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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.

[F76] Sidenote

File this under “It’s all starting to make sense” (from Wikipedia):

BattleCry Studios was founded on October 3, 2012, as subsidiary of ZeniMax Media, headed by Rich Vogel as its president.[1] Initially, BattleCry Studios was seeking employees with experience in microtransactions and free-to-play games.[2]

On May 28, 2014, BattleCry Studios announced their first game, BattleCry.[3] On September 10, 2015, it was reported that BattleCry Studios had laid off a “substantial portion” of their staff.[4] On October 7, 2015, the development on BattleCry was halted for the studio to work on different projects.[5] One of the studio’s first projects following the hold of BattleCry was the modification and restructuring of Bethesda’s Creation Engine (in conjunction with sister company id Software, utilizing netcode from Quake) to support multiplayer functionality in anticipation of then upcoming Fallout 76.[6]

When you follow the [2] link, you get an Engadget article from 2012 that states:

Bethesda may be known for its one-of-a-kind offline RPGs, but its new Battlecry Studios division is looking to ride the online free-to-play gravy train.

Eurogamer has sussed out a few details based on the firm’s job postings, which include a “monetization designer” and a platform lead position that requires experience with “design and implementation of microtransaction systems and services.”

The advertisements also suggest some sort of console release, as Bethesda notes that “console experience — preferably next generation (PS3, Xbox 360)” is preferred.

Battlecry is headed by former Star Wars: The Old Republic executive producer Rich Vogel.

While the hotbar-selling SWTOR is kind of a hilarious gotcha moment, Rich Vogel also did Ultima Online and Star Wars Galaxies back in the day. So… he either sold out or allowed his vision to become corrupted by publishers, although those are basically the same in the end.

Maybe we can argue about how much each Bethesda Studio contributed to the overall Fallout 76 package, but my money is that the corrosive, microtransaction design came from the studio headed by the guy who introduced the world to selling hotbars in an MMO. And, of course, Todd Howard… who is either an empty suit or willing participant in this nonsense.

I Don’t Know What I Expected

I am well acquainted with buggy Bethesda releases. When I bought Fallout: New Vegas on release day, there was a DirectX (I think) bug that made the game unplayable for two weeks. Well, unless you downloaded a fan patch that resolved the issue within a few hours. But it took Bethesda two weeks to push out an official patch to fix things.

So I was ready for Fallout 76 to be a clown fiesta.

What I wasn’t ready for was Bethesda’s own launcher to immediately delete the preloaded game.

05e

The amusing part is that I saw it happen almost in real-time. I was playing Stardew Valley, saw that it was about 7:30pm, and decided to go ahead and try to log in. What I saw was the Bethesda launcher halfway through downloading the 48 GB game… again. I had already preloaded everything the weekend before, so I thought this odd. Was it re-verifying the files? I opened up the Fallout 76 folder and, nope, there’s already 48 GB worth of files there. So I canceled the download. Then the Fallout 76 folder disappeared.

This was not an isolated incident.

In browsing Reddit threads and looking for answers, it was suggested people download a program that can find and restore deleted items. So I did so. Sure enough, it found all the deleted files. “Great, let me hit Restore!” As it turns out, this program can restore files… but not in their original folder structure. I basically had a new folder on my desktop filled with 48 GB of loose files. I found that if I turned the program back on, I could see the folder structure of the original files. So all I had to do with manually create and name dozens of folders, move the files into them, and hope for the best.

Yeah, fuck all that. Imma go play Stardew Valley instead.

aa0

The preload debacle is just the tip of the iceberg, by the way. It’s my own fault, but I also hadn’t realized that “Beta” meant “explicit Beta schedules,” as in you can only play during certain windows. Bethesda is apparently extending tonight’s beta due to yesterday’s shitshow, but there is still limited time to play test the game.

On top of that, there is the usual nonsense like how disabling V-sync gives you in-engine speed hacks, there is no Push-to-Talk button on PC so everyone has a hot mic all the time, lack of basic PC options for keybindings and graphical settings, and so on. That’s the sort of thing we come to expect from Bethesda, but we still buy their games. I mean, we do so because ultimately the games are precisely fun enough to eventually overlook this bullshit, but come on. Where is the competition?

I dunno. I was mad about it for a while, but deep down I’m really just mad at myself for allowing myself to believe that, maybe, this time, a Bethesda game won’t be a total shitshow right from the start. Do any of those project managers or coders over there feel embarrassed over this shit? Or are they too busy rolling around in piles of cash to care?

These thoughts occupied my mind for about five minutes, before turning to figure out whether I had, in fact, planted any Blueberries this season. If I hadn’t I needed to get on that shit because otherwise I might not be able to unlock the Greenhouse on my farm before the first winter. Priorities, man.