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Dead Island - Xbox 360
| Price: | $9.99
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About this item
- First-person melee combat
- 4-player coop
- Weapon customization
- Set on an open world tropical island
- RPG elements for character development
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Product information
| ASIN | B004PAGJOC |
|---|---|
| Release date | September 6, 2011 |
| Customer Reviews |
4.3 out of 5 stars |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 7.5 x 5.3 x 0.6 inches; 3.2 Ounces |
| Binding | Video Game |
| Rated | Mature |
| Item model number | D0248 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.2 ounces |
| Manufacturer | Deep Silver |
| Date First Available | March 7, 2011 |
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Product Description
Product Description
The player is drawn into the world of Dead Island on the brink of a mysterious epidemic that suddenly, and without warning, breaks out on the fictional island of Banoi. As a guest of the Royal Palms Resort, the player's stay was supposed to be a dream holiday; a luxurious getaway to the beautiful beaches of a tropical paradise. But faced with the reality of a zombie apocalypse, there is only one thing left to do: Survive. This is Dead Island a paradise to die for. The Island of Banoi: If you've been dreaming about paradise, we know a place where you can make those dreams come true. The Island of Banoi. Just off the coast of Papua New Guinea, located South of the Equator and just north of Australia. Until very recently much of the island was wild and primitive and totally untouched by the modern world. Even though the capital, Moresby, was founded by Australian settlers in 1895, many places deep in the interior still have never been seen by western eyes. Banoi's lush tropical beauty offers many natural wonders: from verdant rain forests to mountain highlands to virginal white sand beaches. Take a diving tour and experience the wonder of coral reefs teaming with life. Hike the mountain highlands or explore Banoi's extensive network of mysterious caves. Along the way you will encounter all manner of rare birds, butterflies, fish, reptiles, and mammals, including the great apes of the Banoi highlands. It's a sportsman's paradise with world-class rock climbing, fishing, hunting, sailing, and kayaking. Or if that sounds too taxing, find yourself a private beach, splash in the waves and soak up the sun. Meet the friendly people of Banoi. They are proud of their rich cultural heritage. The indigenous art is world renowned and unbelievably varied, reflecting the many local tribes with their own myths, legends and language. Come see what Heaven on Earth looks like. Come to beautiful Banoi. The pearl in the necklace of the Oceania Archipelago.
From the Manufacturer
The island of Banoi is a lush, tropical paradise in the South Pacific where its flagship Royal Palms Resort serves as the ultimate getaway for vacationers with money to burn. However, all good things must soon come to an end - and the picturesque resort falls into madness, carnage and chaos after a mysterious and contagious zombie outbreak claims its once peaceful atmosphere. Cut off from the rest of the world, only four individuals who strangely find themselves immune to zombification have the power to protect the remaining survivors from the horrors of the island, to discover what's really going on and find a way to escape before their own fatal ends.
Gameplay Highlights
- In keeping with an atmosphere of desperation and survival by any means, Dead Island focuses on serious, first-person action gameplay with a close-quarter, immersive melee focus.
- Dead Island's seamless 4 player co-op multiplayer seeks to provide the most immersive multiplayer experience to date. Players can drop in and out of each other's games at any time with no loss of progress as well as the ability to continue on alone or with others.
- With thousands of weapons in-game to collect, from simple wooden bats to fire-axes to heavy rifles, Dead Island is a collector's dream. This in combination with Dead Island's weapon customization system will enable the player to craft the ultimate weapon to ensure their survival.
- The ability to enhance and develop your character using RPG-like elements including an XP/leveling system and un-lockable skill trees put the power in your hands to create and play a unique protagonist.
- Dead Island's damage system gives an unprecedented visual detail of the effects of each attack on enemies pushing the boundaries of visualized gore.
- With an open-world setting, Banoi is filled to the brim with things to do and objectives to tackle, allowing a fresh way to advance both the characters and story at the same time and providing for endless replay value.
Videos
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3:08
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Dead Island Trailer
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1:47
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Dead Island - Fight Together
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0:31
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Dead Island Video
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2:51
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Dead Island E3 Trailer
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1:37
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Dead Island - Tragedy Hits Paradise
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Customer reviews
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The simple score breakdown of "Dead Island" is like so...
