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GDC 2011: Debunking Dead Island

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Thursday, March 03, 2011

And now, a small lesson in managing expectations.

Deep Silver spent the first half of a 25-minute presentation gently stepping away from the fresh and exciting game trailer that instantly put them on the industry's radar just a few weeks ago. Dead Island, they told us repeatedly, is an action role-playing game, period. They want to hit you in the face with a zombie apocalypse and then let you hit back even harder. The emotionally devastating moments that took them viral -- such as a family's doomed last stand against an undead horde -- aren't a big part of the feature set.

Dead Island
There can be only one!

"There's some emotional stuff," according to writer Harris Orkin (who also scripted Call of Juarez), "but no. Dead Island isn't that trailer.
 
So subtract the very thing that got you interested in the first place and look at this for what it truly is. Based on the fairly entertaining demo I saw and Deep Silver's own descriptions, one thing sticks out to me: Dead Island doesn't seem to demonstrate a single original idea.

Let's break it down.

 

You pick one of four class-based characters and level up skills (Borderlands) by jumping into a first-person, mission-based, open-world environment (Fallout 3). You grab improvised weapons which degrade over time (Dead Rising), and you also find blueprints that allow you to upgrade your arsenal at workbenches (Dead Rising 2). You can electrify a machete, for example. You'll use your makeshift arsenal on fast zombies (Left 4 Dead), slow zombies (Half-Life 2), and special zombies like a detonating suicider (Halo) and what look like spitters (Dead Space 2). As you explore, you'll piece together what happened via audio logs (BioShock) found around the island. Yes, exploding propane tanks/barrels and collectables (all games) show up as well.

To be clear, I'm not saying Dead Island's combination of these elements can't -- or won't -- be fun. Graphically, the demo looks very good, and the gameplay shows a great deal of promise. But again, divorce yourself from what you might've hoped for.

Dead Island
"You a dead bitch now!" (actual game dialogue)

The game proper starts hours after the outbreak shown in the trailer. You wake up in a hut on the beach, surrounded by other nervous survivors and dead people pounding on the walls from outside. Your first job: Go outside and save the Maori lifeguard who pulled you to safety.

Combat happens up close and personal. You might find a gun with one clip of ammo (Mirror's Edge) later on, but mostly you're swinging oars, sledgehammers -- which remove a zombie's face quite nicely -- and fire axes to bloody effect and soaking up experience points with every hit. Our demo used the tank-class character, Sam B., a one-hit rapper whose upgraded Fury ability lets him throw on brass knuckles and go sickhouse on everything in sight. The other classes are still under wraps, but Deep Silver described them as an assassin, a leader, and a jack-of-all-trades.

After clearing the beach, it's time to find someplace more secure to hole up and wait for rescue. You can go anywhere you can see (Assassin's Creed) on the island of Banoi -- a major city's in view, along with the hillside hotel shown in the trailer, though neither is recommended until you've leveled up a bit. Instead, a nearby lifeguard station fits the bill for a new HQ...once you make it a little more zombie-less. From there, more missions unlock.

Dead Island
Who hasn't had a date like this?

The variety of encounters shown in such a short time felt encouraging and included basic zombie mashing, changing up threats (including a few on-fire opponents), and a few places you could quietly tip-toe past snacking undead. Early missions also give you access to vehicles which increase your range and allow trips to more populated areas which promise to keep things jumping. Deep Silver doesn't want to dwell on suspense when they can throw more zombies at you. Combined with all its side quests, they put Dead Island at a 20-30 hour experience per character class. That's not a bad selling point...and not the only one, either.

Dead Island's trailer got our collective imaginations running with possibilities that simply don't match up to the actual experience, but the real game has possibilities of its own. The juxtaposition of a gorgeous tropical paradise with a gory beat-em-up -- you're frequently acing now-rotting babes and hunks in swimwear -- works. The graphics completely sell the environments and the bloodletting in equal measure. Combat looks fairly solid, with new challenges presented at decent intervals. Dead Island might be borrowing heavily from every game you've played in the last five years, but at least it's stealing from the best.

Deep Silver plans a 2011 release, so we won't have to wait long before we find out if they can make all the pieces fit.

 
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RUS MCLAUGHLIN'S SPONSOR
Comments (15)
Photo3-web
March 03, 2011

How disappointing. I was looking forward to a true story-driven zombie game, thus far a rarity. For all their innovation, the Resident Evil series wasn't what I'd call "story-driven", at least not in the sense of a Heavy Rain, Alan Wake, Mass Effect 1, 2, or Fallout III mold. And the current generation hasn't given us much in that area.

Jayhenningsen
March 03, 2011

Despite the differences between the trailer and the game, it still sounds like it might be fun. I still want the game in the trailer, though.

Scott_pilgrim_avatar
March 03, 2011

I'm with Jay. The game in the trailer looked amazing. But I've been hoping for an open-world zombie RPG for awhile.

