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The Unknown

It’s a cliche, but I was thinking about “there’s nothing scarier than the unknown.” I find this to be literally true, although I haven’t asked whether its the case for people with, e.g. arachnophobia or similar.

In thinking about it though, “the unknown” isn’t exactly what I’m afraid of. Rather, the unknown is simply a placeholder for existing or imaginary fears. And since its a placeholder, it becomes dynamic and mutable based on whomever is experiencing it. This is handy in games, movies, etc.

What brought this up initially was my playing through Dead Island 2’s DLC content, Haus. The base game has plenty of jump scares – sometimes frustratingly unintentional, when zombies materialize from thin air – but Haus leaned into the whole creepy psychological nightmare house schtick. Which is fine, whatever. But I had a moment, in a particularly creepy room, where I thought “Oh, I bet they’re going to do X!” In this case, X is an overly-elaborate amalgamation of scenes from Silent Hill, Dead Space, and similar, that I won’t be getting into; solve for your own damn X.

Thing is, the devs couldn’t do it. The language of action necessary to do X wasn’t in the game. This isn’t Dead Space where an air duct could burst open and a giant tentacle kill you instantly if you fail the Quick Time Event. There are just… zombies, who attack you in predictable ways. Do the zombies crawl out of small sewer grates and other unexpected places? Sure. But zombies are zombies in Dead Island 2. I can panic when a Burster appears in close proximity, but that is a known hazard.

When you don’t know what the game can do, that’s when it’s scariest.

I’m reminded of when I first played Valheim, so long ago. The game was Early Access (still is), made by a small group of people (still is), and they were trying different things. For example, I don’t know of any other survival game in which chopping down trees requires my complete attention, lest I be crushed.

So, there I was, setting sail for the first time in search of… whatever. Vaguely, I knew about the existence of Serpents from Reddit posts, but not necessarily what they looked like, what their attack patterns were, or whether you could see them coming, outrun them, etc. And after a while of sailing, I started to think maybe they weren’t in the game at all.

Somehow, that actually made the situation worse. I started feeling uneasy any time I came across darker water, or other anomalous phenomenon (real or imagined). Wouldn’t it be just the worst if you were sailing along, oblivious, and then a dark shadow beneath your boat yawned, teeth the size of spears sprouting from the waves, while you and your boat disappear in an agonizing instant? Just me?

Anyway, as you can imagine, it was fun times when I encountered my first Leviathan and it sunk beneath the waves after my incessant barnacle trimming. This is it, I’m going to be eaten! It wasn’t. But for that first moment, it could have been, and Valheim got me.

Then lost me when I searched seven mountain ranges for a single goddamn silver node. Not bitter.

Dead Island 2, Completed

I have completed Dead Island 2 and the Haus DLC after roughly 32 hours.

Yeah, I know.

In my first impressions post, I was concerned about the map being cramped, the existence of skull-level enemies that further discouraged what little exploration was possible, and how the emphasis on environmental hazards combined with the first two points led me to focus on carrying around car batteries (etc) instead of weapons. Over time and after gaining levels, the 2nd and 3rd points evaporated on their own. “Hell-A” as a general area though, remained very restricted for the entirety of the game.

What did improve was a rather hilarious (to me) and overpowered strategy to zombie combat: maiming. In most zombie games, attacks to the head are the only way to kill them. That works here too, but the problem is that different zombies walk/run with different gaits, making precise targeting difficult. Missing a Heavy Attack with a spear leaves you very vulnerable to attacks from other zombies, or even the one you’re trying to kill; I’ve been reduced to 25% HP from the flailing of even the most basic of Shamblers, after missing several times in a row. Nevermind the fact that Runner zombies actually can dodge your Heavy Attacks.

Not anymore, amirite?

What is considerably easier than landing a head shot is a leg shot. With, say, a Claymore or Katana. With the right Perk Cards and weapon mods selected, limb hits become automatic critical hits that grant buffs to further enhance damage. Some level of which becomes unnecessary as you straight-up chop zombie legs right off with one hit. What happens then? Slowly crawling zombie. At that point, you could cut off one of their arms to instantly kill them – zombies with no arms or no legs will keep attacking, but apparently the coders couldn’t handle half-n-half – or kick them and follow-up with a head stomp for an instant kill that way. Regardless, facing a huge arena full of running undeath and reducing it to a pathetic pile of flopping undeath never stopped being funny to me.

Apex zombies, as you can imagine, didn’t lose their legs as quickly. (Un)fortunately, most of them have attack moves that leave their heads in a static position, making headshots with a hunting rifle quite easy. I’m not sure whether the devs intended you to delete the Apex ones with 2 shots from a rifle and render everything else inert with leg-chopping, but that’s what I did the whole way through.

That’s about all the good things I can say about Dead Island 2.

Yeah, that was good stuff. Everything else was extremely dumb or half-assed, at best.

