Dead Island. This game has devoured
the last 6 weeks of my life. As if I had a life.
With our shared cultural experience,
you have no doubt guessed that those two words speak volumes. You
would be quite safe to assume that I'm talking about a zombie
uprising taking place on and island. And if you haven't surmised as
much? Well I didn't know that the Amish were even allowed onto the
internet. Get thee back to yon farm und buggy!
Yes, the Dead Island experience is
effectively a tropical island vacation with a zombie apocalypse!
Everything I wanted, and all of it without the hassle of flying to a
tropical island and fighting off a horde of undead. No unbearable
heat or humidity, no stench of decaying flesh. I don't need to worry
about my fellow survivors shiving me in my sleep for my last mouthful
of water. All in all I would say that it's a fair trade.
Dead Island is a combination FPS and
RPG. If you aren't familiar with the acronyms, you can find Google
at the top of your page. You take control of one of 4 characters,
each of whom have a specialized style of play and set of skills. So
in that respect you get to choose how you play this game. Do you
prefer swords to guns? Or blunt objects to both? Well, Dead Island
has you covered. Standard RPG fare really, but not unenjoyable for
that.
The FPS element really tweaked me at
first as I was learning the controls, and it has the problems with
all FPS games. Namely that it is easy to get hung up on the map.
Maybe a ledge is a little too tall, or perhaps an armature is
sticking out and hooks you. I really hate the parts where I see it
and say “I could step up on that with absolutely no problem
what-so-ever! WTF?”
Fair enough, but the problem is that
you get zero feedback on why you aren't moving. This has always
annoyed me when it comes to shooters. Yet I still play them and
don't mind terribly, as the trade off is being able run about and
shoot things with absolutely no consequences in the real world. No
matter how much carnage I endure, or how many bullets I take or
cliffs I fall off of, I am still alive. And free of the jail house
blues.
Hells yes! That is the best way to
explore a tropical island! I don't know how many times I've
plummeted to my death while trying to reach a ledge. I would guess
dozens, with dozens more to come.
Plus there's the zombie slaying aspect!
Blam!
This game has just devoured the last
month of my life and is an excellent example of why I go out of my
way to avoid the MMORPG genre. It devours your life. CGI rendered
characters ask you to do Chores, and then you gladly go and do them.
I could be doing chores in the real world, and actually accomplishing
something. But no, I need to go grocery shopping for the digi-babe
instead. All of this is for points. Worthless digital numbers! And
yet I spend hours running chores for imaginary characters. This
isn't a condemnation of the game or genre so much as flaws in my
personality.
The sad part is, I am unwilling to do
as much outside the game. But as the man says, actually doing things
is for old people. I think the worst part of the play mechanics is
that it rewards you with more worthless points for just doing what
you might normally do in the playing of the game. “Here are
200,000 points for looting $1,000,000.00 imaginary dollars from
digitalized bodies! Good work soldier! Now if you get
$2,000,000.00, we'll give you twice as many points! Are you in?”
Yes, yes I am.
Graphically speaking I must admit that
my first video game system was an Atari 2600, in which many games you
controlled a poorly rendered square that has been set on some sort of
vague challenge. Largely the games were simple, as the more
complicated they became, the more inexplicable they grew. I suspect
that I am easily impressed by modern jig-pokery in the computer arts.
So, when I see a game like Dead Island that is nearly photo
realistic, I do have to gush about the beauty of the graphics. The
scenery is gorgeous! The first act of the game takes place in a posh
resort – making it perfectly balanced with the second act, which is
placed in the slums of a nearby town.
Though the scenery is beautiful(for the
first act at least) the developers have gone a long way to hammer
home that the apocalypse has arrived.
Not only the graphics, but I quite
enjoyed the physics as well. How a body will flip and twist if you
hit it right. Or arms will sever and fly off with a jet of blood.
Yes, the game is violent and gory. It was rated Mature for a reason.
