![]() Locations like Venice Beach and Beverly Hills are ripe for exploration and experimentation, so it’s a shame the open world design is otherwise so archaic. Things ending on a cliffhanger doesn’t help either, since the primary narrative is already set to be concluded in one of the many planned pieces of future DLC. Dead Island 2 tries and fails to tie some cool lore into how we get these powers and what it means for the viral outbreak, but a mixture of hammy acting and inconsistent pacing meant I never cared enough to be invested. There’s also a deadly palm strike that more often than not opens foes up to an insta-kill execution animation. ![]() Overpowered too, since I quickly found a skill that accompanied each use of a healing item with an AoE attack that stunning all zombies around me. Our hero is infected - because of course - and this allows them to adopt a number of superhuman powers and abilities that make no sense, but are a blast all the same. You have plenty of unlockable abilities too, which lean into the comical absurdity the game is constantly going for. All of these things affect you too though, and you’ll need to be constantly aware of your surroundings or risk a quick and clumsy demise. A poisonous green substance appears later on too, which dissolves enemies into nothing if you’re savvy enough. Fire operates on similar metrics, albeit with obvious red barrels and oil slicks strewn about the place. Los Angeles is filled with abandoned cars sporting exposed batteries, which can be torn out and tossed at enemies to electrocute them, or into open bodies of water to create small barriers of protection. Dead Island 2 also offers up a trinity of elemental properties you’re expected to toy with.
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