There aren’t many games left that the USK still has something to complain about. Dead Island 2 is such a case. After a few minutes it becomes clear why. Even compared to other zombie games, the shreds fly here, literally. The game is not only a whole bit harder than its predecessor, but also a lot better. A few months ago we might have laughed about it. Who would have really expected a decent game after the long development? As a reminder: Dead Island 2 was already being worked on in 2014, two studios bit their teeth on the project and were eventually withdrawn. It was only four years ago that development was started again from scratch – this time at Dambuster Studios, i.e. the makers of Homefront: The Revolution (that too wasn’t exactly a blast). And yet somehow they managed to deliver a really decent game with Dead Island 2. One that plays it safe, but also knows exactly what it wants to be – and we had a surprising amount of fun in the test.

A notice: Soon we will add a lot of screenshots from the test version to the test. Until then, there are pictures from the last preview version.

city ​​instead of an island

Don’t let the name fool you: Dead Island 2 (buy now €59.99 ) is a sequel and mentions the previous game here and there, but the island setting is history. This time you are in zombie-infested LA, affectionately called “Hell-A” by the developers. The city has been more or less evacuated and sealed off, only a few unlucky people and lunatics still live there. Of course, you too end up in the middle of the zombie chaos and have to try to get out of there alive somehow.

First you choose one of six characters. They differ a bit in their basic attributes, such as defense, endurance or healing, but otherwise play very similarly. Still, the choice is important because all heroes are fully voiced characters who constantly speak up and engage in dialogue. And that’s a real benefit, because the English voice output is great, many characters come across as sympathetic and most of the sayings are written accurately. With the setting (Hollywood, glamor and the undead!) it could easily have gone wrong, but Dambuster manages a good balancing act between satire, horror and naked trash. So the game rarely takes itself seriously, but it also doesn’t degenerate into an over-the-top laugh. That deserves praise!







The brutal hand-to-hand combat shines with rich hit feedback.
Source: Deep Silver


Less is sometimes more

Dead Island 2 doesn’t care about modern open-world design, there’s no huge, coherent game world here. Instead, you are on the move in clearly defined levels. In many of them you can stretch your legs and explore a bit, but the bottom line is that there is never a real open-world feeling. But that also has its good side, because the developers can thread the game along the main story quite linearly and the playing time doesn’t degenerate that way either: 15 to 25 hours are realistic for a normal game run (main quest and some side quests). If you really want to tick off all the side quests and challenges, you can add another ten hours. So the game isn’t short, but it won’t keep you busy for weeks or months either. This also fits well with the game design, because Dead Island 2 can be played comfortably even in short sessions and then put away again.

Nice level design

There are only ten locations in total, but most of them are at least well designed. You’re out and about in posh neighborhoods like Beverly Hills and Bel Air, banging your way along Venice Beach to the Santa Monica Pier, and on the way there are also a few detours to film studios, hotels, research facilities and so on. The level designers have done a great job with the design, especially the snazzy luxury villas are bursting with details. Despite all the splendor, you really have the feeling of banging your way through houses in which someone lived (or lived…) a few days before.

You explore the surroundings at a pace that is clearly reminiscent of the first Dead Island: In contrast to the Dying Light series, there is no free running or larger climbing inserts here either. (We really enjoyed those, by the way, but that doesn’t mean every zombie game has to be acrobatics!). You only have to do without vehicles this time, but they wouldn’t have suited the level design at all.

Of course, there are also a few weaker sections, for example a subway level and a longer passage in a sewer. These are primarily pitch black, gray concrete corridors – and that’s as exciting as it sounds. At least there is more excitement in the darkness, here and there there is almost a creepy atmosphere. But it never gets as atmospheric as in Dying Light, for example.






There are no dynamic day and night changes.



There are no dynamic day and night changes.
Source: Deep Silver


Speaking of darkness: the game doesn’t know any dynamic times of day, instead there are simply two settings for outdoor areas: day and night. The main quest initially sends you into the dark on purpose, that’s just supposed to give you a bit of a thrill. In the later course of the game, however, a fast travel system is unlocked, with which you can quickly return to old areas to search for treasures, do side quests and so on. You can always choose whether you prefer to play in daylight or at night. Apart from the atmosphere, there is no reason to play at night: it doesn’t change anything in terms of gameplay.

Splatterproof for die-hards

In Dead Island 2 there will be slapping, stabbing, slashing, shredding and shooting until the doctor comes. (And even he wouldn’t see any sign of life anywhere.) The combat system is pretty simple, there are light and heavy attacks, and you can block or dodge to open up enemies for brutal finishers and replenish life points. You can also kick enemies through the air, which is often useful, but also consumes a lot of stamina. And there are a few throwable weapons like grenades, ninja stars, decoy bombs and so on that you can use to keep enemies at bay. (With all due respect: a boomerang is missing!) It plays well and the hit feedback is usually pretty powerful, even if the action can become a bit monotonous over time. At least all the weapon types provide a bit of variety. There are blades, clubs, clubs, spears, axes, claws, tongs and so on, all in different styles as well. Whether it’s a katana, rake, mace or broadsword, you’ll find plenty of them from defeated opponents, but also in the game world, from retailers and in treasure chests. So supplies are taken care of.

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