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Dead Island: Ars Review - "Unfinished, buggy, PC release"

sk3tch

Member
I'm so tired of these rushed console to PC ports. It's bad enough when you just toss it over to PC...but to toss it over AND not even take the time to make sure you have a playable product at launch? It's unacceptable.

http://arstechnica.com/gaming/news/2011/09/dead-island-is-fun-needs-a-little-more-time-in-the-oven.ars

Dead Island is a first-person action-RPG that places you on a beautiful island and then surrounds you with zombies. The story can feel threadbare, and the characters are often little more than cartoons, but the struggle to stay alive gives you more than enough reason to keep playing. As Robert Kirkman loves to point out in the Walking Dead comic series, the real dangers after a zombie infestation aren't the undead, but the survivors that also surround you. When society breaks down, it's the people that become truly monstrous.

You play one of four characters who is immune to the infection, which is a clever way of explaining why you're the one leaving safety to help with every major and minor mission. The game has moments of brilliance and is often fun, but it's also clearly not finished—and nearly broken on the PC. I can't wait to revisit things when the technical issues are sorted out.

How bad are things at launch? This is the first game I can remember playing where a developer's no-clip mode was mapped to "Y" as a default in the final code.


So what's going on here?

It's hard to separate the issues with the game and the issues with the PC port, but we'll try. For starters, moving feels weird and imprecise, a sure sign that the controller-based controls weren't tweaked for a mouse and keyboard. When driving a car, simply looking around introduces an annoying amount of lag. When you attempt to strafe you begin moving at half-speed, which doesn't make much sense. That speed reduction is more than enough to ensure a quick death once you are surrounded by zombies.

The graphics suffer from too much brightness, which leads to a blown-out image no matter how much you fiddle with the in-game visual settings or the controls on your monitor. If a character is knocked down a sloped surface, their legs and arms often pass through the environment as they get up. Some missions crashed, or broke down at the very last step, leading to a number of situations where I had to quit and restart the game.

I found myself stuck in the game's environment, and, when I restarted the game I found I had kept my progress in the game's story, but my experience, abilities, items, and cash had all been wiped clean. I was fighting powerful enemies with none of the advantages I should have at that point in the game, making it impossible to continue. I was forced to start over, losing around four hours of progress. This made me very grumpy.

Then, after some testing, I realize what had happened. If you accidentally hit the "Y" button and go into no-clipping mode, you may fly into a solid object and get stuck. If you restart the game from this position, all your character's stats are wiped. This bug exists in the version of the game that is live on Steam right now.


We were given a list of fixes that were coming in a day-one patch, and it was extensive. I haven't had a chance to play much with this patch, but many of my issues haven't been addressed. I have a feeling we're going to see an extensive number of additional patches coming in the coming days and weeks. Graphical and game play issues plagued my time with the game to the point where I decided to walk away after ten hours or so.

There are also gameplay issues that were confounding. How can I fit piles of crowbars, knives, and baseball bats in my inventory, but I had to use energy drinks the second I picked them up? Is it a glitch that every time I pick up a bottle of alcohol it replaces the weapon in my hand, so when I try to attack a zombie thinking I'm holding a knife, I instead take a big drink and get drunk? Why do pipes break so easily against the skulls of zombies? The weapons in Dead Island often feel like they're made of cardboard, and fixing them or replacing your arsenal is going to take up a good amount of your time. Who knew the skulls and armbones of zombies were made of adamantium?

The weapons you pick up around the world feel oddly fragile, and they lose their power rapidly. You can either constantly replace them, or head to a workbench to repair them. This costs money, which you find by searching the zombies you kill, finishing missions, or scouring the environment. The first 30 minutes of the game will have you going through an amazing amount of luggage for pieces of wire and money. Everyone on the island seems to be carrying around $8 in their pockets, until you put a few hours in the game. Then the zombies begin to drop more money because... the money levels up with you?

The combat is nice and personal, as you use blunt weapons to break the arms and legs of the undead. The aiming system is imprecise, however, and it's hard to judge where a blow will land, even with practice. When you place your aiming reticle over a zombie it begins to slide around, as if it's trying to lock onto different parts of the zombie's body. This may also be a holdover from the game's console roots, but it leads to frustration and missed shots. The slow strafe controls, rarity of health kits you can carry with you, and tricky combat systems make it hard to get out of bad situations if you are surrounded. Don't worry, if you die you're merely revived a few feet away, less some money. This system does a great job of sapping any tension from the game, since there is so little to be lost by your death, unless the game spawns you in another group of zombies.

The inventory system is maddening. You can only hold a few items in a quick-use menu, and you can switch between weapons by holding down the middle mouse button and selecting which weapon you'd like to use in a circular interface. If go through all the weapons in your quick-use slots, you need to bring up the menu, go through your extensive collection of pipes, bats, and knives, add those to your quick-use slots, select one, and then go back to the game. This kills the flow of battle, as the zombies seem content to hold back and wait for you to select the best blunt object in your arsenal. The system inventory management is an annoying, clunky part of Dead Island that should never have gotten past testing.

