Dead Island Review
Smack your beach up.
Version tested: Xbox 360
Remember the Dead Island teaser trailer? Of course you do. It "went viral" as marketing people with spreadsheets like to say. That means everybody saw it, posted it on Facebook, emailed it to their friends and said, "Hey, what's this Dead Island game all about?"
Played in reverse, we saw how a pretty young girl's fatal plunge from a hotel window was not the result of exorbitant room service fees but a zombie outbreak at a tropical resort. The mystery was almost unbearable. What was this game? Where had it come from? Was it a shooter? An adventure? The trailer wasn't saying. It was simply slick, artful, intriguing and loaded with promise. Remember it? Good. Now forget it, because Dead Island the game is nothing like the trailer.
It is, in fact, almost the complete opposite. Much like the moaning corpses that you're destined to spend a lot of time hacking to pieces, Dead Island is a shambling, lurching thing, falling to bits in important areas and frankly a bit whiffy up close. It's also strangely compelling, provided you're a forgiving sort who doesn't flinch at wonky coding and weird design decisions.
Now that we've established that Dead Island is a ramshackle B-movie rather than a streamlined blockbuster, let's clear up another misconception. This is not just a horror action game with occasional RPG bits glued on. It's a full-on openworld horror role-playing game, complete with crafting, side quests and skill trees. In fact, I'll put money on the fact that the conversation at developer Techland's Warsaw HQ started with the question, "What would happen if Fallout 3 and Left 4 Dead went on a holiday to the Far Cry island?" That, in a blood-stained disembowelled nutshell, is Dead Island.
The original Dead Island trailer captured a lot of imaginations. The game doesn't really resemble it at all.
The first order of business is to pick your character from a selection of four. Each has their own nominal speciality - blades, melee, firearms and throwing - but in gameplay terms the difference is minor. Each has their own "Fury" attack, activated by accumulating hits against enemies, but otherwise there's no discernible advantage. Having picked the firearms specialist - a feisty female Australian cop - I felt no particular handicap while restricted to sticks and knives in the opening act, nor did it seem like there was any noticeable benefit once guns entered the arsenal.
Character choice doesn't really affect the story either, as the quests unfold in the same way regardless of who you control. As you're mysteriously immune to the effects of a zombie bite, you find yourself sent all over the island in pursuit of possible rescue plans, or just retrieving things for fellow survivors. Family heirlooms, siblings, even bottles of champagne - all are in demand, and rewarded with bonus XP, cash and unique objects or blueprints for powerful weapon mods.
That's all further down the line though. The big hurdle where Dead Island is concerned are those first few hours where you're not entirely sure what sort of game it's supposed to be, and all you can see are the ugly technical problems.

True fact: zombie slaying rapper Sam B is voiced by Marvin from Pulp Fiction.
Graphically, it's a bit of a dog. The Chrome 5 engine conjures up the same jagged Duplo jungle foliage as it did for the wretched Sniper: Ghost Warrior, and constantly struggles with textures, edges and frame-rates. Character models are downright disturbing, with marionette animations and distracting staring bug-eyes. The zombies, at least, are supposed to look horrible but even they're blighted by crude skins and spurting blood that looks like it's been added in MS Paint.
Control feels stiff at first, and finding the measure of the melee combat takes some patience. Judging your reach is problematic, not helped by flaky collision detection that leaves you swearing that your machete just whizzed through a zombie's head without leaving a mark.
It's in the opening sections where the immediate desire to mash zombies to bits grinds most awkwardly against the restrictions of the RPG framework. Playing as a cop-trained firearms expert, only to be told you can't actually shoot a pistol because you're not level 10, is about as immersion-breaking as you can get. It also gets tiresome, constantly foraging around for pipes, planks and kitchen knives with which to defend yourself as you jog from poolside bar to lifeguard tower to gas station.
Weapons degrade rapidly with use, and it's only once you gain access to the obligatory workbenches and can start making your makeshift arsenal more robust that things settle into a more agreeable rhythm. Once you're able to tape some batteries to a machete to create a weapon that slices and fries, or a vicious cudgel that delivers flame damage, or a cruel sickle dripping with poison, everything becomes more fun. Maintenance is still an issue, but options on your three-pronged skill tree can make weapons more durable or reduce the cost of repair.
There are guns in the game, of course, but ammo is scarce and it's not until the last of the story's four acts that you'll be able to start blasting away with any consistency. This isn't a bad idea, since the shooting mechanism is basic at best and wouldn't look out of place in a 1998 title. For the most part it's melee all the way, and despite the struggles with collision detection, when enemies are really close it's a decent enough system. Frantic arm-waving is made impossible thanks to a stamina gauge, depleted by each swing as well as sprinting, while distance and angle are both taken into account for each attack.