The Perk Card system has to be one of the worst character progression mechanics I have seen in any game. The premise is that you can mix and match different abilities (cards) based on your play style, but you literally never know what any of the cards are until you unlock (or find!) one, so it’s all just something that… happens. Nothing to look forward to, nothing to build towards, it may as well not have existed. This isn’t even getting into the fact that most of them are incredibly weak or so hyper-focused as to be useless. Literally who gives any shits about making zombies explode in specific ways when you kill them during your “ultimate” mode? Every zombie dies at the same speed by holding down left-click in said mode.

Pictured up top: results of scrapping $7500 weapon, e.g. 2 Scrap.

The “economy” of the game and general gear progression is similarly disappointing. I started typing up a long explanation of the mechanics, but it’s irrelevant. Suffice it to say, there is an immense bottleneck for basic crafting components that only gets more and more ridiculous as time goes on. Like, you originally might not be able to add Electric damage to a knife because you don’t have enough Electronics. That’s cool. But when you are in the endgame and can’t mod shit because everything takes 10 Scrap, that’s dumb. Vendors will sell literally 1-2 pieces of Scrap and that’s it. What the fuck is the point? “Disassemble the weapons you pick up instead of selling them.” Let me disassemble this epic worth $7,000 and… oh cool, 6 Scrap. All this encourages is for you to settle on 3-4 weapons and upgrade them (using cash) to match your level, rendering all other drops as vendor trash you don’t bother even trying out because you can’t afford to mod them to see if they are any good.

And don’t get me started on the sidequests. Ran my ass around three different maps reconstructing the dude-bro antics of a thieving pool boy and a goddamn generic-ass blue sword popped out of the chest at the end. I understand that I completed this sidequest later than “immediately once it was available” but after I looked at the Wiki for the others, they were similarly dumb. It’s Dead Island not Fallout, I know, but if you’re designing a Looter Slasher, you might want to actually ensure there’s a reason to do all the chores you set up.

Sums it up.

The overall story is also dumb. Again, it’s Dead Island, I’m not expecting some treatise on the human condition. But I don’t know what’s worse: how blatantly they are setting up story resolution in a future DLC (Haus did fuck-all), or that they’re pushing it off into a Dead Island 3. They didn’t leave a story thread dangling, it’s the whole goddamn shirt. This is one of those games where you’re not even sure you did anything at the end.

So… that’s that. Unless you were a super-fan of the original Dead Island, or even if you were, Dead Island 2 is not something I would particularly recommend.

Impressions: Dead Island 2

Sometimes I use “Impressions” posts as a sort of “review of a game I stopped playing halfway,” but this one is legit just some first impressions. I’m still playing! For now.

Giving my 3080 a workout.

To start, I loved the original Dead Island. Some people were tired of the zombie genre, even 12 years (!!!) ago, but I don’t mind it. What’s the actual difference between the hundreds of mobs you kill being zombies, mutants, nightmares, animals, dinosaurs, or other people? I guess zombie tropes can make some of the experience kind of rote, but at the end of the day what matters is if the gameplay loop is fun for you.

So, Dead Island 2. Thus far, I’m kind of… concerned?

It’s been a while since the first game, but everything in DI2 feels cramped. The location is Bel-Air, so that may be accurate, but this definitely feels a lot more like a corridor shooter minus the guns. There are very specific routes you have to take to get around the map, and most of them run through the same houses and yards each time. Not sure if the later game opens up or not, but I have my doubts.

One of the “zones.” Note that you can’t really walk in the grass most of the time.

I also hate the environmental improvisations. Specifically, there are water jugs, cans of gasoline, car batteries, and other similar items strewn about everywhere. You can use these items to engineer environmental traps, such as dumping water in a big puddle, throwing a zombie-attracting item in it, and then starting a generator to electrocute them all. OK, cool.

The problem is that Dead Island 2 takes after the original in that zombies scale to your level such that even a few standard zombies can kill you if you’re not careful. The cramped areas in which you encounter zombies also makes it difficult (or outright dangerous) to run away if you get in over your head, especially once the special zombies start showing up. The end result is that I am thus incentivized to start lugging around car batteries or gas cans wherever I go, so as to have the materials for environmental shenanigans at the ready. There very well may be such items available in each area, but it’s hard to find them while getting swarmed.

So, yeah, instead of focusing on the one thing the series is excellent at – the meaty and satisfying melee game – I am running around one-shotting zombies by throwing car batteries at them. If the devs wanted to lean into traps-based combat ala Horizon: Zero Dawn, then do that. Preferably under a different title.

I mean, it’s fun when it works.

Another thing that is really irking me is how punished you are for what limited exploration is available. You will find locked shit all over the place, but you will never really know if its even possible to retrieve the key yet. See, keys are held by special zombies, and specific special zombies only start spawning after you encounter the “first” one, typically via Story quest. Before the first boss, for example, no Crusher zombies will spawn; that means the locked military chest you found at the beginning of the zone cannot be unlocked, because the key-holder is a Crusher zombie. But you won’t know that ahead of time, so you might be combing every room for a hidden key that doesn’t exist.

