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About
Hello everyone, my name is Jack but you can still with the Dtoid handle of ChaosTheSniper. I'm 18 years old from Buffalo and have been a gamer since I could pick up a controller. As I got older I became more interested in story-driven games and the difficulty of making a game connect with the player. So I'm aiming to focus on writing in college and hope to write for games as a career. I am a "Halo Fanboy" only in the sense that I think the universe (games, novels, comics) is rich and intriguing. Outside of that I am a huge fan of multiplayer games. I record gameplays and upload them to YouTube, hoping that people can realize I strive to be above the common gameplay/commentary cliche. And that's about it. Let's play games some time.

Currently Playing:
Tribes: Ascend Beta
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Before this game came out and all we had seen was the heartbreaking CGI debut trailer almost everyone was excited for Dead Island. I remember reading a write-up on Joystiq, because I have an Android and don't get the Dtoid app (hint hint), and it seemed like a formula of game that felt necessary. Zombie game? Yes, they are fun! RPGs? Also fun! What about both combined? ...well that would be amazing! What could go wrong? Actually, what went wrong?

Great Expectations

I don't know of any of you are like me and had to read Great Expectations by Charles Dickens in high school. If you didn't then I applaud you, but that's not what I'm getting at. A point Dickens makes in the novel occurs when the main character Pip is mysteriously given a large sum of money, which leads him to believe that everyone expects a lot from him. Pip ends up counting on the money too much, which is never fully in his possession, and counts too little on who he truly is; a kindhearted lower class boy. I'll end it there to prevent more spoilers in case any of you are interested.

The point here is that Dead Island relied on that trailer too much, when it never really showed off the game. Therefore it relied on what it didn't have, and didn't care about what it did have. This led to great expectations and hype, which were ultimately exchanged for complaints and animosity. What did the game have though? It had originality. The idea, while not radical and genius, was fresher than another first person shooter. Techland had a zombie game, that was an RPG, that had shooting, that was a first person action game. The first reaction should have been to pat the guy on the back whose idea it was and strive to make it perfect. But that's not what happened, and that was the first mistake.



The Elephant(s) in the Room

So Dead Island comes out, and the secret that is was mediocre is revealed. What confused me was that the write-up on Joystiq said the game was on the right track early in development; that gameplay felt real. It still felt real, yes, but it wasn't true to reality. That's where the elephant in the room lies, the gameplay was so forced in to being real that it led to some of the chief complaints.

If you played Dead Island then you remember the weapons always deteriorating rapidly, the various bugs and glitches (though most of which where hilarious), and the story. Don't even get me started on the story. If you know me well enough, though my return to Dtoid is still fresh, then you know that I love stories and writing. This game, to me, felt as though it was building up to something larger than me. Something that my one character couldn't handle alone, which is where the other three characters would come in handy. Instead it was just another zombie, one that died relatively quickly for me. Then a cutscene, followed by credits.

I don't want to spoil the story so I'll just say that the story seemed to be slowly building up before taking a tip from Prototype, which led to a giant buildup that ended in a cutscene. I was deflated. The only redeeming factor was that the ending was open, leaving room for a sequel. Speaking of which, let's look at what Techland could do if these rumors of "Dead World" are true.



Learn Your Lesson

1. If there is going to be a game focusing on the world's struggles with a zombie apocalypse, then have a story that will work with that. Include multiple playable characters in different areas of the world, each with their own character struggles that we learn as we continue. Have these characters be aware of one another and maybe have a segment where a few band together to help each other out. Most importantly, incorporate every character as an integral part of the story. That way you can generate a response in the player if one dies, which means that your game has redeeming qualities.

2. There were a slew of problems with the gameplay in Dead Island. Learn from these mistakes and fix them calmly. Don't go overboard with the fixes, because ultimately you'll fix something that isn't broken. Take the most complaints and fix them, potentially through adding something that makes sense in the game. For example; the fact that you had to pay money to fix weapons was stupid. How about you pay someone to do it for you, and maybe if you tip him then he'll give you an item to fix it on the go? That way you aren't paying a workbench for you to fix it.

3. The great thing about Dead Island was that I could play with three other friends and have fun. Except that seemed like the only way you should play, almost as if single-player was out of the question. And if I did play single-player then I was truly alone, I never saw those other three characters in game. I'm not promoting having 3 friendly AI characters following you around, but instead considering that or featuring them in other ways. The former may be too much and result in more bugs or glitches, so it depends on how well it's pulled off.

Compendium

Dead Island had a great idea, but along the way to release it got cocky and bit off more than it could chew. If it would have been the game everyone expected, then all the hype before the game's release would have translated widespread praise. Instead Techland is at a crossroads, interested in moving forward but nervous of the public reaction. Not everyone will fall for a trick twice, though others are open-minded enough to give it a shot and if they're wrong then it's their own fault for trying. You still have my support Techland, but you have to learn from your mistakes and progress if you're going to expand to a worldwide apocalypse. The ball is in your side of the court, so put forth the effort to hit back to me.
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SO I'm no expert on how long it takes to make a CGI trailer but I can't help but think that if the same amount of work that was put into that trailer was put into the last bit of development Dead Island could have been improved quite a lot.

Brilliantly written blog btw Mr. Chaos
I was thinking the same as I was writing, and I think that is very true.

And thank you for reading :)
I can't help but agree with you on the story side of things. I wasn't expecting anything incredible per se, but Dead Island's story had no idea what it wanted to be or where it was going. Too much slapstick contrasting w/ "super-cereal-real-life-drama." I would have preferred it just stick to the slapstick side of things. I mean, you got a rapper who says "Mothafucka" every cut scene! Might as well throw a pie!
The gameplay is in finding weapons. It's a large and basically open environment littered with bad A.I. that are easily picked off by weapons with health bars. When your weapon breaks, the game starts again. Find a new weapon, kill some more idiots, follow the glowing arrows. When you reach the last arrow, credits roll.

Face it, it's a grounded Just Cause 2 with about 4 city blocks to work with, a broom stick, and a hand gun with 4 rounds in it. The game would be too easy in third person, so it's first person and probably only because it's easier to have enemies sneak up on you and pick you off.

The game needed gibbing, needed to actually be an open world, and shouldn't have carried any narrative at all. It should have been thus:

-You create a character (male/female, one of five faces, one of three body types, one of six hairstyles)
-You start the game in a hotel lobby, the game pushes you to check in.
-You go to the pool.
-Oh shit zombies.
-All for one, one for all.
-Get the fuck off the island.

In this scenario you could do anything and go anywhere. The first boat or helicopter you find would mean you've beat the game. You come out on top and say, "Ha you shitty game. I totally just smacked you in the face."

If you want a game with narrative play Uncharted. If you want an open world game play Just Cause 2.

Dead Island effectively took the "Make five minutes of fun a seven hour experience." and had anal sex with that it until the phrase sounded more like, "Take a great idea and totally fuck it up with silly shit that sounded clever on paper. Let's make it 26 hours long and put in scripted shit to make people think they're going somewhere."

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