Bladed weapons show things off to their best advantage. Zombies lose flesh with each slash while arms can be lopped off with a well-aimed (or lucky) hit. Reducing one of the tougher "thug" zombies to a bloody skeleton, with stumps at the shoulder, still desperately trying to bite you, is undeniably fun.
Medkits are scarce. You'll get most of your health from guzzling energy drinks.
You can also throw any weapon, at which point it sticks out of your target's corpse as it roams around. You can lob a machete at a zombie, then yank it out as it approaches and use it to slice their head off. Alternatives include turning them into a pincushion with multiple throws, or attaching explosives to a knife for a savage spin on the sticky bomb.
Even more vital is the kick move. Easily forgotten in the early going, it proves essential later on, useful for pushing zombies back but more importantly able to knock them over. Once a zombie is on the floor, you can unleash particularly brutal hacking and battering moves, or unlock a foot stomp that crushes their skull instantly. Saving wear and tear on your best weapons, it's a skill worth mastering as soon as possible.
More bizarre is an alternative control system that lets you direct your arms with the analogue sticks in combat. Credit for trying something different, but after just a few minutes its clear why this facility was buried in the options menu. Suffice to say, it gave me nightmarish flashbacks to Jurassic Park: Trespasser.
Being set on an island, of course there are Lost references galore.
You can also use vehicles to get from place to place in relative safety, though limited visibility, rudimentary physics and Tonka truck handling means that it's easy to get lodged between scenery items. Speeding into a group of the undead and sending them hurtling to their doom is worth the aggravation, for a while at least.
The vehicles all have four seats, a reminder that this is very much a co-op game. Those playing solo are in for a tricky ride as certain encounters and "special infected" zombie types are clearly designed to be tackled as a team. There's no game over screen, but each death is punished by the deduction of a large chunk of your cash reserves. Not too troubling at the start, but once modified weapons become indispensable and the price of repair and upgrading runs to thousands rather than hundreds of dollars, you see why they made your penalty a financial one. It's the tools that matter here, not the quaint notion of "lives".
Respawning after each death puts you randomly in the same area where you died. Sometimes this will be right back in the middle of the fray. Sometimes it will be somewhere else entirely, often facing the wrong direction. At one point I died in the shallow water on a beach, and reappeared on a rooftop 50 metres away.
The only time the game forces you to reload and tackle a battle again is during escort missions, of which there are rather too many. Here you'll find that enemies are reset, but your weapons and items are not. Use up your Molotov cocktails and break your best weapon in a failed attempt and you'll have to try again with those handicaps already in place. Hoping for a herd-thinning fury attack is the only way out of this cycle of inevitable failure.
Elsewhere, you can see how the need to work around the requirements of co-op play has boxed the design into awkward corners. The game has no manual save, so once the story is completed there's no way to go back and finish off any quests you didn't tackle. Like an elderly driver navigating a tricky roundabout, all you can do is start over and go around again, playing the story from the beginning with your items and player level intact.
The sense of escalation, at least, is well handled. Enemies level up alongside you, so that encounters with zombies remain tense and challenging right up to the end. The engine clearly can't render more than 10 or so at a time, certainly nothing to compare with the crowds of Dead Rising, so this seems like a reasonable compromise. Loot drops are typical of the genre, and combined with the impressive modification options ensure that the drive to constantly improve and add to your arsenal provides compelling momentum even when the game itself struggles.
Dead Island has already won the 2011 prize for Most Bizarre Accents in a Video Game.
Co-op play makes the engine work harder, resulting in some hilarious puppet-like animation, but it works in a rudimentary sort of way. Players in the same game are free to roam the map, tackling different side quests, but story progression and fast travel demands all players gather at the same spot. The matchmaking system works not on player level but chapter checkpoints, putting you with players who are at roughly the same place in the game. Progress is automatically saved should other players quit, and your solo checkpoint is restored. It's a clunky and graceless system, but mostly workable and the game is considerably more fun with a full complement of players.
I didn't encounter anything game-breaking in the 26 and a bit hours it took to complete the story solo, or during my forays into co-op play, but it would still be all too tempting to fill this review with complaints about the flaky game engine, the weird floating objects and distracting animation spasms, and annoying glitches like inactive quest points, inconsistent navigation markers and the general air of a scrappy half-finished game. All that stuff is in here, and can easily dominate the experience.
