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Dead IslandScore: 8.0 / 10
For all the obvious video game elements of
Dead Island -- the upgrade, repair and modification of weapons, definite
hit points, fetch quests galore, application of experience points, and
so on -- what the game really succeeds in doing is crafting a world
uniquely depressing and fundamentally terrifying. |
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abandoned luggage, swimming pools filled with blood, zombies feasting on piles of viscera and stumbling toward the player if they got too close. All the while there are the sounds of beach life: seagulls, surf, and gentle breezes. Visual punctuation marks like abandoned cars and makeshift barricades obviously overrun, work very well in tandem with the eerie aural |
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punctuation marks, like gurgling human
husks and screeching undead that run straight toward any beating hearts.
But after the player "escapes" the beach, hotels, and swanky swimming areas, the game aspects of Dead Island take over and it becomes like most other zombie games, aside from the fact that guns and ammo are a rarity rather than the rule. The path gets narrower and narrower, like being pushed down a one-way alley. And then the game culminates in a disappointing boss battle -- it's big, it rushes you, and all that anticipation and awe generated by the opening environment is mostly forgotten.
The story, offered piecemeal by other
survivors, collected newspaper clippings, and voice recordings left
behind by a journalist is something I really liked. Not knowing right
away what happened or why; that method works for. It's not as if players
will need to leave no stone unturned to figure out what's going on but
take on enough missions and there will be little problem figuring out
what's happening. (October 18, 2011)
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