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Dead Island 2 Ditches The Open World, But Ramps Up The Gore

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After years in development hell, Dead Island 2 is looking better than you might assume, even as its scope seems to have been scaled down over the years.

It wasn't until two hours or so into my seven hours with Dead Island 2 when I finally understood that the linear nature of the game wasn't just part of the tutorial, and that Dambuster Studios' game wasn't going to eventually swing its proverbial doors open and reveal to me the sandbox I was looking for. Action-RPGs, especially zombie-centric ones, have so often utilized an open-world setting over the past 15 years that it was, for a good while, jarring to see that Dead Island 2 isn't actually the latest in a long line of them. That took some mental remapping of what this game is going to be, and while I do find the smaller scope disappointing, it's not without its benefits too.

In my hands-on time with the game, I visited several areas, including the disgustingly wealthy Bel-Air, a dilapidated but probably once five-star hotel, and a formerly proud movie studio. Sometimes the way these areas would snake around surrounded by unclimbable walls felt very restrictive, closer to a game as tightly set as BioShock rather than even the original Dead Island's large hubs. While this is a much more linear game than its predecessors, there are many optional nooks in each area. I encountered many locked rooms, safes, and loot caches that would each require further investigating or even backtracking, some of which wasn't possible in my limited demo. These side attractions, be they puzzles or just temporarily inaccessible, gave me the sense that, though the world was narrower, it was also sometimes deeper.

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Now Playing: Dead Island 2 Isn't What We Were Expecting...

A great example came about an hour into the game, when I trekked down the Hollywood Hills and found myself in a luxurious home/studio belonging to a media group of online influencers--rich Gen Z kids with podcasts, basically. I had to pass through this as part of the main campaign, but I could do just that--find the key and move along. Instead, I explored the space and found a lot of environmental storytelling that felt deeper than anything in the original game, and perhaps deeper than this game could've had if it hadn't ditched the sandbox.

The glass-paneled McMansion, done up with a spiral staircase, a bowling alley, and basement bar led out to an elaborate sun- and blood-soaked poolside turntable and home gym. Sports cars littered the sizable parking area, and a recording room told me about the streamers who once solicited subs and donations there. It would've been a lavish place if not for the fact that its former denizens were now shambling in and around the pool, stopping to sometimes eat the flesh of victims long since left baking in the California sun.

My favorite detail, however, was a whiteboard that contained a scripted apology that a resident influencer was tasked with delivering to their fans in the early days following the zombie outbreak. The text of the apology implied the influencer was downplaying the outbreak to their fans--"truthing" it like we see so often in the real world when irresponsible people with microphones convince others to believe bad ideas. The apology script even included prompts of when to cry and told the influencer to feign sincerity. The snapshot of a world of spoiled brats who once lived in excess now ripped and torn apart by the undead was as cynical of modern culture as Grand Theft Auto has been for decades, and enriched the world with character and history I didn't anticipate.

Sometimes Dead Island 2 will show you glimpses of a big wide world, but your journey on foot will be more restricted than it first appears.
Sometimes Dead Island 2 will show you glimpses of a big wide world, but your journey on foot will be more restricted than it first appears.

The original Dead Island was a much wider world, but Dead Island 2 feels fuller, tucking away more stories in its limited space. A boss battle with a hulking undead bride left roaming a reception on the day of the outbreak was another highlight, as the bout did two things effectively: introduced one of the game's mini-boss zombie classes, which would thereafter appear commonly, and reminded me of its unserious tone as I found myself "dancing" with the bride to the tune of Marvin Gaye and Tammi Terrell's "Sad Wedding"--a banger in any context, but here it became emblematic of the dark humor that colors the whole world of Dead Island 2.

Environmental storytelling is what might save the game from criticism regarding its shrunken world, but it's clear Dambuster wants the focal point of the game to be its combat anyway. Bashing zombie skulls and slashing off their legs isn't a novel mechanic in video games, but Dead Island 2 does it better than many others, and cleverly adds layers--literally--to this process. Weapons come in different varieties, including maiming, headhunting, and frenzy. These denote how they feel to use and what they'll do to the undead. Headhunting weapons provide blunt force, maiming weapons are slower, but great for keeping groups of zombies out of your personal space or taking off their limbs, and frenzy weapons allow for fast slashing and dashing. A good zombie-killer will carry several of each in their weapon wheel and swap them out regularly for hordes of different sizes and shapes.