I'd be lying if I said I didn't enjoy the experience though. Dead Island is a deeply flawed game, but it's also clearly a low-budget game and one that has interesting ideas, often under-served by the bargain-basement code. Finding the diamonds in the rough demands a lot of patience, and enough investment in the base joys of zombie slaughter to tolerate the laundry list of flaws.
I suspect this will be one of those games that will be justifiably mocked by the majority for its many flaws but embraced by a forgiving minority, and passionately defended for its underdog status. Neither response will be entirely wrong. Much like gnawing on human flesh, Dead Island's clumsy horror-action role-player is the definition of an acquired taste.
6 / 10
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Comments (157) Latest comment 7 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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EDIT: Negged? tough crowd. I don't enjoy seeing kids suffer in any form of media but this has been intensified by being a parent. I know it's a games but the scene in the video where she's attacked by a zombie and turns on her father left me mildly upset. I know i'm being sensitive but it's because i have a daughter of a similar age and can't help thinking i'd never want anything horrible to happen to her. You either understand what i'm trying to say or you don't.
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Anyway, mildly interested, but I am not going to pay full price for a low budget game, not at this time of the year.
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Do you really need to state 'True' before you say 'Fact' ?
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It went from a Zombie cinematic experience, to a zombie open world surival game, to a first person melee zombie brawler to...an FPS with special infected. The recent gameplay trailers look to seriously mislead people if gunplay isn't really an option until later levels. Regardless of what the game IS they have chosen to present themselves as an FPS. I doubt I'll play this for a while but after LA Noire this surely has to go on the biggest dissapointments of 2011 list.
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And why havent they reviewed the new Driver game yet,not been sent the review code yet then EG?
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I have a daughter as well. I had no problems watching the trailer at all.
Anything featuring zombies allows me to differentiate between fantasy and reality. That, and I'm very manly.
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Looks and sounds like a good game to me, after I've done all the other big releases.
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this with 6/10 sure will be better!
or not...
btw may we know this is reviewed in what platform?
im considering getting the PC version but if it still have too many tech problems and.....
i guess i'll just wait for DF article...
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How do you figure that out? The solo game took Dan 26 hours to beat with an RRP of £39.99.
You can beat the solo game in any Call of Duty in about 4.5 hours with an RRP of £49.99.
We don't go down this route.
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Not at all, it's £30 on PC, £20 would have been about right.
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I expect it will be best if you have a group of four in mind, willing to play the whole game together. Matchmaking for a couple of levels with randoms seems like a bad choice.
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Would have thought food, clean water or medicine would have been better currency.
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In fact, I'd say its far better looking than Deus Ex, and certainly better than the dated Oblivion or Fallout 3.
Day one purchase for me, been looking forward to this for four years.
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(Fallout is a great game, and I haven't played this obviously, but it does seem, sometimes, like we're happy to forgive some franchises for issues and not others based on our prejudices that this isn't a AAA title.)
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Oh, its a Dan Whitehead review. That explains it.
/adds 2 points to score to compensate for the whitehead-factor.
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I really hate escort missions. They're worse than zombies.
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Reckon I might still pick it up.
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But 2011 seems to be the year where game don't live up to the hype (LA Noire, dragon age 2, bulletstorm, Duke Nukem, ...) So now my hope shifts to Skyrim to be the first good non-shooter game this year. (ok the witcher was good and dead space 2 was a one trick pony but it was a great and scary trick)
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also,hes a liar,he said he played it with all 4 caracters then said it took 26 hrs to complete,you telling me he played for 104 hrs and thought it was crap?
Do me a favour eurogamer,stop this silly scoring that makes you all look stupid in the internet review stakes.does acti pay you to only score their stuff high or is it rockstar?
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I still really want to play this game, but I really find framerate issues ruin immersion for me.
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Just like for movies, reviews are opinions. You will find some reviewers who have similar tastes to you and others who don't. Just like for movies, you learn to decide which reviewers often align with your tastes and you take other reviews with a grain of salt (Are you a Kermode guy, Roger Ebert? The Guardian? ...). But what score was given to what movie or game is hardly an indictement of their reviews.
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If u look on metacritic EG is the lowest score for dead island to date.
I'm getting this game for the coop like this game was designed for. A bit like borderlands in how its set up. That sounds great to me
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Wrong. Gamescentral gave it 5 out of 10.
This is the guy that gave Dead Space a 7 and Mafia II a 4 after all.
WRONG! John Teti reviewed Mafia II for this site.
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So PC version is still good then?
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But most of all I remember the fact that even with all of the above combined I found it utterly immersive, engrossing, genre changing and fun.
