What I'd like to see in Dead Island: Riptide

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Wednesday, October 31, 2012
EDITOR'S NOTEfrom Jason Lomberg

Dead Island's viral teaser trailer promised far more than the finished product was able to deliver, and this compounded the mediocre game mechanics and story that Chandler astutely points out. He has pointed suggestions for the forthcoming sequel.

Now that we finally have an official release date -- April 26, 2013 -- for Dead Island: Riptide, I can finally begin to worry less about if, or when for that matter, my favorite zombie slasher will return.

According to publisher Deep Silver, Dead Island Riptide adds “additional gameplay mechanics, all-new gorgeous locales to explore, more types of zombies to provide constant threats, an additional character class and the best co-operative zombie action experience in gaming.”

But this is what I want from the upcoming sequel.

 

A deeper emphasis on story

In Dead Island, I thought that developer Techland had a tremendous opportunity to create an entirely new and unique story, which few survival-horror games are able to accomplish. Most, if not all, genre titles -- Dead Island among them -- thrust story to the side to focus on gameplay and survival-horror mechanics. Dead Island was ultimately held down by poor writing and pacing.

Riptide picks up right after where its predecessor left off, as the four survivors find themselves on the island of Palanai in the Banoi archipelago, obviously now overrun by zombies. Hopefully, Techland will explain how the zombie outbreak started in Banoi and what is happening in other spots of the world. Will governments step in? Or more importantly, can we get some backstory on the four iconic heroes of the game?

Better acting

Another element I felt really weighed down Dead Island was the horrendous voice acting for practically everyone in the game, save for the people depicted in the audio recordings -- which I thought were really well done.

Almost anything will beat the lackluster performances delivered in the first game, so hopefully Techland will pull its act together and hire some voice actors who can actually do their job -- "act."

Balanced weapon degradation

Weapons in Dead Island went to waste after what seemed like the first few swings. One group of zombies meant the sacrifice of your favorite baseball bat or sledgehammer. I don't mind the mechanic -- in fact, I like the idea behind it -- but it was just poorly executed in the end.

With a lot of time left on the clock, hopefully Techland can right their wrongs with Dead Island and give us a worthy sequel to a flawed -- but promising -- initial offering.

 
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Comments (4)
100media_imag0065
October 31, 2012

I think Dead Island is the best zombie game ever made, and in my top 3 open world games ever made. My only complaint about that game is how the guns feel useless. If I had my say in the sequel, I would introduce guns early, and have them be very effective. Let us decide what we want to use, either melee of firearms. Other than that complaint, I adore that game. Played it for hundreds of hours.

Funny how some boring, tedious and downright terrible games like GTA4 and Red Dead Redemption get remembered as "classics", but a game like Dead Island only gets remembered for its initial trailer. Dead Island is a better game than anything Rockstar has ever done.

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November 01, 2012

I feel like weapons in Dead Island were kind of a love/hate relationship. I liked the fact that ammo was hard to come by because in reality, you wouldn't be finding AK47 rounds just lying around on a vacation resort island... But on the other hand, it severely rendered that entire gameplay mechanic useless and would have been a bit more fun to dabble with if I had the oppertunity..

100media_imag0065
November 02, 2012

It's not like I expect them to make an FPS or anything, we have plenty of those. However, I feel like they purposefully nerfed the guns in the game in an attempt to force you to use the melee weapons. If that was their plan, then why include guns at all? That's not the right way to go here. Just like in Left 4 Dead 2, they should simply give us the option of which weapons to use, and all classes of weapons should be beneficial to the player.

Make the guns effective. Make it a viable and fun way to play through the game if that's what the player wants. They can balance this pretty easily I would imagine. Give gamers a choice to constantly make throughout the game. For example, melee focused weapons would have their own appeal, since those weapons are customizable, and there are plenty of them to find and make. And then we have the guns, which are not customizable and there's nothing you can change about them, but they are powerful and fun to use. It's all about choice and balance, something they failed at in the first game.

That's where I hope they go for this sequel. Give us a choice, instead of nerfing the guns purposefully. About the ammo thing, I agree there as well. It would have been weird to find huge piles of ammo all around the island, but at the same time, depriving us of ammo like they did in the first game isn't the right way to go about it either. They really need to strike a balance here.

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November 04, 2012

I personally think the first Dead Island got a bit too much criticism for what it was worth. Sure the pacing was a little bit unusual at times and the ending was unsatisfactoy, but I thought it was overall one of the better zombie games to hit the market in recent years.  

I agree that if they can balance the weapons and degration system to a tee that Riptide could be a promising game for next year.

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