As you attack the monsters, their bodies will deconstruct with great detail. Bludgeon them in the face and their jaw may hang off like a loose door hinge or their skin will peel away to reveal red flesh, bones, and eventually brains underneath, like peeling back the world's least appetizing onion. You can even take off their arms to save yourself from being grabbed. Each cut and whack leaves marks, making each zombie kill feel up close and grotesque in the game's first-person perspective. While I expect the game will eventually move into being a power fantasy, I was glad to see that taking on even just two or three zombies at a time proved challenging, which meant I had to strategize how to bob, weave, hack, and slash with each group of zombies in order to stay on my feet.

It's not just melee combat the game wants to empower you with, but a variety of environmental kills, too. From sparking a gas leak with a homemade electrified weapon you can craft at a workbench, to kicking them into a pool full of military-grade poisonous sludge that causes their skin to melt off like ice cream in the sun, the game begs for your creativity--so much so that it can feel too heavy-handed at times. Coming upon a horde of zombies not yet aware of me and standing next to a bunch of red barrels doesn't make me feel crafty. It feels like I'm pushing a big glowing action button placed in front of me. Other encounters are less telegraphed, however, and do a better job of giving me the tools for destruction, without the unnecessary instructions. Combining my modded weapons, throwables like bait and pipe bombs, and things lying around such as gas canisters or would-be electrical hazards helps keep the combat interesting, and it's all made better by being tougher than I expected.

The environmental storytelling so far seems rich and darkly humorous.
The environmental storytelling so far seems rich and darkly humorous.

Co-op wasn't available in my demo, but the game's three-player option means a full team can load out with half of the game's cast. Each of the six characters has their own personality, voice lines, and starting stats. Though you can't swap one out for another on the same save file, I made time for an additional character to see how differently they play. Characters have their own special abilities, and though many of the unlockable skill cards are universal, some are specific to certain characters, which should mean that character and team builds are worth consideration. One thing that was the same across both my characters, Amy and Dani, was that they suffered from the video game trope of a lonesome hero talking to themself way too much, but I suspect in co-op those lines will be drowned out by real-life chatter anyway.

In all, my time with Dead Island 2 could be neatly divided in three: the first portion, in which I awaited the linear intro to give way to the sandbox, the longer period once I realized it wasn't coming, and the time in between, where I had to actively recalibrate my expectations. An open-world setting does not inherently make a game better, but I--and likely many others--were reasonably expecting to find one here. Hopefully reading this affords you the ability to recalibrate ahead of time, because I do think that if you can approach it on its own terms, not those assumed by the makeup of the first game or implied by past collaborators on its long road to release, there's reason to believe that Dead Island 2 has managed to escape development hell.

Mark Delaney on Google+

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markdelaney

Mark Delaney

Mark is an editor at GameSpot. He writes reviews, guides, and other articles, and focuses largely on the horror and sports genres in video games, TV, and movies.

Dead Island 2

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brxricano

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Im playing dying light 2 rn. And it makes this sound bad lol.

I dont want to hang with the crew while we amc walking dead it in a straight line towards the finish ribbon.

I dont want the ubisoft avatar team. Go watch the trailer introducing them

Theres alcoholic loser, big baby, greedo, comedian, sassy dum dum, and of course the terrible decision making moron that holds the group of emotional retards together. I literally uninstalled ubisoft connect because of this formula. Just no more dude cmon.

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Presidential

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Sounds like they've opted for quality over quantity, which sounds good to me. I agree with the reviewers initial thoughts though that the expectation was we'd be let loose on an open world rather than smaller linear areas. Hopefully this does prove to work well and maintain interest, the proof will be in the playing!

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freedom01

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freedom01  Moderator

I enjoy open world games, but I'm fine with the direction Dead Island 2 is going. Saw the gameplay and am now eager to play it when it releases

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Fursnake

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I'm going to be in the minority and say that I have zero interest in this upon hearing that it is linear. The open world offset the lackluster story and the jank of the previous Dead Island games. I'm feeling like after 9+ years in development the jank is still going to be there and the story isn't going to be much either, only now without the open world and just straight forward linear...which is fine for some people , but does not interest me especially where this franchise is concerned.

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santinegrete

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@Fursnake: so you are saying you can deal with the game's shortcoming if it is open world?

I usually despise that design convention/genre because it makes everything you can do in it lackuster compared to a game dedicated to a specific gameplay mechanic. I mean, driving is underwhelming, combat is floaty (gunplay lacks weight, melee is atrocious)... basically the things that have kept me from GTA all these years.

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Fursnake

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@santinegrete: I would not have bothered with the previous Dead Island games had they been linear and I'm not going to bother with this one being linear as it sounds like it will be. Take the shortcomings from an open world game and put them in a linear game I will take the open world game any day.

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SebB

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Good. If you can’t do open world well, it’s best to do a more interesting linear game.