Visuals and Animation - 8/10
Fun Factor - 8/10
Story - 6/10
Controls- 9/10
User Interfacing - 7/10
Sound - 7/10
Value - 7/10
Learning Curve - Minor
Total - 7.4 / 10
Presentation and Immersion
Dead Island's immersion is done quite well when looking at the places my mind went with the environments around me and how I interacted with some gameplay elements, but the narrative itself is lacking and doesn't do much to place you in this zombie world. The reason I felt as though the nightmarish island environments and gameplay immersed my mind in a world recently stricken with an undead outbreak relates to several reasons. I started to realize this during online gameplay because surprisingly your interactions with other people and other human NPCs is where the real immersion is rooted - even in a tale focused on walking dead monsters known as zombies. At first when I was online I was being helpful and telling people that "hey, there's an energy bar over here to restore some health" but then after dying a few times and losing chucks of my money I couldn't help but become selfish. I would consume an item to restore my health even though an ally was nearby with lower health than me and I knew the item would give me more health than I needed to restore to full. I soon realized that it was every man for themselves and at times the game can make you enter this mentality which can radiate an emphasis on a true survival thought process that feels authentic. Another circumstance that really put me in the mindset of a zombie outbreak scenario was the fact that when I was low on health I came to the conclusion of "hey, find humans and inherently they're going to have supplies I need". So, when I was in the open-world I might take it upon myself to seek out human enemies to kill them and take all of their guns and food for myself. This aspect alone made Dead Island feel like a true-to-life survival apocalypse was underhand. And an entire island littered with zombies didn't hurt either.
The main story on the other hand doesn't offer up much of a choice and is fairly generic throughout. You'll play as one of four different main heroes who are each immune to the contraction of zombification. Sadly though, the main storyline and all side-quests make you feel like you're little more than playing the role of an errand boy. You never truly feel important and I can't help shake the feeling that I'm just an NPC's zombie drone. They send you out and send you alone because well...why have them risk their necks when you're immune and when a little bite could turn them into a zombie? You're constantly sticking your neck out for these NPC's and they never return the gesture. With objectives like gathering food, this girl needs insulin, go find spare engine parts, kill my wife and kid "because they're not human anymore", find this person an inhaler, find champagne for a group of party animals, and other things of this sort you wonder why you're even helping these people. Since you're all strangers and they're never aiding you, you never feel a connection to the people you're continuously helping. Although finding supplies and other materials to heighten your chances of survival do at times feel like realistic endeavors because some of these tasks might be what you would actually go do if faced with a survival situation like this - the real problem is Dead Island's lack in choice of how you proceed with your tale of survival that makes quests feel generic apart from their trivial objectives and disconnect to the NPCs guiding you along.
In a narrative that is trying to make a survival zombie scenario feel realistic I wonder why then the game gives you no options of how you act in the world around you. When I think of a post-apocalyptic undead world I think the sentient humans would act in one of several ways. Firstly, one persona would be the "survival savior" human in which your character would do what was the best for a group of people and survivors around them by gathering food and supplies for the benefit of everyone, essentially clinging onto morality and their humanity. Second, would be a scenario in which your character would be allowed to run across people and say "survival of the fittest; what was yours is now mine because I am stronger than you" and take what they need from the weak. Lastly, would be an "every man for themselves" character, wherein they would not help anyone get supplies and have a mindset more inclined to think "Who cares about the stupid girl that needs the inhaler? Why should I risk my neck to get her breathing easy?" I would have liked to see some of these different circumstances of which are feasible personality choices in an actual survival situation. Dead Island does not have shades of gray or black and white morality. Dead Island instead forces you into the "survival savior" role where you can only play the storyline in a way that makes your character help the different groups of wayward survivors you'll find on the zombie drenched island of Banoi.
Aesthetically the fictional island of Banoi is detailed to a stunning level of realism and breathes atmosphere. At times you can almost feel the humidity in the air and can tell humans used to find quite a paradise there. The strong lighting in certain locations can be especially eye-catching at times. The game's world-layout is like that of Borderlands. There are several very vast areas to explore with varied quest-hubs around the map. After progressing through a certain amount in the main campaign you will be able to reach the next large area like; the urban havoc strewn streets of the slums, the luxurious get-away of the hotel resort, and the skin-deep beauty of the vegetative jungle to name the bulk. You can always fast-travel back to any previous location if there are any stray quests you forgot or want to return to. Tracking quests is extremely simple and following them on your mini-map is as easy as following a dotted trail to your destination, though you will be rewarded more often than not for going off the beaten path.
