I’ll be honest. While most players seem to be tired of the zombie survival trope, I still find these games to be highly entertaining. One part of it is because I love post-apocalyptic scenarios, and the other is because I love well-executed survival gameplay. Zombies fit nicely into this genre, and out of all the undead-type games I’ve played over the past couple years, Deadlight - mostly due to technical issues - was the only one I actively disliked. If these types of games are and make use of well-implemented systems, chances are I’ll be partial to them.
Because of this I’ve been thinking a lot about diving into Dying Light, but decided to give Dead Island a go first, just to take a closer look at DL’s ‘origin story’. I know this game was somewhat controversial due to the high expectations generated by its awesome reveal trailer, but as a patient gamer, I knew better than to expect anything similar, so my hopes were well adjusted. As expected, Dead Island clicked with me from the start. Among the usual genre stuff it does something I actually found quite unique, which is the juxtaposition between the devastating zombie-ridden apocalypse and its idyllic tropical island scenario. This isn't the only map you'll visit, but the barrage of blood, corpses and monsters against a sunny paradise backdrop, all brought together by a sometimes ominous, sometimes soothing soundtrack, works remarkably well in the way of standing out in tone and mood.
From then on, you get your expected things when it comes to the genre. Melee combat is the bread and butter of Dead Island, and the game does a really good job of giving you a ton of different weapons to interact with. Admittedly combat feels a bit floaty and could do with more refinement, but a big exception to this, and one I gravitated towards almost immediately, is its ranged combat. Virtually everything can be thrown at enemies, but of course bladed weapons such as knives, cleavers, axes, machetes or even katanas work best here. Though this feels a bit flimsy mechanically here and there, it works in tandem with a satisfying dismemberment system to bring about solid combat enjoyment despite its flaws. You do gain access to actual guns later on - which in fact splits the experience into two gameplay parts that in a way feel inorganic and fragmented -, but gunplay too feels a bit floaty (if entirely serviceable) overall, so I tended to avoid using them when I could.
Directly tied to what I said above is the weapon system, something I’m very fond of if done properly. Dead Island sits somewhere in the middle with how competently it handles it. You can’t craft anything, but you can mod all weapons and you need to repair them as well. The repairing itself is a neat concept and done in a way that never tires the player, but mods is where the system truly shines. Not only does modding a weapon make it look much cooler, it also comes with a nice range of effects - shock, fire, poison, etc - that you can play around with depending on the enemy you’re facing, even if enemy variety isn’t all that great (though big waves of the Infected variant never stop being tension inducing). Add to this a bunch of throwable options (grenades, molotovs and so on) and you’re never lacking for engagement alternatives.
However, this whole system is seriously hindered by one of my two main pet peeves with this game, its looting philosophy. Almost every bit of loot respawns way, way too quickly, and you already get a lot of it to begin with. I hate this in games, and in case of Dead Island, it has two major drawbacks. The fist is that it makes navigation harder, especially since level design is a bit samey, and with loot constantly respawning it’s sometimes hard to figure out if you’ve been through that particular place already, especially in maps that are this big. The second is that, due to this, most loot feels meaningless and unremarkable, with the biggest disappointment being precisely in the weapon category. You do get some legendary items here and there, but the overwhelming majority of weapons you get as you level up are basically recycled versions of previous models with higher stats, so rarely does anything in the game feel special. It’s a sort of stripped down looter shooter approach that didn't resonate with me at all, and I wish they had handled this specific aspect differently, since I did enjoy the RPG aspect that related to character progression.
The other main problem Dead Island has in my opinion, which actually ties into the need for them to have such a fast loot respawn rate, is length. Seriously, what need is there for this game to be this damn long? On the surface, Dead Island has almost everything to be an awesomely fun experience, but this is one of those titles that would’ve benefitted greatly from a shorter exposure, since all the extended playtime does is highlight the game’s issues further. A paradigmatic case of this in seen in side quests, which the game has in spades. While there are a few that stand out, the bigger chunk devolves into the fetching type, something that becomes painfully obvious because Dead Island is dead set on giving you tons of content, even if a bunch of it adds nothing substantive. It will likely appeal to box ticking aficionados, but lose its luster fairly quickly with everyone else. Especially because, although passable, navigation isn’t all that great. True, there's a fast travel system, but I like to avoid it when possible in order to take my time and explore the world. I love the different maps in Dead Island - all main four are vastly different in tone and fun to look at -, but Techland’s first forays into the post-apocalyptic verticality (something so seemingly prominent in Dying Light) are still very basic here, and driving, when you can actually use it, kind of sucks.
There are other issues present in Dead Island, such as some pacing problems between acts, an underwhelming last boss (in terms of setting, not necessarily the boss itself), and the laughable fact that all cutscenes are catered to multiplayer and thus played out as if you’re always part of a group - a bit jarring if you’re on a single player run. But these are minor in comparison with what I said above, and above all, I wouldn’t like to come across as too negative. The truth is that I still had quite a bit of fun with this game. Yes, it is rough around the edges, it somewhat overstays its welcome and it often underdelivers in its premise - ironically, much like that awesome trailer we were shown versus what we actually got. But on the other side of it rests a title that, back then, used a very common trope with a bit of an original spin, even if it doesn’t look like it in 2023. I enjoyed it, flaws and all, and I look forward to diving into Techland’s follow-up. 7.5/10