It's not all bad!

The frustrating thing about all these issues is how much fun there is to be had. The missions take you to some beautiful parts of the island, and you'll meet some interesting characters and help them in varied ways. When the combat clicks you can feel the brutality of breaking a zombie's arm and them cutting off their head or, in my favorite move, knocking them down with a running jump-kick. Getting into a vehicle, running down the zombies, and then smashing out the windshield so you can see is brilliant, as is the fact the steering wheel is on the "wrong" side for us Americans.

You need to plan your movements very carefully, and if you get stuck in the middle of a zombie mob it's usually because you did something wrong. You can play up to four-player co-op, and this makes the game a much more frenzied, action-oriented game. There were many times I found myself having a great time, and drawn into the world of Dead Island.

Then a technical issue popped up and jerked me right back out of the experience. To play the PC version of Dead Rising in its current form you're going to need incredible patience and a willingness to fight through some very clunky game mechanics. As it stands, I can't recommend this in any way, shape, or form. This is a game that needed more time to bake, and hopefully after a few patches we'll be able to enjoy the game hidden under the unpolished exterior.

Dead Island is available now for the PC, 360, and PS3. We have not played the console versions.

I love that in the 2nd to last paragraph he calls it "Dead Rising"...oops. :)

2it4hue.jpg
 
sk3tch said:
I'm so tired of these rushed console to PC ports. It's bad enough when you just toss it over to PC...but to toss it over AND not even take the time to make sure you have a playable product at launch? It's unacceptable.

http://arstechnica.com/gaming/news/2011/09/dead-island-is-fun-needs-a-little-more-time-in-the-oven.ars


I preordered Red Orchestra 2 and Dead Island this week, two of the buggiest games I've played since the first Stalker launched. I think I'm done preordering games.
 
Honestly, a few years ago it was grinding my nerves but now with the consoles being the number one money printing machine, I've gotten used to dreadful ports with messed up mouse acceleration and 3 graphical settings, oddly enough always spot-on controller support.

I tend to just avoid these games, then developers can cry "PC, Piracy, buh buh!"


CaptainAhab said:
I preordered Red Orchestra 2 and Dead Island this week, two of the buggiest games I've played since the first Stalker launched. I think I'm done preordering games.

Yes, those damn betas, Y U NO FLAWLESS.
 
Forgive me. If you are in no clip mode, how do you get stuck in solid objects ?

This may be a naive question.
 
CaptainAhab said:
I preordered Red Orchestra 2 and Dead Island this week, two of the buggiest games I've played since the first Stalker launched. I think I'm done preordering games.
Red Orchestra isn't the release build though...
 
Sethos said:
Yes, those damn betas, WHY U NO FLAWLESS.

It's a beta, but the game is releasing in like a week and it is literally one of the buggiest first person shooters I've ever played. If they manage to turn it into a polished game in that much time I'll be pretty amazed.
 
Seems like a incredibly lousy port... Shame.
Two pretty bad Techland games this summer, as it turns out.

btw "Arse review" made me chuckle.
 
lol he's DUMB

they've uploaded a dev debug version by mistake there.

spectacular fail of the article
 
Cptkrush said:
Red Orchestra isn't the release build though...
There is rarely ever a major difference between the release build and the beta build when you have a beta that is only a couple of weeks before launch.
 
CaptainAhab said:
It's a beta, but the game is releasing in like a week and it is literally one of the buggiest first person shooters I've ever played.

And it's still Beta. Start your whining when it's released and the issues are still there.

DaBuddaDa said:
There is rarely ever a major difference between the release build and the beta build when you have a beta that is only a couple of weeks before launch.

Must be why the released two patches already based on Beta feedback.

Don't confuse Tripwire's ACTUAL beta test with glorified PR demos.
 
It's important to note that the PC version through Steam is probably a dev version and not the final retail build. Techland is investigating.
 
CaptainAhab said:
I preordered Red Orchestra 2 and Dead Island this week, two of the buggiest games I've played since the first Stalker launched. I think I'm done preordering games.
Pretty impressive that you managed to get a copy of RO2 a week early.
 
Salazar said:
Forgive me. If you are in no clip mode, how do you get stuck in solid objects ?

This may be a naive question.

Probably happens like many other games with no clip mode, where when you try to exit no clip, part of your character becomes stuck in something, or that no clip mode only affects certain parts of the game.
 
DaBuddaDa said:
There is rarely ever a major difference between the release build and the beta build when you have a beta that is only a couple of weeks before launch.

For glorified demos, yes. For actual betas, you're wrong.
 
Interfectum said:
For glorified demos, yes. For actual betas, you're wrong.
Yes, and there are rarely "actual" betas that occur a week or two before launch. They're generally at that point server stress tests and any changes that occur through launch day will be as large as you expect any change that took a weeks worth of effort to make. God bless them if they're able to make large, substantial changes to the code and balance in a week or two.
 