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judaspete

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It's cool to see a developer buck trends and scale back ambitions for a sequel. The status quo to ramp up scope every time has killed pacing, level design, and frankly fun in modern AAA stuff.

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Kaki

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Edited By Kaki

Thanks to the studio for deciding to make a more linear game. I'm so sick of open world games. Elden Ring was ruined because of it. Not everyone has the shoulders to match Zelda BOTW.

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faithxvoid

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@kaki: with you, totally! Getting tired of every game being packed with extra fetch quests, traveling and inventory management. 100 hours of gameplay means nothing if only 20 are fun.

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sladakrobot

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Add on top an optional 3rd person view and i would be interested

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crashchaos

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Edited By crashchaos

I'm guessing with how long this game has been in development, they first tried to make it open world but for whatever reason they just couldn't make it as fun as they wanted. Maybe they thought there was no way they could compete with Dying Light 2's open world and so they scrapped everything and started from scratch and ended up with what we see here: a game that's FUN and well made (but don't get me wrong, Dying Light 2 is a great game as well!).

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lonewolf1044

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I still like open world but I am not disappointed because I intend on having a good time.

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illegal_peanut

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Edited By illegal_peanut

In an era of open-world gaming. This is actually pretty refreshing.

Open-world games are very tried anyway. Instead of the worlds being unique and exciting it's usually just, "Realistic town/city, but, rundown and apocalyptic." or "Randomly generated Sci-fi nonsense local.", or my most hated of the bunch "Random Forest with barely anything in it". As if those ideas are utterly genius, even after 401,732,541,964 times.

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deactivated-64efdf49333c4

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@illegal_peanut: And even if the world is densely populated with things to do, if most of those things are fetch quests or generic dailies then it doesn't matter how big the world is. Even the very best open world games tend to get a little repetitive.

The way I understand it, there is apparently some sort of appeal in seeing a building in the distance and being able to actually go there. Or, in the case of when I first played Morrowind, happening across a Daedric ruin and discovering a whole dungeon to explore. Ultimately, the value in this case is the DISCOVERY of said location and being able to EXPLORE it when you get there...two things that can exist outside an open world game.

Frankly, sometimes it seems like the main reason open world gets so much credit is because of mods. It always seems to be the open world games that get modded to high heaven...sometimes literally to heaven, heh.

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illegal_peanut

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@Barighm: On top of that some of these open-world games can have some terrible gameplay loops or narratives that make you hate everyone before even the halfway point.

As much as I love the story of oblivion. The crappy combat makes that game unplayable for me. And as much as I like to shoot and fight in Fallout 4, the story is so bad and repetitive that it's hard for me to get through it again. And as much as I like Farcry. The games are so repetitive it's hard to play more than 1 game within the span of a year. And Assassin's Creed? My advice, if you want to keep loving the series, never 100% the story. Getting the best armor takes so long that by the time you get powerful enough to use it. You only have 2 more missions to use it on. And you're so high-ranked that those missions go by like a gentle breeze. Taking away all the fun and challenge.

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deactivated-64efdf49333c4

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@illegal_peanut: I gave up on AC at 3. I was looking forward to a dedicated version of Black Flag's ship combat though.

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illegal_peanut

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@Barighm: Same. I tell anyone to just skip AC3. The US revolutionary war setting was good on paper. But only for the stories. Everything else in practice felt as boring as actually leaving in the early colonial era US.

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mogan

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mogan  Moderator

@illegal_peanut: The characters in AC3 were just boring. Especially the guy you play as.

Plus, the game spends over half its length introducing new systems and features (like the homestead, the sailing, the underground tunnels) and a bunch of them really don't impact the game at all and can be completely ignored outside of the mandatory tutorials, so the whole campaign just ends up feeling massively bloated.

AC3's setting had great potential, but Ubisoft really squandered it with that game. Black Flag though; that one might still be my favorite Assassin's Creed.

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illegal_peanut

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@mogan: Yeah all the extra historically accurate stuff they point in it. Made it feel less like an "Assassin's Creed game that took place in revolutionary America", and more like "Here is a video game disguised as an education game". Except it's not fully accurate. And you would probably get D+ for playing it (A- if you live in the south).

And also, That problem with ACIII, was Why AC Syndicate was boring. It could've been a good game as a literally "Victorian Era GTA". But nope. They filled it with so much bloat, stop playing after the 50% mark (My advice to any who play that game. Don't do ANY side quests. There is just too many).

At least with Black Flag. All that extra pirated fluff is expected in a pirate game. So adding buried treasure, Stealing cargo, shipping stuff on the black market, finding sunken ships, and raiding forts just helped the game feel more pirate-like.