One of the problems with the zombie
apocalypse, at least that I've found in my own writing, is that
zombies are really boring to do battle against. Zombies are slow and
cumbersome. They see you, they shamble forward to try and eat you.
Rinse yourself off and repeat.
Dead Island has gotten around the
repetition by throwing in a mixed bag of zombie types. Standard slow
Walkers. Fast and agile Infected. Tank-like Thugs. You get the
point, but there are six types in all, and each one is a worse
surprise over the last. I think that the developers used them well to
make the game challenging and interesting, requiring the player to
display a little creativity and foresight, rather than just charging
in.
Another note, the zombies level up
parallel to the player, so the higher you get the more damage they
soak up and the more damage the deal out. This keeps you from ever
ascending into God Mode and roaming about with impunity. The zombies
are always dangerous, also forcing the player to think tactically.
The game gives you a vast assortment of
possible weapons to combat the undead(as well as hostile survivors).
And like previous zombie games the weapons(and I suppose the real
world as well) these weapons take damage when you use them against
the undead. As they wear, the damage that they do lessens. Weapons
can be upgraded and customized in order to increase the damage that
they do. All of which costs money.
Where as customization requires that
you also have miscellaneous parts on hand, some of which can be
difficult to come by. Customization requires the use of blueprints
that you find along the way. Some are sitting about on the ground,
while others are rewards that the NPCs bribe you with in order to
entice you to do their shopping. I came to enjoy this aspect of the
game, as it is quite a lot of fun to build an axe that sets zombies
ablaze. One note, don't sell any of the miscellaneous, non-weapon,
detritus that you loot, it may come in handy later.
One thing I fail to be able to wrap my
mind around is certain weapons available in the armory. The most
basic set of gear is the standard found object arsenal, the pipes,
shovels, paddles and various heavy tools that one might wield in a
pinch when facing a horde of the walking dead. This of course
includes knives and machettes. All fair game. Then there are the
array of fire arms - well you have the military, police, and a vast
array of gangs. Samurai swords? Well a little tougher, but the
island was occupied by the Japanese during WW2, and some of their
other artifacts still exist, so why not the occasional sword(they are
relatively rare drops).
But Medieval European style maces?
What the hell is that? Sure they're great fun and quite effective,
but I am now threatening to surpass my ability to suspend disbelief
each time I loot a mace. Where the hell did they come from? Is
there some mad prepper blacksmith somewhere hammering out maces just
in case the dead do get up and attack? Mumbling as he goes: “I've
been telling them! The dead will get up one day and attack the
living, and we need to be ready! But they called me mad! Well I'll
show them!” And off to work he goes. If so, well I guess he did
show us. Well played Mr. Crazysmith!
The high point for me was the
aforementioned slum and how it contrasted with the resort. Where the
fragile civilization has torn itself apart in a city full of the
walking dead. For me, this was one of the creepiest gaming
experiences that I have encountered, but to be fair, I have not
played many horror games. Normally Dead Island makes use of sound
cues to let you know what's going on around you. The
infected/zombies are rather noisy – they scream, bellow and moan as
they notice a character. But the rest of the world is quiet and
serene. If it weren't for the blood and fire you might forget that
you were in playing a zombie game.
Moresby is different though and the
designers did a spectacular job in setting the player on edge. Set
in a slum, it would look post-apocalyptic any day of the week. But
with the wrecked cars and buses crowding the streets, rampant fires
and scattered corpses it has become even worse. But what really tops
it off is the background sound. While playing through the resort you
become used to listening for those sound cues to tip you off to
impending danger. Well, Moresby is awash in noise. Howls come from
every direction, and that set me on edge from the beginning. I loved
it.
There was one point in the Slums where
I actually vocalized the word “Yipe!” I kid you not. That sound
that a certain cartoon dog makes when he is booted off the table by
his eternal antagonist.
Can't wait till the next arrives.
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