DaBuddaDa said:
Yes, and there are rarely "actual" betas that occur a week or two before launch. They're generally at that point server stress tests and any changes that occur through launch day will be as large as you expect any change that took a weeks worth of effort to make. God bless them if they're able to make large, substantial changes to the code and balance in a week or two.

You do know the RO2 Beta has been going on for a long time, right? The last stage of the beta was both a pre-order incentive and to stress test the game where they already released two patches based on less than a week's worth a feedback.
 
subversus said:
lol he's DUMB

they've uploaded a dev debug version by mistake there.

spectacular fail of the article


Have you thougth that maybe, just maybe, the article was written before the news of the dev debug version being on steam was discovered?

BTW, has the developer/publisher confirmed that is indeed the dev version?

Anyways, still normal. They got a retail version and wrote the article based on that. If the version was the dev, that is the developer/publisher fault, not the guy writing the article.
 
Sethos said:
You do know the RO2 Beta has been going on for a long time, right? The last stage of the beta was both a pre-order incentive and to stress test the game.
Sure, and it's still pretty broken now, a week before release.
 
DaBuddaDa said:
Sure, and it's still pretty broken now, a week before release.

Hence why you need to keep beta testing and report back instead of crying about it.

Oh and people are just having knee jerk reactions, my game is surprisingly fine - Barely encountered any issues.
 
DaBuddaDa said:
There is rarely ever a major difference between the release build and the beta build when you have a beta that is only a couple of weeks before launch.
You are confusing "demo beta" with "beta".
 
subversus said:
lol he's DUMB

they've uploaded a dev debug version by mistake there.

spectacular fail of the article

How's it the article's / writer's fault if they were given debug code by mistake? If a reviewer gets debug code handed as the final product, how is he to blame?
 
Sethos said:
Hence why you need to keep beta testing and report back instead of crying about it.
What are you even talking about? I literally cannot understand what you are trying to argue. Keep beta testing? Ok..? What? Yes, let's "keep beta testing" weeks after launching the game.
 
DaBuddaDa said:
What are you even talking about? I literally cannot understand what you are trying to argue. Keep beta testing? Ok..? What?

What are you here for? You're just laying it on thick and spewing all sorts of crap.

"OMG beta test only 2 weeks, omg most broken game evar!!"
 
mik83kuu said:
How's it the article's / writer's fault if they were given debug code by mistake? If a reviewer gets debug code handed as the final product, how is he to blame?

because it's not a final product.
 
After hearing the devs brag about how the pc version wasn't a shitty port I was pretty shocked when I fired it up and my screen resolution wasn't supported.
 
Sethos said:
What are you here for? You're just laying it on thick and spewing all sorts of crap.

"OMG beta test only 2 weeks, omg most broken game evar!!"
I've said nothing remotely of the sort and you're literally just making shit up and apparently have the reasoning and reading comprehension skills of a 6 year old (or a completely blind, rabid, irrational fanboy).
 
Interfectum said:
BTW, it seems like there is a huge Dead Island patch that apparently fixes the problems.
40 fixes apparently, but let's see what it does. The game has yet to unlock for me on Steam, and I'm already kind of regretting the purchase.
 
Interfectum said:
BTW, it seems like there is a huge Dead Island patch that apparently fixes the problems.

That's mentioned in the article.

Edit: Well, a patch is.
 
subversus said:
lol he's DUMB

they've uploaded a dev debug version by mistake there.

spectacular fail of the article

He's dumb because he reviewed what is available on Steam right now? How is that a spectacular fail for the reviewer? It sounds more like a spectacular fail for the publisher. How do you upload the dev debug version onto the distribution platform, and then push that out to customers? Please explain.
 
subversus said:
because it's not a final product.

It is what people are playing. Is what people buying the game right now are gonna find. It's the most accurate depiction of the product that is out there. What they should do? Excuse the developer for being dumb and putting a dev copy of the game? Tell people that the final game is gonna be better when they have no idea?
 
DaBuddaDa said:
If they're actually "fixing" it, maybe that dev build rumor was just a rumor and not true.

Chances are this update is nothing more than a collation of the actual v1.0 files.
 
DaBuddaDa said:
If they're actually "fixing" it, maybe that dev build rumor was just a rumor and not true.

i think most likely is that they accidentally released a debug build that is full of bugs, and the release build is also full of bugs. (debug/dev build doesnt necessarily mean its not final, just the way it was compiled, so that things like no clip get switched on)
 
DaBuddaDa said:
What are you even talking about? I literally cannot understand what you are trying to argue. Keep beta testing? Ok..? What? Yes, let's "keep beta testing" weeks after launching the game.

By downloading the beta code, aren't you agreeing to testing and giving feedback? I don't think that means joining a gaf thread about Dead Island and whining about RO2.

You are persistent though.
 
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