Tuesday 5 August 2014

No Game New Year: Dead Island


Dead Island

Ah, Zombie Games. Of all the gaming tropes that refuse to die, Zombies – quite fittingly – are the most belligerent. Ever since 1995, when the first Resident Evil came out and Zombies became scary again, we’ve had a steadily-increasing horde of Zombie games rising up to consume its own genre – and infect other genres, that previously had nothing to so with the undead, as Zombie add-on packs are released for Call of Duty and Red Dead Redemption. Zombie games get yearly releases, new intellectual properties are published that are basically just Zombies, and recently we’ve been seeing the ways to kill them become more and more inventive – just to keep the so-called Horror genre interesting.

You’ll guess from that rather cynical opening that I’m not a huge fan of Zombie Games. I love the first Resident Evil game, and the fourth but I’d hardly class that as a Zombie game. I played Nightmare Creatures for a little while but didn’t get very far. The only other Zombie games I play are the ones where Zombies appear as part of a line up of enemies, in Role Playing Games for example. So how did I come to play this one?

You guessed it: Downloaded it off Xbox Live as part of the Games with Gold package. I wanted to play something I could get through reasonably quickly, and tearing through a horde of Zombies seemed like the ideal game to play. Turns out I, er, wasn’t quite right about that…

Customisation of weapons is always fun...
The game is essentially a first person action RPG that apparently has an emphasis on melee combat. I’ve not heard good things about it from Youtube videos I’ve seen where it’s been commented on, (To be fair, Zero Punctuation is hardly the best place to look for positivity,) but as I don’t play many Zombie games and certainly none of the previous-gen ones, I didn’t have any pre-conceived ideas of what the game would be like. What I got was a peculiar mish-mash of different games rolled in to one. “Hey, it’s Borderlands with Melee Weapons,” I found myself saying at one point. “Hey, it’s Elder Scrolls in a Contemporary Setting,” I thought at another. “Hey, it’s Far Cry with Zombies,” I thought finally, the Skyrim with Guns analogy already having been used by the aforementioned Far Cry. And while Dead Island isn’t really as good as any of the game it references, it’s OK for a while, bashing zombies with Baseball bats, cutting their limbs off with knives and the like. You might even come across a gun or two if you’re lucky. But there are issues in the game that, in retrospect, impede enjoyment of the game quite a lot.

The first thing about the game is this: It is not scary. I know Zombie games are not necessarily scary any more anyway, but here’s the thing: They should be. The first Resident Evil game worked so well because of the combination of fixed camera angles, limited ammo and ambiguous health system. More or less the same goes for the first two Silent Hill games. This did a fine job of building a huge amount of tension as you struggled to solve the puzzles in the game in order to move on to the next bit, all the time pushing your luck with your ammo and your health while you could barely see what was going on. Combine that with the occasional jump scare and the possibility that you could de-rail any chance you had of beating the game through sheer carelessness, and you had a genuinely frightening game. There’s none of that here. The open environment means that with a very small exception, you see the monsters long before they have a chance to react to your presence. The puzzles largely consist of fetch quests, and weapons are easily obtained and maintained. There’s no survival here. There’s just getting from one bit of the game to the next and killing Zombies if they happen to get in your way.

The ‘Quests’ are a good idea, but something of a missed mark in my opinion. For a start they are almost always ‘Fetch’ quests (bring Item A to Location B, then return to Quest Giver C and receive reward D, plus some XP.) Thematically they’re all correct – finding supplies, tools and prized possessions – but its all carrot and no stick. For example, in the first section of the game, the quests you have to do in order to progress the game further is attempt to get supplies from various parts of the island. All the others are side quests – someone asks you to look for a necklace, another asks you to find family member, a third asks for engine parts for a car. The only reason it matters what order you do all this in is the reward you get at the end, which could take the form of money, weapons or supplies. It never seems to occur to the game that, while you’re faffing about looking for a necklace, the missing family member is presumably fighting for their lives against Zombies, and will probably die if you don’t get to them soon. And while you’re doing all these side quests, how are the survivors coping with the supplies you’ve chosen not to look for? Do they revolt? Do some of them go scavenging themselves? Do they snarl at you whenever you’re around for not doing enough to help? No – they just stand around waiting for you to do it. There could have been an excellent ‘decision’ mechanic in there where you have to decide what is important and what isn’t, and come to terms with the fact that you can’t help everyone which would have fit the theme perfectly, but it just doesn’t happen. The other missions I’ve done so far are either ‘kill’ missions, where you have to kill a certain set of enemies – which you’ve been doing all game anyway, so that’s nothing new – or escort missions, and no one likes them no matter what game it’s in. There’s not a lot of variety in a game this long to be honest.

Next criticism – the game is quite stoically bleak. Everybody around you is as miserable as sin and whether you achieve their quests or not, it does little to lighten the mood. Now, I understand that there’s not a lot of room for sunshine and rainbows in a Zombie game, but there really isn’t much personality in any of the NPCs that I’ve met so far. They’re there for the more functional purpose of giving quests, and while there are some exceptions, most people just… talk.

The contrast between what people expected having seen the game trailer and what people eventually got has been well-documented. Having seen a video of a father and a husband (both the same person) fighting ferociously to defend his family, and eventually having to throw his recently-zombiefied daughter out of the window to a huge drop below, what we were expecting was an emotionally charged desperate battle for survival. The problem with this approach is that it only really works with a relatively small cast of characters so that we have time to build up relationships with them and actually care if they get hurt – and even then, they have to be correctly scripted and performed. This doesn’t happen much at all in the game I’ve played up until now, as none of the characters are particularly memorable.

***SPOILER ALERT*** on the one occasion I’ve come across where the NPCs actually contribute some emotional gravity to the story, it is so poorly paced you barely notice. A mechanic has been bitten, he knows he does not have much time left before he becomes a Zombie and promises to upgrade your vehicle before that happens. You have to fight off a Zombie horde while he does this, and when the mission is over, you are rewarded with a cut-scene where he asks you to take his daughter with you. What follows is a teary goodbye between father and daughter, which would have been a darn sight more effective if you hadn’t been introduced to both characters LESS THAN FIVE MINUTES AGO. The ‘scene’ is shot well – but because we have no pre-existing emotional attachment to the characters, we find ourselves caring about them a lot less than we should. This severely blunts the emotional impact we are supposed to have over this. ***SPOILER OVER***

That having been said, I’ve been playing through the game and I have been enjoying it. There have been no standout moments, but also no appalling incompetence on the part of the devs. It is a playable game, make no mistake about that, and I have been having fun with it. I especially like the idea of doing limb damage to enemies in order to prevent them from running or attacking, and crafting weapons is always a satisfying experience – if you have enough room for them in your inventory! Driving over Zombies is always fun, and even though there’s not a massive variety of enemies, you do at least have to come up with new strategies for when a new one is introduced. And the Looter gangs are good as well, as they lend a certain amount of moral ambiguity to the survivors. Finally, some of the sound assets for the Zombies are excellent. One of them genuinely sounds like they’re in pain when you’re staving their brains in with the handle of a hammer.

 I’ve stopped playing it for a little while but I expect I will come back to it eventually and get through the rest of the game. I’m about a third of the way through at the moment, but I decided to move on as I always come back from a weekend away from games wanting to play something else.

That turned out to be Virtua Fighter 2 from the previous blog…

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