At the end of the day, Dead Island's presentation is simply mediocre. The music and sound do nothing above average and the story seems to have the same goal by basically being a mechanism to chug the game's combat and zombie-slaying along. The fantastic visuals get dragged down by texture pop-ins and the fruitless NPC encounters, dialogue, and side-quests make the game's narrative, sight, and sounding appeal average on the overall presentation of this zombie RPG.
Thank goodness then that the gameplay and combat is extremely gratifying.
Gameplay
We'll get this out of the way quickly - Dead Island is a first-person game and it does have guns, but it is first and foremost a melee combat game. And what amazing combat it is. You'll never feel like you're swinging at air. Every connection with a baseball bat "cluncks" with a fantastic weight and every machete slash mutilates or twists a zombie's body in just the right way. And the analog controller scheme is an absolute necessity when playing this game.
The analog controller setup makes otherwise run-of-the-mill combat mechanics standout and feel special. With this controller setup you move your crosshair over the desired appendage location on the zombie you wish to attack and then you pull the left trigger to lock-on to that location. You then use the left joystick to circle and maneuver around your foe while using the right stick to actively take part in your swing. When you move the right joystick left you can see your right arm come across your chest by your left shoulder or when you push the stick up your arm goes up above your head. After you have moved your arm in one of these striking positions you then need to quickly move the stick to the opposite side of the direction you're currently holding, making your character slash or swing in that direction. This controller mechanic makes for an extremely satisfying melee combat experience and quite frankly needs to be adapted to basically all future melee first-person games. It's not perfect, but man does it really add to the feeling of hacking apart an enemy. The analog system is definitely more interactive and more fun than simply continuously hitting the right trigger to make you swing back and forth.
When combating with zombies you'll choose from a slew of different melee weapons and traditional modern guns like pistols, shotguns, automatic rifles, and the sort. Melee weapons are broken down into two different types - Blunt (maces, clubs, boat oars, etc) and Blades (machetes, cleavers, kitchen knives, and so on). All of these weapons can be modified by finding crafting materials around the open-world that are stored in various suitcases, garbage pails, dumpsters, corpses, and so on. If you find the blueprints and materials required you can then craft a mod onto a weapon whenever you visit a workbench. Mods range from putting barbed wire or nails through the end of a baseball bat or running electrical wires up a blade that has batteries on its hilt for addition shock damage. Also, when you're at a workbench you will be able to repair a weapon's durability (which dissipates annoyingly fast) and up-grade weapons to more powerful tiers of potency - to a maximum up-graded level of four.
All of these weapons have their strengths and weaknesses. Blunt weapons, for example, can knock an enemy down quickly allowing you to pummel them, but don't have the lethality of an edged weapon's cutting power which is able to remove limbs and heads very quickly where as a blunt weapon is able to take limbs out of the equation by breaking them but it takes more blows to render them useless. And let's face it, when it comes down to firearms unless you're an Olympian marksmen then a gun is the worst weapon of choice on the market when arming yourself to do battle with some zombies. Hope you're really good at headshots otherwise you're dead. Shotguns on the other hand...not so much, a great weapon of choice. I really like that guns are not the focus of Dead Island's arsenal. As a matter of fact guns are basically absent until you've finished one third of the game and run into some hostile humans out in the world. The void of guns early on really makes them feel like Link's "master sword" and when you finally get your hands on them they're actually much more satisfying and feel powerful.
Though I love that guns are not the focal point of Dead Island and that they're actually absent for the entire first act of the game I couldn't help but feel as though this was a poor development choice or at least bad character specializations. You see, when you're choosing between your four playable characters at the beginning of the game you can pick from one of the game's cliché protagonists like; Sam B the dwindling rapstar who is handy with blunt weapons, Logan the ex-football star who can chuck throwing weapons like it's nobody's business, Xian the undercover informant for China who is martially trained with blades, and finally Purna the ex-detective turned bodyguard who is a firearms expert. It's too bad then for Purna that guns don't play such a paramount role as they do in most first-person games. Each one of these characters has a skill that can be unleashed if their furry meter is maxed out. You get furry after each kill which can then be triggered at your leisure when you think the time is right to lay waste to whatever zombie situation you're faced with. Everyone basically has only the two different skills that can be unlocked through skill trees which are an ever improving head-stomp and their individualized furry mode.
