


Few games are interested in this sort of fleeting enjoyment nowadays, and a huge part of Dead Island 2’s success comes from going against our own cynical expectations. Originally announced in 2014, Dead Island 2 is a semi-open world action game that was developed by Dambuster Studios and published by Deep Silver. Now I’ve beat the campaign, I can safely come back when the first expansion drops and be safe in the knowledge I haven’t missed much. Suddenly, here was an open world experience with a bunch of personality and content that wasn’t burdened with multiple season passes and live service elements that demanded our constant attention. In the end Rex and Rinty are free and happy as they roam the island together. This is precisely why critical reception for the game didn’t blow us out of the water, but commendable scores were accompanied by a refreshing aura of positivity. Melee combat, gore, and exploration were the trio of pillars holding Dead Island 2 up, and so long as they remained strong, anything tertiary could exist without issue. The gunplay is okay but the meele combat and the weapon customization is great If you like Zombie games. is free to roam the intellectual landscape where it will, and is able to. When it was handed the project, Dambuster Studios looked at the failures of its previous game - Homefront: The Revolution - and decided to cut back on unnecessary systems and ideas to the end goal of schlocky, over-the-top fun. Finally, I hope that we may at least be able to agree on some mechanism.
