Dead Island Preview
Trailer trash?
It's not what you think.
When Dead Island came out of nowhere (and by nowhere, I mean an apathetically received announcement three years ago) with that trailer
, we got so carried away with excitement, surprise, suspicion or outrage that we forgot to ask what the game behind the advert was.
Reeling from the emotive body blow dealt by its backwards exposition of a young girl's death during a zombie outbreak on a holiday island, we jumped to conclusions. But no, Dead Island isn't some unspooled experiment in game narrative, as if David Cage had got drunk watching Memento and Night of the Living Dead and muddled them up.
Nor is it, as publisher Deep Silver and Polish developer Techland are keen to point out, a tense, furtive, orchestrated action-horror in the Resident Evil or Dead Space mould. Nor is it a shooter melodrama (despite Techland's solid work in this area with the Call of Juarez Westerns) or a low-rent Left 4 Dead on its summer break, although we're getting warmer.
It's an open-world action RPG with a first-person camera. It has character classes, levelling and skills, quests and side quests and improvised weapon crafting. It's awash with bright sunshine and brutal, close-quarters crowd melee combat. It's Fallout meets Borderlands and Dead Rising on the island from Lost, with four-player online co-op. It's not high art or low exploitation – but it has a crude novelty and looks fun.
The trailer set the scene: a sudden and unexplained zombie apocalypse which had its epicentre at a luxury resort hotel on the beautiful island of Banoi. The characters in the trailer didn't survive, but four hotel guests do, and you'll choose one to play at the start of your adventure.
Each will pursue a skill tree as you gain experience and level up, developing into a distinct combat class. The four characters are not that well defined yet: a sturdy 'tank', an assassin type, a "jack of all trades" and a "leader character". But at the start of the game, whichever you choose, you're an ordinary person, not a combat specialist. You possess no firearms and have little strength or ability, able only to lash out with kicks and whatever implements come to hand.
The infamous Dead Island trailer. Exploitative, insensitive shlock or advert as art?
For the purposes of this demo (seen at the Game Developers Conference in San Francisco early this month), we're Sam B, the tank. He's a one-hit-wonder rock star, touring the world singing his "only good song" and getting drunk in hotel bars. Rescued from the undead by a lifeguard, he passes out. We come to in a beach hut full of panicked survivors, staring his imminent execution by their hand in the face. But it's OK, he's not infected. In fact, mysteriously, he's immune.
The lifeguard's outside and needs help so we grab the only weapon available – a dinghy paddle – and lunge out into a blast of hot sunshine and white sand, and a mob of reanimated corpses. We desperately fend them off with blows from our rapidly splintering oar. (Dead Island's weapons decay, and will need to be repaired at the workbenches across the island, or replaced.)
The visuals are a blunt weapon, too, but a powerful one. Made in the latest version of Techland's impressive in-house Chrome engine, they're lurid, detailed and high-contrast, ramming home Dead Island's simple but effective culture-clash motif: zombies on holiday, palm trees and blood stains, rotting flesh under floral shirts. The game uses a tight, slightly zoomed-in first-person view which makes the action seem intense and claustrophobic, even on an open stretch of sand.
Lifeguard rescued, a mysterious voice on the radio tells us that the shack is unsafe and instructs us to clear a route to a more defensible location – a lifeguard observation tower. Hacking through undead, we graduate to a sledgehammer and then a fire axe.
There are sharp and blunt melee weapons which need to be used with consideration for the type of zombie attacking, and its hit zones. Break the legs of one of the faster-moving cadavers, for example; sever the arm of an armed assailant; or throw whatever you have to take out an exploding "suicide zombie" at range.
Dead Island has a level of realism to its weaponry, although it's a cartoon kind of realism. You might pick up a dead cop's pistol or shotgun and crack off a few shots with his remaining ammo, if you're lucky, but you won't find RPGs or machine guns lying around this vacation spot.
Instead, you'll gather crafting materials – carrying an almost limitless amount, although there will be an inventory limit for weapons – like wires, belts, boxes and batteries, and use them to modify what you find at the workbenches according to discovered blueprints. You might fashion an electrified machete to add shock damage to your carvery, or tape explosives to throwing knives, creating makeshift sticky bombs.
Your other tools will be skills, and we're shown two of the tank's: a "skullcrusher" finishing move (stamp viciously on the head of a downed foe) and Fury, a rage mode with a long cooldown for desperate situations. Trigger Fury, and the screen takes on a monochrome wash with enemies highlighted in splashes of red while you enter an invulnerable critical-hit frenzy, chaining attacks thoughtlessly.
In normal combat, however, you need to manage your stamina; run out and you won't be able to run, kick or swing at all. Health and stamina increase as you level up, but there are no other stats, and no equipment beyond weaponry. Dead Island is a very light RPG, but it definitely is an RPG.
And like any good action RPG, it features online co-op for four players. These can be in any combination of class, and it's drop-in, drop-out, with friends able to join each others' games at will, presumably at your own risk of plot spoilers. There'll be a matchmaking system for finding other players at your level, location, or stage in the storyline, too.
