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Setting up on-the-fly traps is part and parcel of Dead Island 2’s combat, and there’s great joy to be found in taking out a whole bunch of the walking dead with a puddle and a well-placed car battery. Some are stationary and can be shot or hit to release their elemental goodies, whilst some are portable, and can be poured exactly where you want them. Barrels of water, oil, and toxic waste litter Hell-A. Sure it’s not a perfect system, but it adds variety to the near-ceaseless zombie-smashing and slicing.Īdding to that combat variety is the use of the environment. As the game progresses, the types of zombie you encounter get increasingly varied and require the right tools for the job, but that degradation of their rotting flesh never ends, and for a sicko like me, it never gets old.

Jaws hang limply from faces, innards spill from open stomachs, and flesh bubbles and peels from caustic damage. Swing a hammer at a hand and see it shatter and contort what’s left of the flesh and bone. system, zombie bodies react to weapon impact and elemental damage in a very grisly way. Witnessing the damage they do is a spectacle unto itself. Things such as faster reload on guns, damage multipliers, and more. You can also stack smaller modifiers onto weapons to make them more powerful.
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Alongside that are mods for bleed effect and extra impact. There’s elemental mods such as flame, caustic, and electricity. The best bit about them is that they can be modified to do some extra gnarly damage to the undead. Weapons break with use but can be repaired for a cost. It’s largely melee-focused with a nice serving of guns. Combat is almost exactly as it was in the original, with some tweaks and refinements to the formula to make it more palatable.

Your character is a natural zombie ass kicker and there is a lot of rotting ass to kick. You’ll be seeing a lot of the dead and crucially, their insides. The use of Earthquakes in the world is sadly underutilized though despite early promise. It may be cut up into chunks, but the upside is a detailed depiction of the city that feels like it could have been lived in if the dead weren’t occupying it.
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There are lots of nooks and crannies to explore, and locked rooms full of goodies to try and access. The hazy, humid atmosphere of the night to the sun-bleached starkness of the day. From the Bel Air Heights to the Santa Monica Pier. Dambuster’s depiction of Hell-A does the City of Angels justice. We’ve seen California represented in game form many times. Key to that is setting it in the very real Los Angeles instead of a fictional city. It’s hard not to compare Dead Island 2 with Dying Light and its sequel given the shared heritage, but Dambuster has done a fine job of distancing its game from the Techland trajectory in gameplay terms. It’s also still a fairly restrained experience, with a campaign easily dusted off in around 18 hours if you want to focus solely on it. Instead, it’s a return to multiple smaller, yet expansive, areas connected by loading screens.

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Unlike Techland’s successor series Dying Light, Dambuster has kept Dead Island 2 out of the open-world arena. Using the fact you are immune, your character plots a way out and drives hopes for a cure among a ragtag group of Hollywood types and familiar faces. The ‘Island’ part of the name comes from the fact the outbreak is localized to LA and as a result, it’s been sectioned off. Playing as one of a handful of new survivors, you land in Hell-A rather dramatically, and soon discover that like the original game’s heroes, you are immune to a zombie-making virus that’s doing the rounds. The action moves away from tropical resorts this time and parks up in Los Angeles. For all the chaos and disorder, this is still very much Dead Island. It’s a great match really and it’s probably why Dead Island 2 ends up as the best possible sequel to Techland’s original.
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The Nottingham-based studio once known as Free Radical has had quite the bumpy ride itself, managing to survive rebrandings, ownership changes, and Haze along the way. Development eventually landed in the hands of Dambuster Studios.

You don’t want to associate with the Duke’s last parp or the last terrible Alien game, but the upheaval has been such that you could almost smell the disaster coming off Dead Island 2.īut the smell turned out to be success. It passed through different publishers and developers and the original series creator Techland managed to start an entirely new zombie RPG game, expansion, and a sequel in the time since Dead Island 2 was released. The game had the same kind of lengthy journey to completion as The Last Guardian, Duke Nukem Forever, and Aliens: Colonial Marines. Whatever else I was going to feel about Dead Island 2, it was always going to be a bit of a moment actually getting to play it.
