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Seriously though, the game has the same style, same humor same horror, same combat system, same gore, same zombie dismemberment system and is a first person RPG. How you confused, bro?
- DI1 was focused on visceral first person combat, DI2 has that in doves.
- DI1 was a zombie action RPG, DI2 is a zombie action RPG.
- DI1 had multiple playable "classes" or characters, DI2 has MORE characters.
- DI1 focused on modifying weapons with elements and crafting, DI2 also has this system refined.
- DI1 had a serious but cringe style story telling, DI2 also has a similar tone but does it much better.
I could literally go on and on about the 1 to 1 comparisons of how DI2 is great sequel to the first 2 games, not really in direct story continuation but in terms of CORE of what made Dead Island what it was. Also there is more story connection then you think as the DLCs add more connections to the original.
The biggest differences of the 2 was the first game had bigger more generic areas that required the player to travel longer distances to fetch stuff, while this game is smaller and better designed where each location has a purpose and your time is not wasted. Also the replacement of the skill tree with the card system and even the devs admitted there was originally going to be a skill tree system but it morphed into the card system we have now.
Overall this game is as Dead Island as you can get.
see but i expect a sequel to carry similar gameplay lol this feels more of a spinoff than a sequel
combat, crafting, classes, storytelling none of that feels similar at all to me, especially the last two going from a skill tree to skill cards system is such a major downgrade and going from somber locations trying to survive to livin' the vida loca and funny time madness is jarring
at bare minimum i miss the environmental storytelling the original tried to do instead of default destroyed city
Well combat is objectively better then the 10 year old game, crafting is more in-depth because you are able to stack many mods on single weapon rather then JUST an element, classes are less defined this is true due to the inclusion of the card system BUT they are still different enough to have meaningful changes/builds per character (Bruno is crit focused, Jacob is consecutive hit focused,...etc)
While I also would have preferred a traditional skill tree per character, if you go back to the original games it was mostly passives nodes with small stat increases and nothing really game changing, but in this game each card is like an active skill so it feels much more meaningful to your build/playstyle then a skill tree filled with"adds 10% damage to this stat" or something like that.
There are plenty of builds and synergies you can make using the card system, especially once you get most of them. The problem I will admit is that unless you play with the masochist card you character gets too powerful to really utilize full capabilities of the card system.