Julkaistu 20. tammikuu.
tl;wr - the game's a good experience and everything is interesting to look at, but holy crap, there are just so many bugs and things that don't make sense. 7/10
Dead Island: Reptar is a sequel to an open world zombie RPG that nobody really asked for, but that doesn't mean it's not enjoyable. It improves on a number of things, like giving you weapon proficiencies, a pack of survivors that you help protect, tiny hole-in-the-wall dungeons, and better implementing weapon mods. It also has a wide assortment of glitches to experience and a number of plot points that just don't work, even in a cheesy zombie game.
We'll start with the bad, because these things can be a dealbreaker for some people. The glitches I run across in Dead Island: RIP, Tide always just seem to surprise me. Enemies can partially clip through walls if they're aggro'd (or just phase through walls altogether), boats often get stuck in terrain and won't respawn even hours later, broken car windshields will punch themselves out if you leave the car before your character starts doing it, picking up a quest item near a chest will render the chest unopenable, floating water zombies will drop to the ground as if they're not in water if they're surprise attacked, rain noises on tin sound like extremely loud, abrasive radio static, and plenty, plenty more - it's all little glitches that make me wonder if they ever ran playtesting or ever fixed a bug in their life. I'm glad I haven't run into larger glitches yet, but, honestly - they gave up on patching this game and it just feels cheap as a result of it. It's "good enough." Tell you what, a $10 Steam sale is "good enough" for this game - I feel bad for whoever paid $60 for it.
There are also gameplay mechanics and plot points that just don't make sense to me. Enemies can never completely be cleared out of an area (which, alright, fine) - but you don't have to wander far for them to just respawn. It's not noticeable with the most common zombies, but in one area, I killed two fat zombies, walked 100 feet away, and they respawned again. ...Really? Other times, their loot-filled corpses disappear if you turn around and do other things in the room. Bioshock did that but left behind safe boxes with whatever loot they had. That doesn't happen in this game.
A number of plot points also just don't make sense. At one point, a doctor told me to get tree bark for someone who had malaria symptoms. They didn't tell me what the tree looked like, send me pictures, or tell me where it could be found. Map markers showed up showing general areas. I went to them and looked at the trees, attacked the trees, nothing. Then I noticed there was one strip of random tree bark in each area. Somehow, the character, with no prior medical knowledge, knew these were exactly it. They could have been set aside because they were a great hallucinogen, or cured headaches, or tasted good. Didn't matter. I handed them in, was told "this better work or I'm coming to find you," and...that's the last you hear of the NPCs. If you check back later, their house is empty, there's no blood or corpses, nothing to suggest what would have happened. I guess it worked. There are other instances like this where things just don't make sense, but that's the best example.
As for the good in this game, the enemy design is amazing. It's not good from a gameplay standpoint (a lot of enemies look alike but you can die if you mistake them), but they're great to experience. One enemy is covered in what looks like tumors crowding his whole body, and he gurgles out "help me", eventually exploding when you get too close. Token fat enemy that vomits on you, because of course. Another enemy has ripped its hands off, exposing its sharpened arm bones - it charges after you and tries to shred you apart. They did such a cool job with enemy design. Level design is also pretty cool. The environments are absolutely gorgeous and you can't help but just gawk at it when you're not fighting zombies.
Movement and combat is miss and hit, respectively. Moving in this game is both floaty and slow. It feels like you're a walking anchor, as your character leans into each direction slightly before you move. Combat takes a little getting used to, but you can start to learn the range of each weapon, and it's satisfying to JUST hit a sprinting zombie before they reach you. My favorite character uses blades, and they let you dismember your enemies. Sometimes it's a strategy, where you can cut off an enemy's arms so they don't punch you anymore. Other times, you may get lucky and just behead a zombie in one hit. It's really cool and feels good to use. I haven't used blunt weapons in a long time, but each weapon has "force" programmed into it, where you can end up sending zombies flying, break their arms, or just cave their head in. It's pretty gory. Weapon mods are a lot of fun too. They're not about turning your weapon into something else, just improving it. Want an electrical machete? How about a poisoned katana? (Zombies in this game can take poison damage and may stop to puke. Oddly, the puking enemy doesn't hurt you when you make it puke this way.) How about a blunt weapon that has sharp nails stuck to it? (Bleeding hurts zombies, too. Go figure). The only complaint I have is that mods can't change a weapon's type. If you mod a baseball bat to add a spinning saw blade on it, it doesn't become a bladed weapon. It behaves (and beheads) like a bladed weapon, but for weapon proficiency and skill-sake, it counts as a blunt weapon. This just seems lazy on the devs' part and it's a little disappointing. Each character specializes in something different, so if you find a really, really rare blunt weapon and your character uses blades, there's nothing you can do to optimize it for your build - even if you use the "sharp edge," "ripper," or "diamond edge" mods, which all suggest a blade of some kind.
The missions are fetch quests and exploration-based. Nothing new here. They're entertaining, if not sometimes annoying. Standard RPG fare. The story itself isn't too well-written, but you can still get invested in it (just be prepared for characters to make decisions so dumb that you wouldn't make them if you were drunk).
All in all, it's a pretty good game, just don't pay full price for it. $10 is a good price to pay.