I think this stemmed from the poor combat. The gameplay did not wow me at all, though. The size of the maps and amount of interactivity within each mission was impressive, and so were the visuals. First-person, with a focus on melee, with weapon degradation forcing you to constantly look for new weapons and health items. After selecting my character from a plethora of, uh, “unique” beings, I noticed that the game was largely unchanged. No, it wasn’t anything like the iconic trailer for the first Dead Island, but I’ll talk more about it later. I started playing the game, and was greeted by a controversial introductory cutscene. It would be a shame if it disintegrated after a few slashes to the skull. In essence, it’s the same foundation, but more modernized. Dead Island 2 doesn’t try to change the gameplay that much. Still, as clunky and bloated as it was, it sold really well, and I can confirm from the entirety of our staff that it has managed to garner lots of fans from all over the world. It tried to aim for as many demographics as possible, and you know this is a recipe for disaster: you end up losing focus, pleasing no one. It was an open world mixture between an action-adventure, an RPG and a survival horror game. It wasn’t the most polished of games, but for its time, it was ambitious. The original Dead Island was released way back in 2011, and for its time, it was quite an impressive showcase. I got to play it way in advance, in a preview build kindly provided by Deep Silver, and couldn’t believe the famed nonexisting game was so close to being released, to the point of being playable. The same can now be said about Dead Island 2. A middling release, but a release nonetheless. But here’s the thing: Chinese Democracy eventually saw a release. In short, a Chinese Democracy of the gaming world. For years, the name Dead Island 2 was used as a moniker for vaporware, something that was never, ever, seeing the light of day. This has been one of the most surreal events ever since I started writing for this website.
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