In light of Deep Silver’s recent announcement of Dead
Island: Riptide, I’ve been trying to figure out why I beat the first game.
Story is the predominant determining factor in whether or not I even play a game,
and aside from some interesting NPCs, Dead Island really had no story beyond
GET OFF THE DAMN ISLAND (ZOMBIES). The whole game is one long fetch quest in
exchange for four Golden Tickets (Zombie Chocolate Factory? Now that’s a game I’d
play). Humorously, the four main characters pick up on the flimsiness of the
plot, calling out the people you can’t trust way in advance, as if they too had
seen this movie before. A great main character (or characters) can sometimes
make up for a weak plot, but Dead Island’s four protagonists’ only glimmers of
character are their weapon specialties and some mild bickering in about 90 seconds
worth of cutscenes. At some point, I just started to refer to them as Knife,
Gun, Phil LaMarr, and Texan.
But despite having almost no story, I enjoyed playing Dead
Island, at least up until the sewers and the prison levels when fetch fatigue
set in. I think it was because of a few simple gameplay elements: the
loot/crafting system, the melee combat, and how death was handled. Loot was
done as in most Diablo-esque loot games. There is loot out there that’s better
than the loot you have; go get it. The crafting system was where the loot
really shined though. Anything you picked up in the game could be crafted into
a weapon provided you found the recipe for the weapon. This led to some great
tongue-in-cheek moments as you barreled down hallways with a flaming machete or
a deodorant bomb. I looked forward to
crafting things just to see what was possible, as opposed to, say, Skyrim’s
crafting, which became a grind to get to Dragon Armor.
The Skyrim comparison also bears in melee combat. The Elder
Scrolls games take some light heckling for their combat system being
essentially two people hacking at each other with swords, axes, etc., until one
of them falls down. But Techland has nailed first-person fighting. While the
gun play just meets par, the melee is visceral, sharp, and reactive. Hit a
zombie at the right angle and it loses an arm, or a leg, or a head. Miss with
just a couple of swings or get distracted for a few seconds and you’re the one
losing a head. This is how fighting should feel in a zombie game, like you
could die at any minute. The developers balanced this propensity to die with a
forgiving respawn. While you lose in-game resources in the form of cash, you
only lose a few seconds of that most important of real-world resources, time.
You’re punished, but not in the form of restarting half-a-mile away from where
you died.
While I enjoyed most of my Dead Island playthrough, I know I’m
never going to go back to it, nor can I say that I plan to pick up Riptide. On
top of the lack of story and unending fetch structure, the leveling system,
which is usually a major draw for me (I’ll play Magic Pony Sparkle Horse if I
can upgrade my pony’s mane for more sparkle and his saddle to hold four rocket launchers
instead of two), was weighed down by incremental improvements that didn’t have
much impact on the gameplay. Oh cool, a +2% chance of a critical hit. Oh cool,
an edged weapons +5% damage bonus. Leveling up was just something I did because
a Level Up message kept popping on screen. The question of Riptide is the same
as most sequels; can they hold onto the things that worked and improve upon the
things that did not? Given the mediocre DLC released so far, I’m inclined to believe
that Riptide will just be more of the same, not a 2.0 or 1.5 so much as a 1.1.
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