For the most part skill trees are fairly generic and simply fit a formula which seems to simply swap the word "Blade" with "Gun" depending on the character it is pertaining to. For example, Sam B (blunt expert) has a skill called "Devastation" which increases damage and force of blunt weapons and then you'll have Xian's (the edged weapon expert) tree which has a skill called "Flawless Blade" which increases damage with sharp weapons. The skill trees do little to differentiate a different play style from character to character and feel as though each tree is simply retrofitting one word for another to make it fit a different weapon-type without doing much else.
Gear or lack thereof, is another RPG element that doesn't do much to change the overall gameplay but is a welcome feature nevertheless. `Gear' in Dead Island is simply one thing - your weapon. No armor or anything of the sort. I don't know about you but if I was on a tropical resort infested with zombies I would be putting on a life jacket...sure it wouldn't cover my arms but think of how hard that would be to bite through, better than nothing. And on a tropical get-away you'd think there would be some chainmesh for adventure seekers looking to swim with some sharks. I'm sure a scuba chainmesh would make zombie bites impossible to break the skin. What I'm getting at is the fact that I would have simply enjoyed to see other facets of equipment apart from only arming myself with twelve different weapons at a time.
Besides some of the issues I've stated throughout the review with the development fumbles; these are some technical problems that I've run into personally during my time with Dead Island. Here we go, an NPC that I was escorting to safety jumped down from a ledge only miss the ground completely and fall through the earth and die seconds later making the quest fail, I've thrown weapons at an enemy only to have my best weaponry zip away inside the zombie like the monster was a black hole never to be seen again, frame rate momentary freezes, textures can take a while to render, and on my first play through I had 28 hours invested and was relaxing at level 35 with Xian when I choose to save and quit and the game froze at the screen that says "don't turn off your console right now" and my saved game was corrupted. All of these and more!!!! =D
ALL IN ALL
Sure Dead Island tries to be an RPG even with its absence of choice, lack of character development through narrative and skill progression, and a basic color-coated loot system, but is Dead Island still great fun in spite of all of its technical and presentation shortcomings? Absolutely.
Dead Island's focus on weighted melee combat and ease to seamlessly enter and exit multi-player at a whim are parts of what makes Dead Island retain its replayability, besides dismembering zombies of course. Sure it might only take you thirty hours to compete the main campaign and most of the side-quests, but tons of different weapons and ripping apart zombies with friends will make you want to return to the nightmarishly beautiful vistas of the zombie-ridden island of Banoi, if only get drenched in blood once again.
Dead Island seeks to combine RPG, melee, FPS, driving, and open-world game types into one title. While this is ambitious and if pulled off properly, rather exciting, Dead Island falls a bit short because of the struggle to mesh all of these game types. Shooting is clunky, slow, and lacking in detail (for example, when reloading a rifle, the old magazine remains in place while the character merely rubs it with his hand, as though this refills it). Driving is devoid of any reasonable physics engine (turning radius does not vary with speed...it's just bad) and the provided in-car view is very narrow. Melee works reasonably well, which is fortunate considering that it is the main focus of the game. However, hit detection is spotty and attack blocking does not always work. RPG elements, so I've been told, are not as good as they could be, but since I have never had interest in RPG games, I can't comment too much there. As I've tried to express, each feature of the game is functional, but not top-notch.
The game is an open-world, quest-based environment where you can do things in whatever order you please. However, until you perform main plot quests, you won't advance beyond the starting area, as the transition "portal" between areas remains locked. Until you do advance to these other regions (which include the resort complex, a slummy port city, a jungle, and an island prison), your access to exciting and useful weapons is rather limited. Completing quests earns you XP, as does killing zombies (far less for the latter), and after a certain amount of XP your character will "level up," gaining access to a new skill of your choice (this is the RPG element of the game). Unfortunately, the zombies level up alongside you, making them no easier to kill in higher levels.
In addition, you must collect money (given as quest rewards and found on nearly every dead body, with tougher zombies generally having more) which can be used to buy weapons and weapon upgrades, and to repair your weapons, which wear out at an alarming rate. You can also collect non-weapons items to a basically infinite degree, but the number of weapons you can hold at one time is quite limited.