Plus, inexplicably, the devs allows for “skull-level” zombies to roam about. Want to head down an alleyway and explore there instead of following a quest marker? Too bad! Zombies above your level will eat your face off within two hits. I honestly do not ever remember that being a thing in the original game. In principle, I can understand the game sort of “organically” directing players via deadly foes – this happens in Fallout: New Vegas and Dark Souls and many places inbetween – but it just feels bad here. And, of course, contributes to the claustrophobia of an already-limited map.

Dead Island edges out the Fallout series for environmental storytelling, IMO. It’s a short story though.

Also, it’s funny how much the FLESH system was hyped. For the uninitiated:

“This cutting-edge technology has been designed to deliver the most gruesome zombie experience ever seen in a video game. Anatomically correct layers of skin fat and muscle can be ripped away with machete point accuracy to reveal breakable bones and internal organs that are individually destructible,” Dead Island 2’s developers said during the introductory presentation.

“Blunt weapons allow players to shatter skulls, detach eyeballs and even punch holes through the undead. Sharp weapons can dismember heads or limbs at any point and slice torsos clean in half, utilising advanced fluid and soft body physics,” they continued.

(source)

Is the game gory AF? Yep. Does it matter even a little bit? Nope. The specific problem is that there are so many zombies attacking you at any given time that you are unlikely to appreciate the fact that their eyeball is swinging outside its socket in a realistic fashion or whatever. There’s no mechanical benefit either, as even a zombie bereft of both arms will still try to headbutt/bite you. Dead Space this ain’t. I suppose this does contribute to the weight behind melee attacks and how satisfying it feels, but honestly, I would trade all of it in a heartbeat for more ragdoll-esque physics instead. Zombies tripping over each other, falling on couches, bumping into walls, etc, is infinitely more immersive to me than their jaw hanging half off or ribs flying everywhere. I saw that in Fallout 3 death animations in 2008.

Excessive gore! For… reasons!

If it sounds like I’m pretty down on Dead Island 2 so far, well, you’re not wrong. The game is absolutely gorgeous running at max settings, and there are insane details in every throw-away room that you manage to find. But I’m kinda concerned that perhaps the level of detail added was exactly the cause for how closed up the game is. If I wanted to kill zombies in corridors, I would play Dead Space or Resident Evil or Silent Hill or practically any of the other games in this whole genre. What made the original Dead Island stand out was the open-world nature of the map, at least in the first two Acts. Thus far, the sequel seems to me leaning more into the Dead Rising goofiness minus its openness, which isn’t all that great of a trade.

Here’s to hoping that things improve.

Epic Whims

Epic is in court again, this time facing off with Google. And during the testimony, it was admitted that the Epic Game Store is still not profitable. Not sure of the current figures, but they had lost $330 million back in 2021. That is not always a bad thing for tech companies, who typically operate under a “if you build it, they will come” fantasy funded entirely by rich gamblers who hope to get cheap shares of the next Facebook. Still, even Epic thought their storefront would be profitable by 2023.

Interestingly though, Epic is not being funded by venture capitalists per se. They are being funded by their ridiculous, beyond-all-comprehension wildly successful Fortnite money:

When Fortnite launched in 2017, Epic was a 500-person company—known primarily for producing the Gears of War franchise and creating the industry-leading game development software, Unreal Engine. It was booking about $100 million per year in revenue. A year later, Epic made a staggering $5.6 billion in revenue. Ninety-seven percent of it was from Fortnite.

[…] According to Forbes estimates, the Cary, North Carolina-brd developer posted revenues of more than $6 billion in 2022, with the vast majority still coming from Fortnite.

Forbes (paywall)

I knew Fortnite was successful, but part of me still imagined that the Unreal engine was most of what sustained the company. That does not appear to be the case.

My question is: how long can this go on? I mean, on the one hand the Fortnite money machine is still printing. And, hey, Uber has been around for 9 years and only became profitable a few months ago. But we’ve also seen Epic lay off 16% of their staff this year and divest themselves of Bandcamp and other properties. Clearly, sustainability is a concern.

With that backdrop in mind, will they continue dropping free games every Thursday through 2024?

Beyond the freebies, this is relevant to my interests because of all the (timed) exclusives too. Dead Island 2 is still not available on Steam, and likely won’t be until next April. While the Epic Games Store has improved over the years – they have had wishlists and shopping carts for at least two whole years now! – exclusivity equals higher prices for longer. Who knew? Some of that is changing a little, as it seems Fanatical and Humble are selling an EGS key for Dead Island 2, but that’s just 1 of 2 listed key sellers to the dozens of Steam alternatives.

Not that I’m hurting for games, of course. But I do want to play Dead Island 2.