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mogan

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mogan  Moderator

@illegal_peanut: I actually enjoyed Syndicate quite a bit. Black Flag was better, but Syndicate’s probably in my top 3 AC games. I really liked that setting.

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deactivated-64efdf49333c4

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@illegal_peanut: Nah, even if you skip AC3 the Desmond story died at 3 and now everything is just...gah.

I mean, I haven't played any of the new RPG ones yet save for the education mode in Origins, which was a terrific idea I can't believe they didn't follow up on, but someone told me they've boiled down the story so much that the beginning of one of the games is literally just a few minutes of a character saying "You know how this works...so let's get started".

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chriss_m

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Edited By chriss_m
@illegal_peanut said:

@Barighm: Same. I tell anyone to just skip AC3. The US revolutionary war setting was good on paper. But only for the stories. Everything else in practice felt as boring as actually leaving in the early colonial era US.

The biggest problem Assassin's Creed has is that its story is just all over the place and hard to fully put together.

Well, there's a lot of problems with Assassin's Creed. But that's at least one of them.

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Eplebit

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First time since Yager was involved (only because I liked Spec Ops) that I'm actually interested in this. So tired of checklist open worlds.

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Crazy_sahara

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Edited By Crazy_sahara

I like open world games but must be done right, linear can also be done wrong, and if you've played through the entire ps1,2,3,bone1,2,3 you'll realise how much of a breeze crisis was and far cry.

But I think Ubisoft destroyed open world.(if you do not believe me go play their games, asc origins was their only standing ovation and black flag.)

The only forgiveness would be battlefield or final fantasy 15.

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tbird7586

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I had no interest until I read ditches the open world now it's a day one purchase extremely excited now

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santinegrete

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Edited By santinegrete

@tbird7586: I feel pretty much the same. I don't hate open world bloat, but it doesn't compensate for the genre's worst tropes.

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ceelogreen94

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Thank GOD! because I hate open world games, that is just a lazy thing developers do because they too lazy to have a structured out game.

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deactivated-64efdf49333c4

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Meh, open world is radically overrated anyway.

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StickEmUp

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Now I’m actually interested in this. I’m very tired of open-world.

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RestatBonfire

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Is it 3 or 4 player co-op? My friends are gonna wanna play together

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markdelaney

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markdelaney  Staff

@restatbonfire: Three

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hardwenzen

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The level design seemed good in the showcase, so it ain't big deal.

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Akriel_Boulve

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Edited By Akriel_Boulve

While I agree that linear storytelling can be superior in a number of ways, I think that open worlds have their own special kind of storytelling that you simply can't get in linear games.

When you have a talented design crew stuffing areas full of little things that make the world really feel like it is a place where people lived, you can suss out little stories the devs wanted to tell but didn't want to make it a full set piece. This can be amazingly rewarding and leads to a lot of lorecraft and fan theories about things that I really enjoy and it makes you actually want to look around and explore rather than rush through only stopping to grab ammo on the way to the next checkpoint.

Both styles have their place, but Dead Island was pretty good about their open world design (if only they had better side quests) so this is kind of a shame they are going linear.

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wurrble182

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contrary to most, i am actually getting MORE into open world games as titles like breath of the wild/elden ring show that the genre can still be absolutely fantastic. finding out this is linear..... sucks.

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RSM-HQ

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Edited By RSM-HQ

@wurrble182: Nothing wrong with having a preference but it works both ways.

Metal Gear Solid V went open world and is one of the worst games in the franchise. Final Fantasy XV also received 'mixed' impressions when compared to other games in the franchise that are not open world.

It's all dependant on developer and what they are aiming to achieve with open world design.

Elden Ring is an odd pick because a lot of its best level design is in the legacy dungeons which are linear, giving more of a Demon's Souls feel to map craftmanship.

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HolyKaPOW

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@wurrble182: To be fair, those are stunning examples of what it can be, not the average drek we typically get.

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docfuturity

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Well that's good to know....I will more likely pick this up now that I know its a directed story and not an open world time sink. I have too man of those in queue already, and find that I much prefer games with actual focus these days.

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mpl911

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I mean, this looks really nice (although I do like a "real" open world, not a pretend one) but and all the way through the clips I've watched I'm just think "Dying Light 2". I know they came from the same source, and Dying Light really built on what Dead Island had started - but surely, if you have DL2 you don't need DI2? Plus, you know, "open" world....

I hope this does really well, ofc, but because I have DL2 I probably won't get this.

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deactivated-64a3ced8b46b8

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The more I hear, the more interested I become.

I'm not a straight hater of open world titles, but I definitely get fatigued with it. This should be a nice change of pace, (even if it is zombie game #6,738,249).

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