I'm not sure what Dead Island is trying to achieve as an overall tone. At some points, it seemed to be trying very hard to be a serious and emotionally compelling title. At other times, it seemed to be a darkly humorous, campy, arcade-style romp...and that latter impression definitely overrode the former. Provided that's what the goal was, Dead Island succeeds, and those who try to take it seriously will naturally be let down. For example, the dialogue is hopelessly cheesy, some of the quests are rather lame, and the animation in some of the cut scenes was rough and very obviously fake.
In addition, the game suffers from glitches such as NPC's getting stuck on objects, zombies with no arms "punching" (NOT kicking) you, mini-map displays not working, and more. Many people have lamented a bug that caused their save file to get corrupted, but I did not encounter this (I completed the game and started a new one, called "New Game Plus" in which you retain your skill level and inventory but restart the storyline). I think that it may have finally been patched. Since I still enjoy old arcade-style games such as Star Wars Battlefront, which is plagued with glitches, I did not mind the bugs in Dead Island that much, but for those who expected a polished modern title, these proved very frustrating.
As far as replay value goes, some people might say that Dead Island has a short storyline which, when completed, ends the game. I don't find this to be the case. As it is an open-world game, like Grand Theft Auto, I enjoy just "messing around" and slaughtering various zombies, hunting for new weapons, and so forth. In addition, the online co-op feature allows me to play this game with my buddy over XBox Live, and since he is a lower level than me, the zombies are finally easier to kill with all my skills and upgraded weapons. In this regard, the online co-op seems to work well. Random people can join your co-op sessions as well, but I generally don't care for this, as random people are not likely to take the same approach as you and unless you feel like chatting with random strangers (some people do, so nothing wrong with it) your paths may quickly diverge. In addition, if you are trying to listen to all the [tacky] game dialogue for the first time, the stranger may skip it, leaving you unsure of what is going on in the plot.
Overall, Dead Island provides some fun melee experiences with plenty of gory graphical details to intensify your assault of the zombies. Other game aspects, such as shooting and driving, are not as good, but still useable. If you go into the game expecting it to be tacky, and enjoy a good laugh at the repetitive dialogue and some of the animations, then you will probably have a fun time. But if you are looking for a cinematic storyline, excellent gameplay mechanics on all fronts, and a polished title with no bugs, you will NOT LIKE Dead Island. I personally find it entertaining and good mindless fun to unwind with after other games leave me frustrated.
As an aside, here are a few humorous observations:
NPCs constantly refer to how useless money is in the wake of a zombie apocalypse, but without any, you will soon be left with broken and worthless weapons, even though you personally carry out all weapons repairs at a workbench.
As long as you are in a vehicle, it will roll on an incline, and the gas is so touchy that you can't hold it steady (there is no brake, only "reverse" which doubles as a brake). As soon as you get out, however, the car remains still.
Your character guzzles energy drinks in order to increase health, but these provide no stamina improvements. Water cannot be consumed, but only given to other people (in particular one woman who constantly complains that her muscles are starting to cramp up, no matter how much water you give her).
No matter how many people are playing, all cut scenes show the 4 playable characters, and all NPCs refer to you in plural form.
You can fire a gun directly through an NPC's head, but cannot hurt or kill any of them.
When you reach new hideouts, the doors are always barricaded closed, but once you exit, you can leave the door standing open and nobody will close it, nor will zombies enter.
One side quest involves killing the looters in a man's house. At that point, you can then loot his house yourself, and are still praised and rewarded by him.
You can tear apart computers, copier machines, and telephones (although no animation accompanies this) but the only things you will ever find are (choose one): electronic scrap, battery, magnet.
There are plenty more humorous details in the game, so if you feel good about Dead Island, give it a shot. If you are unsure about the glitches and lack of refinement, it's best to rent the title.
Top reviews from other countries
The game is a bit (a lot?) glitchy. Object should appear but just don't. Gin, your inventory girl is nowhere to be found from time to time.
I must say i played the whole game solo offline. I didn't patch anything. I didn't play coop at all. Finish the game with Purna, the guns specialist. A hard choice since there ins't much gun in the game at all (more towards the end). It is possible to finish the whole game alone.
One odd thing is the Zombies are leveling up as you level up so you are never under or over their level. So the need to level up is not as important as in Borderland for instance.
Yeah, this game reminds me of borderland.
Fun game ! Took me around 30 hours to finish taking my sweet time and doing most little mission.








