19.7 hours played
Written 3 days ago
[h1] Just Enough Creativity To Push You Through [/h1]
[u] What You'll Like [/u]
+ Industry leading zombie collision physics (it's crunchy)
+ Side quests with meat on their bones
+ Clever use of environmental hazards for kills
[u] You May Not Like [/u]
- Uninspired story
- Derivative of other zombie titles
- Infinite zombie spawns
It's a wonder this game exists. Fans of the first title would be news edged for years with a seemingly cyclical process of death and rebirth for Dead Island 2. One year, we'd be told it was put on ice indefinitely, then another dev team would pick it up, release a pre-rendered cinematic... then crickets for another few years. Alas here we are with the final product. It's troubled development cycle would lead Dead Island 2 to an interesting hodgepodge of a result, some ideas derivative though nevertheless tried and tested. While others genuinely refreshing. The push and pull between pros and cons end up with this resulting balancing act to keep players invested. Will it stick the landing for you?
[h2] The Finest Form of Flattery [/h2]
The word "derivative" has already been used a few times. So to put this in perspective, I've written "Dying Light 2" many times already and gone back to amend to "Dead Island 2". My internal dialogue when thinking about the game was also hooked on the term Dying Light 2 for the duration. I dare say your brain will go through the same mental acrobatics if you've played any Dying Light.
The thing is, Dying Light 1 & 2 were solid games. I honestly think, after being passed from one developer to the next like a bag of coke at a stockbroker's Christmas party, the devs just went "right, we gotta get this out the door, no more messing around, lets copy the best and do it well". And gosh diddly darn it - they did do it well. On that my hat is off to them.
Before I'd even unlocked the ability, I was waiting for the hilarious horizontal fly kick from Dying Light and - boom - sure enough, there it was. The weapon crafting is incredibly similar too, along with spartan use of firearms for the first two thirds of the game. Unfortunately it also brings with it economies of excess in the late game, giving loot and crafting materials almost trivial levels of significance.
[h2] A Noble Awareness of The Need For Originality [/h2]
What does Dead Island 2 [i] (got it right that time) [/i] do that's new? In such a saturated genre as "zombie whacker on an open map", it's tough to come up with new ideas. But the collision physics when whacking zombies has never been more satisfying and dare I say - even better than Dying Light's. Whack a zombie in the head with a blunt object and it'll stumble around with it's jaw hanging by thread. Slice them with a sharp object and sever limbs. I took to chopping off legs then finishing with a curb stomp. It was a great resource saver. Better still, critical hits on stunned zombies lead to context sensitive animations. Like whamming a zombie in the face with a cleaver, sending teeth flying as the blade is wrenched out. It's zombie kill porn and the devs know zombie apocalypse fans are after this kind of stuff, serving plenty of it up.
Water and electricity can be combined to zap zombies in puddles and pools. Fire hydrants can be broken to provide said water and many other hazardous things can be put to use. I baited a large group of zombies to an area full of flammable oil and splodey barrels. Pouring a gasoline tank as I went, I made my own fuse. Finally turning around, I lit my homemade oil slick fuse and the resulting boom along with a huge drop of XP made it all worth it.
So yes, initiative is encouraged to get the best out of the game and these situations are where it really sings. It was smart of the devs to offer ways to get away from just endless whack-and-move-on. Though, near the end of the game, this sadly becomes unavoidable. It's worth knowing all zombies respawn and this can lead to a little tedium when you're just trying to get from A to B or figure out how to resolve a side quest.
[h2] Marvel Exhaustion Comes To Get You [/h2]
Where Dead Island 2 starts to lose me is its tone. All too often in modern gaming, "the vibe" is sullied by a combination of infantilising developer decisions. We see it a lot in Assassins Creed for instance, where devs forget that the majority of gamers nowadays are no longer 18 years old. Examples range from characters reacting like Marvel heroes to everything, quipping away; as well as silly script choices and weaponry that's fun to use but ultimately... silly. This silliness is a constant source of frustration for me when, in the zombie genre, we could have great exploration of character study, careful resource management and genuine demand for strategy.
Sadly Dead Island 2 possesses none of these elements and yet again, like many before it, prefers to go for the silly under the guise of providing fun. Examples can be found in fairly fleshed out side quests that thankfully turn out to be more than compass marker driven fetch quests. They sadly let the side down a bit with an old man laughing and clapping as you violently kill his zombie nephew and a silly Instagram girl joyfully recording violence to get clicks, while referring to you as "bestie"; to name but a few.
Maybe one day, we'll get a zombie game that earns praise through sharp writing, careful resource management and compelling character drama. Alas... this ain't it. ([i] I know, Last of Us fans, I hear you. But that's yesterday's news [/i])
[h2] It's a Generational Thing... [/h2]
Enough rambling from me. The final verdict - get it on a sale if you have a zombie whacking craving. Which, lets be honest, comes to us all at some point. Dead Island 2 is very good at what it sets out to do, and my personal gripes aside, I can't deny it has been competently made with enough variety of scenarios and enemy types to just about pull most players through by an increasingly fraying rope as the campaign goes on.
It's one of those games that makes me feel old. From Resident Evil to Dead Rising and then Dying Light... this one is more of the same in a long line. If you were born from the year 2000 onwards, I dare say there's enough fresh stuff here to keep you invested. If you're a grumpy old man like me, it may be all too easy to tut and eye roll your way through more of the same with a noble effort towards originality.