You know what else I remember? KG's 8 out of 10 review and this bit in particular:
Me? Despite everything, I like it a lot. When talking to someone about this, he asked how can you give something this broken a fairly decent mark? Well, if you still enjoy it.
Me? My pre-order is still set in stone.
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Say what you will about Fallout 3's bugs but it's game design and the way its narrative was structured around it was extremely well done.
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Edit: why the negs? It isn't. Its made by Techland, the Call of Juarez guys.
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Definitely gonna wait for a price drop and save my money for Gears 3 or Rage me thinks.
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I noticed riceNpea's comments earlier on about the trailer being disturbing to him because of the little girl being the victim.
Agreed, the first time I saw it it shook me, but then after a few days I realised I really wanted this to be another version of left 4 dead. Guns, grenades and melee weapons optional. This would appear not to be the case.
Also, if you clear an area of zombies, said area should then be safe to explore to find all the hidden goodies in the level, not lots of respawns. Ho Hum. ...maybe when it's on the bargain shelf...this is a sub £20 game for me now. Maybe sub £15 now I think about it.....
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Few things annoy me as much as this. I'll pass.
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Ouch. You must be embarrassed.
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Eurogamer is the WORST score on metacritic, so i will probably still get it, hopefully the PC version is a little more polished (one can hope)
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I mean this is the only zombie rpg besides that indie one that looks really great (gameplay wise) but is till pre beta.
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Read IGN's review before wiping this game off your list.
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The game has local co-op, just as system link.
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That's my issue here.
I'm pretty sure you need two.
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I had really high expectations for this after seeing the trailer and all the preview hype but it looks like I might pick this one up in 6 months or so when its sub £20.
I still think it could be one of those games that you just fall in love with though e.g. like I did with Mafia on the PC.
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I was really looking forward to this, but while I sounds like the gameplay might still be enjoyable, the engine problems and the harsh conditions for solo players are definitely putting me off.
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It sounds like a rough gem and your enjoyment of it hinges on if you can look past the shotfalls.
Either way dude it's one person's opinion
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well fuck me , bend me over sideways and call me roger - IGN will slap an 8, 9 or 10 on most games out there, they have very little journalistic credibility as it is - the most shocking thing is that people will take their review over EG's. Still wont make the game any better, you bunch of crybabies. Just accept it - the game is AVERAGE at best and you were duped by a CGI trailer. shock horror.
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Oh, wait... I almost forgot the paycheck factor.
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Except that the majority of reviews are rather positive.
Not to mention the fact that assertions in this review - the consistency of melee, the graphics, etc - are contradcited by pretty much every review out there.
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Wouldn't be the first time one the Dan's reviews has been way off..
@spacedelete - yeah it's almost as bad as your fucking whining about people whining. Maybe take your own advice.
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Both of those games were miles better than this rubbish get warhammer 40k instead.
To even compare this to fallout3 and oblivion is an insult.
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[link url=http://www.destructoid.com/here-s-the-list-of-fixes-in-dead-island-s-day-one-patch--210646.phtml
]http://www.destructoid.com/here-s-the-li...[/link]
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1: Its a zombie game that isn't Left4Dead or Dead Rising.
2: Achievements and fun.
3: Co-op
4: Techland are a smaller developer.
Building on that last point, Techland tried their own take on the zombie genre, a risky prospect when it might seem we are sick of zombies, dedicated games or otherwise. However, despite it perhaps not being the most polished diamond (get it, polished diamond, lol.... polish), I can see this game becoming a sleeper hit of 2011.
Let's cut to the chase. Who are Techland? Few of us know, so despite the awesome spectacle of their trailer, and while it got us all talking, it was always obvious this games was from a lower budget studio. And while this first game might not live up to what the trailer blew our minds with, I think that if Techland get a fair chance of success with Dead Island, we might yet see what that trailer might have offered, in a sequel. After all, we all loved Left 4 Dead 2 and Dead Rising 2/Case West/Case Zero. I short, we love zombies.
I pride myself as a seasoned gamer, to buy the best games possible for my collection and fun. Occasionally, I'll get a game that's less than perfect, but still provides hours of fun. Case to point, I hated Dead Rising's some what cheesy story, but loved its psychopath bosses. I hated that games stupid save system with passion, but loved just going apeshit and getting my Dawn of the Dead demons some sweet exercise (zombie carmageddon in the underground car park is shear heaven). In fact, were it not for the zombie joy of Dead Rising, I wouldn't have purchased an Xbox 360.