That story won't differ significantly across the characters, but will encompass "hundreds" of quests and optional side-quests across a diverse island. Judging by a teaser trailer we're shown, you'll strike out from the beach to explore the hotel, city streets choked with abandoned cars, an aeroplane crash site – possibly the jet we see screaming in over our heads towards the end of the demo – and thick jungle.
You'll encounter other survivors who will trade something for your assistance (your immunity to the undead plague automatically confers the status of a valued mercenary on you). There are factions with different interests. Help one guy fix a car, and you'll be able to use it to get around the island, giving your friends a ride if playing in co-op.
Does this violent, sprawling survivalist adventure sound like the game Dead Island's trailer painted in your head? Possibly not, but I don't think those three minutes of film necessarily misrepresented it, either.
Setting the ethical brouhaha about the trailer's shocking imagery aside, there's another reason it stirred the games world up. Here was an original concept, simply and powerfully conveyed, in the form of a game from a smaller publisher and developer. Here was a game that came without the baggage of expectation, franchising, pigeonholing or strung-out hype.
The most exciting thing about Dead Island was that it was an unknown quantity, and so was free to just be itself. And the most heartening thing about this demo – not startlingly innovative, but mustering a personality and theme all its own, despite those overworked zombies – is that it seems to be doing just that.
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Comments (57) Latest comment 1 year ago
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I like the stamina aspect, a bit like Demon's Souls in that respect.
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want to know more.
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Yeah. I'll have some of that.
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The trailer I was caught up in couldn't wait to play, and then it started to come about that it wasn’t going to be like that trailer... Disappointed.
Still the preview has sparked a little interest again now I'm over the disappointment. Will wait and see what they come up with now I have slightly less lofty expectations.
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I am intrigued.
Although, I would also love to play a zombie game at some point where I wasn't conveniently immune. The main terror point of zombies in horror fiction is the fact that while they aren't exactly the most physically threatening foes, it only takes the tiniest scratch or bite and you're toast. So you can fight then fairly safely individually, but if you get outnumbered or let your guard down, you're in serious trouble.
It's not that I don't like hacking hundreds of zombies to death, just that I would also like something that evokes more of the atmosphere of the Romero zombie films.
Also:
"staring his imminent execution by their hand in the face."
Wat?
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The trailer started the interest and the style of game has my excitement off the radar. I shouldn't get excited yet but it's hard not to as this sounds like my perfect game!
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New IPs FTW.
EDIT: @darkmorgado below - how the hell has this been on your radar for years? Are you some psychic gamer? Are you sitting there typing out your comnments WITH YOUR MIND?!?
Fair play if you are.
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As stated in the article, the game was announced over 3 years ago
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It's been on their Coming Soon list for a while now.
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L4D did a great job of showing that zombies + co-op = win. There's enough room for another player in this market, if they can create something that is genuinely different (which this sounds to be).
Not quite in my 'want' list, but definitely keeping an eye on this one...
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I say Boiling Point as this will probably be just as buggy. Still, flying jaguars, hey ho...
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In fact David Cage got drunk whilst watching The Matrix and Murder She Wrote, and the rest is history.
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Eh?
Also: is it properly open-world or not?
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i hope there will be a FOV option or atleast editable .ini or console command for setting the FoV.
i always feel dizzy and want to puke with FPS with low FoV.....
even BFBC2 standar FoV make me dizzy. Then manually change it to 75 cure my dizzy.
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- Brian, TripAdvisor
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Not really feeling this game anymore
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A realistic zombie game? Er....
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Lost me at first-person as well. And I don't see much evidence of RPG from the description. But the screenshots clearly show a third-person view and it sounds great so I'll look forward to reading more on this.
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Ok, now you caught my attention.
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You could even have "luck", when attacked by zombies and you're not immune, it's a factor if the zombie manages to chow down before you wriggle away. You could have a lucky character, a gambler etc, that is immune only because of the fact that he manages to escape from the situations before being bitten.
The thing is, I loved Dead Rising.... for... a bit. I hated the fact that zombies respawned, I hated the fact that you had a time limit, and that people needed rescuing. Why does my character have to do that, why isn't there others? I'd love a game that embraces Max Brooks' books, set after the main infection has been contained, and you're part of a clean up crew... or just someone who wants to ensure their village is safe.
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Oh.
Oh. I'm really disappointed. I thought ... oh. Well then. I'll just go ahead and stop being excited for this one, then.
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Colour me interested.
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I hope the game lives up to the promise.
R
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The write up makes it sound like a drop-in out co-op game but then the mechanics described (levelling up and building weapons) make it sound like it'd work better as single player.
Co-op games generally work better when there is a level playing field between the players somewhat with regard to strength of weapons, if a main part of the game is building new weapons then you'll be taking your offline char online. I'm interested to see how they'll get the two different game styles to work together.
Hopefully they'll pull it off.
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[link url=http://calmdowntom.com/the-podcasts/
]http://calmdowntom.com/the-podcasts/
[/link]
good listen but bloody long.