarves) every Columbus Day.
In Bayonetta, the main character has the ability to transform into a black panther at will, granting her cheetah-like speed. Likewise, the character Jeanne (a fellow witch in the game) can transform into a red lynx.
Bloodborne has them as the result of a more Zombie-esque plague, which gradually transforms its victims from mere humans, to slightly altered Uncanny Valley dwellers, to gradually-wolfier mutants who gradually acquire nonhuman features, followed by others that aren't even wolflike anymore. And it only gets worse from there; the most advanced stages, usually affecting hunters of these same beasts, include things like electrified zombie werewolves and gigantic, screaming monsters that could devour whole crowds in one bite.
The main gimmick of Bloody Roar is that every character is some sort of werebeast. There's a weretiger, werebear, werelion, wererabbit, werefox, werecat, wereboar, weremole, werebat, werechameleon...
Borderlands has Were-Skags in the first DLCnote Skags are pretty wolf-like, coming in varieties like "Pup" and "Alpha", but possess armor plating and heads like Venus fly traps, which open vertically.
Dragon Age: Origins a variety of werebeasts. Most werebeasts are actually humans or animals possessed by demons from the Fade and subsequently mutated.
In the DLC for Dungeons of Dredmor, there's a skill that allows the player to become a Werediggle. Diggles are the game's Mascot Mook, rubbery birdlike things with drills on their beaks.
Dwarf Fortress includes were-everythingsnote Well every non-sapient mammal and reptile in the game, including weresheep, werekoalas, and weregoats. To be specific, during the generation of a world's history, peasants will sometimes profane a god's temple. The god of the temple will then curse them into turning into a randomly chosen creature when the moon is full. The curse's victim then runs away from their town and finds a hole in the ground out in the wilderness to live in. Sometimes when the full moon comes out they'll go back to the town and bite someone to make new were-whatevers, who will in turn flee into the wilderness and inhabit their own hole-in-the-ground. If you let world generation go on for long enough the wilderness around a town with a temple can become absolutely infested with were-giraffes/zebras/platypi.
The series and background lore contains a variety of lycanthropicnote Yes, this should technically only refer to werewolves, as "lycan" comes from the Greek word for "wolf", but is is frequently used to refer to all were-creatures creatures in-universe creatures. Werewolves are the most ubiquitous throughout Tamriel and have appeared in the most games (including Daggerfall, Morrowind's Bloodmoon expansion, Skyrim, and Online), each of which offers the option of the Player Character becoming a werewolf. Wereboars also appear in Daggerfall, with the the PC again having the option of becoming one. Werebears are noted throughout the lore and finally make an appearance in Skyrim's Dragonborn expansion, but the PC cannot become one. Online adds werebats, but once again, the PC cannot become one. The series' lore also mentions werelions, werecrocodiles, werevultures and even possibly weresharks, but these have so far not appeared in the series.
In terms of the details of the condition, like Vampirism, Lycanthropy is technically a disease and can be spread through any wound inflicted by an infected individual. It is easily cured within the first few days of being contracted, but once it fully progresses, it becomes far more difficult to cure. There are also rare instances of the disease being hereditary. The exact effects of the disease vary greatly between individuals and regions. The most common effect is an involuntary transformation into a humanoid beast form at night, with the frequency of the transformation varying from nightly to monthly. Other individuals have the ability to transform voluntarily. For those who transform involuntarily, they must commonly kill a sentient being during the night or risk returning to their mortal form in an extremely weakened state. Lycanthropy is a creation of Hircine, the Daedric Prince of the Hunt, who bestows it as a blessing. He considers were-creatures to be the epitome of the nature of a hunt. During the night, they are vicious beasts who hunt their prey. During the day, they become the hunted to the very same prey. Were-creatures also have a spiritual connection to Hircine, as he claims their souls upon death to forever serve in his realm of Oblivion, known as the Hunting Grounds. Additional details are available on the Elder Scrolls "Other Races" sub-page.
While not called werebeasts or werecreatures, Fire Emblem Tellius has Laguz: a race of people who can shift from human-like forms into animal forms. When in human form, they still have certain animal-like physical traits, such as tails, wings, ears, and colored stripes on their faces. Varieties include cat, tiger, lion, wolf, hawk, raven, heron, and dragon.
Pictured on the main Our Werebeasts Are Different page are the animal forms of the Norn race from Guild Wars 2, they have a pantheon of animal spirits that they worship, but venerate four above all the rest for directly aiding them in an exodus from their homeland, besides the bear and wolf (they lack boar in-game, interestingly) pictured above, there's also the raven and snow leopard forms.
League of Legends has the vastayah. A variety of races born from the mixture of humans and a race of form changers, that range all from humans with animal features like tails or feathers, to animals capable of human speech.
In The Legend of Zelda: A Link to the Past: When people enter the Dark World, they turn into an animal (real or fantasy) that reflects their personality. Link becomes a pink bunny rabbit but keeps his trademark tunic.
Similarly in The Legend of Zelda: Twilight Princess, Link turns into a wolf when exposed to Twilight, rather than a ghost like everyone else, because of the shielding effects of the Triforce of Courage.
NetHack has wererats and werejackals in addition to the usual werewolves. All three types can infect you with their flavor of lycanthropy. If you happen to have polymorph control, you can choose not to change forms when the time comes.
Ogre Battle features weretigers as hidden characters who can be recruited.
In Sonic Unleashed, Sonic the Hedgehog can turn into Sonic the Werehog at night. During his transformation, Sonic is a bigger, furrier, and werewolfish version of himself with huge stretchy arms. He's nowhere near as fast as he is in his normal form, but he is much stronger.
Unlike most examples of lycanthropy, or even the other possessed people in the game, he's able to fully control himself. Why? Could it be that annoying magical sidekick on his shoulder protecting him? Actually no, it's because Sonic the Hedgehog is just that awesome.
Keine Kamishirasawa from Touhou is a were-hakutaku, a mythological beast that appears to wise and just rulers to dispense advice. Her transformation is limited to a pair of pointy horns, a bushy tail, and a change in hair (and dress) color, from blue to green. That's because she wasn't born a were-hakutaku, but acquired that trait.
Kagerou Imaizumi is a were-Honshu wolf (an extinct subspecies of the grey wolf) who takes on characteristics of a wolf during the full moon, and can turn into an actual wolf during her spell cards. She's a calm, composed person, and remains so even when transformed, although she's somewhat insecure about how hairy she gets when she transforms.