Default_picture
March 03, 2011

I was really hoping the emotional upheval present in the trailer would carry on into the game, but I knew it really wouldn't. I've discovered that all the things I find cool in games are rarely played out or included in the final product. 

Download
March 03, 2011

Saw it coming; it was never going to match the trailer.  I was never going to let the hype of the trailer affect my expectations, which I'm keeping at neutral!  it'll be interesting to see how they mix established game mechanics into an enjoyable experience.

As for zombies, they're a tired genre, but there is always potential for some good games in it. I think another bitmobber mentioned this in his article, and indeed I'll be touching on the issue in my next one, but to put it simply, a good zombie story is never reallly about the zombies! 

Shoe_headshot_-_square
March 03, 2011

Great article and I totally agree, since I was there in the same demo as you. :)  Divorce yourself from the trailer, and you can end up really digging Dead Island for what it is. I'm disappointed it doesn't capture the emotions from that video, but I'm liking what I saw. I can't wait to play it.

Photo3-web
March 03, 2011

@Jasmine

Reminds me of The Force Unleashed II. Remember that trailer that showed Starkiller throwing Vader through the walls and slaughtering all those stormtroopers?

Profile_pic4
March 03, 2011

Sounds good to me.  The trailer got my interest, but I am realistic enough to know the final product wouldn't be like that.

@Rus: don't all the listed/sourced games also lift ideas from other games?  Just one example.  Last night I went semi-old-school and played the cell-shaded Prince of Persia from a few yeas ago.  I'd only played an 1 hour back then, and decided it needed to be taken off the pile of shame.  Anyways, I was instantly struck by how much it reminded me of Assassin's Creed's novel climbing/movement mechanics.  That's when I realized Ubisoft Montreal was responsible for both titles.

I can't wait to see more. As long as things don't go terribly wrong, I'm picking this one up.

100media_imag0065
March 03, 2011

Well, let's take everyones favorite game of last year, Mass Effect 2, and pull the same technique.

In Mass Effect 2 you play as a Space Marine (Halo) and spend the majority of your time talking to characers RPG style with dialogue options (KOTOR). Third person cover shooting has a big part in the game as well (Gears of War), and all ammo is universal via heat sinks (Deus Ex 2). You can teleport to different planets for missions (Star Fox) and choose to be good or evil throughout your adventure (Fable). You even recruited characters for your mission (Fallout).

Now, with Mass Effect borrowing so many things from so many other games, how could it ever be good. I mean, it just doesn't make sense. Mass Effect doesn't have a single original idea in the entire game. How the hell could it have been good?? Oh, wait, I know, because EVERY game borrows EVERYTHING from someone elses game. All that matters is that you use your borrowed ideas well.

Brett_new_profile
March 03, 2011

Nice article, but I think it's a little unfair to single the game out as unoriginal. Sure, different elements have been found in other games (something that's true of most games), but no one's put them together in this particular combination. 

Mikeshadesbitmob0611
March 04, 2011

Yes. Half-Life 2 invented the slow zombie.

Really, innovation doesn't always come from originality. Like Brett said, the game has a chance of succeeding because these particular elements haven't been blended quite like this before. If the game is solid, I don't care where its ideas come from.

Download
March 04, 2011

I don't really know enough to make an informed decision, but at the moment, it appears to be taking many of the popular mechanics from the latest zombies and implementing them into one game.

That's not necessarily a bad thing, but what I fear is that they'll be throwing in all these elements without understanding what made them so great.

Default_picture
March 04, 2011

Good article, but I feel like we can't really fault anybody for making a trailer that is misrepresentative. At least if we consider that practically everything is misrepresentative of the actual product. I mean, take a marketing photo of a McDonald's hamburger. That doesn't look anything like an actual Big Mac but nobody actually thinks that McDonald's should make their marketing photos have crappier looking hamburgers to be more accurate.

I kinda feel that a game trailer is almost meant more to show us that the developer has skills. I mean, if you can make an awesome trailer then perhaps you can make an awesome game. Not always the case, but if you can't even keep my interest in 2 minutes then how're you going to do it for 15 hours?

And yeah, I agree that pretty much every game borrows from other games. But to be fair to the article, most of the great games do 1 or 2 things that are legitimately unique.

Bitmob_photo
March 04, 2011

Derivative or not, this game looks ridiculously fun to me. Hey, if it can incorporate all of the stuff I love about those other games into one beautiful and zombie smashing package, I'm all in. It's a cool trailer that raised expectations, but luckily I'm not looking for a cool and narrative driven story. I just want to smash some zombies and level up.

Pict0079-web
March 05, 2011

It certainly doesn't look anything like the trailer, but it looks pretty fun. In my opinion, I'm glad that this particular game isn't based on a heavy, dramatic trailer. The graphics look good, the RPG element seems fun and the overall environment is pretty comfortable, especially for a zombie game.

I'm down with that.

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