Eventually, despite reviews, we all have to ask ourselves, how badly do we want to play a certain game. Dead Island has zombies and an aspect of rpg survival, plus co-op icing on its cake. Cheer up, people. If you buy and don't want it, by all means trade it in when you are done. Plenty of other games in the pipe. I'll be keeping my copy, while supporting a smaller developer, and hopefully we'll get a bigger budget sequel, with vast improvements. Perhaps I'll even give Techland some feedback, to help them, as I feel there's still plenty that can be done with zombie games.
I'm still be playing the upcoming Project Zomboid, and the lesser known Dead State indie zombie games on PC, which offer their own takes on the genre. But kudos to Techland, you've got to hand it to a smaller euro developer, to push out a game like Dead Island, when Left4Dead is so popular, the latter being a smaller mod game, which did well from Valve coffers of investment.
Anyway, I think Deep Silver, Square and and polish devs Techland will be happy with this game, and I'd love to see an improved sequel. I'd rather have more of Dead Island, than more Call of Juarez. How bizarre, seems fortunes are getting better for Square, with Deus Ex and Dead Island. Guess it shows western games are good to invest in, if you choose wisely. Perhaps Square should buy Techland too.
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Pass.
"...escort missions, of which there are rather too many."
Double pass.
"Enemies level up alongside you..."
Double secret triple pass. Sounds like instead of actually designing the game they just threw a bunch of mechanics from other, better games together in the hope of creating something passable.
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Personally i think FO3 & FONV are two of the most over hyped games I've ever played.
They bored the tits off me but most loved them.
Still was really looking forward to this.
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So I'll still be buying on Friday. I'll trade Human Revolution, thats hardly lived up to the hype.
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You are not buying the game purely because of a well made teaser trailer???? Wow...
Have to laugh at those distrubed by that trailer. I'm a father to but didn't see any bad taste in it whatsoever, thought it was well made and did what it was supposed to do just like every misleading CGI trailer out there (get everyones attention on the game) and quite honestly I don't see the fuss. People didn't get all disturbed and upset when a child takes a chunk out of her father (or the zombie baby for that matter!) in the Dawn Of The Dead remake. Did anyone cry bad taste at Pet Sematary when little Gage comes back from the dead and goes after his parents? Why does no one get upset at movies?
It's not real folks no children were harmed in the making of that trailer and I'm sure in the real zombie attack when it happens they would not turn to each other and say "leave it Dave, she's only a little girl look there is a big chested blonde lets get her instead...brains.......".
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They went seriously downhill after being bought out by Murdoch a few years ago - Are they good again now?
Am I going to be negged for asking a question about IGN?
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That sounds truly awful. Why would you design it like that?
Anyway, I'm still vaguely interested - Will wait for the bargain bins!
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Not really sure what you are on about with the "knee jerk" thing, we are all gamers here why would I want other gamers to leave "my" hobby alone?.
I was merely pointing out how funny it is that people are getting all sensitive over a CGI video game trailer just because a child is in it, I'm a parent to but don't get all queasy over make believe.
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Seriously if they can allow something that dumb for something that basic how more screwed up is the rest of the game going to be?
"At one point I died in the shallow water on a beach, and reappeared on a rooftop 50 metres away"
Oh that screwed up.
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"Moral values"???? Jesus over-react much? It's a make believe zombie game FFS!
The trailer shows a family fighting the zombie attack (an attack that's kinda what the game is about), it didn't show any gameplay whatsover to give a "wrong idea" as to what the game was about it was just a CGI scene from the actual attack rather than the aftermath to "tease". No more misleading than any other CGI teaser.
Was it "questionable" to use a family enjoying their holiday with the child becoming a zombie or was just a really cool way to highlight the whole "holiday paradise resort gone bad" setting in the game (which personally I thought it did pretty well)? In all honesty I couldn't care less, all I thought when I watched it was that it was one of the best made teasers I'd ever seen, getting all upset because a kid was in it didn't enter my mind until people started the "as a parent..." crap but like I said kid zombies, monsters, vampires isn't something new it's just the first time we've seen it in a game trailer and I find it really funny how some are touchy about it.
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Actually, no. Never seen it. The first I heard of it was after Techland said it didn't represent the game's content at all. So why would I want to watch it if it meant jack shit?
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Que???
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The key is quickly releasing the left trigger to change view after attacks.
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The devs hit the nail on the head of what zombie games 'should' be about. The mechanics are rough, but people are forgiving it because it wreaks of cool.
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The game isnt perfect by any means but its FUN and ENTERTAINING. Which is what a game is supposed to be if im not mistaken?
probs 8/10 in my book. Would be a 9 if it wasnt for the odd bug and bad voice acting.
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It's stupid to get angry over that.
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It's not perfect but it's a solid 7.5/10
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