Dead Island...

While polarization of 'inter-game' opinions isn't rare among the gaming press, 'intra-game' polarization tends to be. Maybe it's the hype bandwagon, but among major gaming sites it often feels like games appears to be 'great' (> 9 out of 10) or 'crap' (< 8 out of 10). Therefore, I tend to find the rare title with polarized opinions interesting.
One such title from last year was Dead Island (2011): a first-person, open-world survival horror game developed by Polish studio, Techland. While the title got a lot of buzz after releasing a very artsy trailer before the its debut, it was clear upon release that DI was firmly 'Eastern European' (see below). While most sites complained about its myriad issues, a few outfits, such as Giantbomb and GameCritics, praised the title, the latter awarding it their 'Game of the Year'. I think they're on crack - but to each their own :-)1.
Dead Island has some good ideas wrapped in a game that's so buggy and utterly derivative that its commercial release at $60 is completely unacceptable. From the very beginning of the PC version, I regularly saw weird, glitchy artifacts in the background and strange texture pop-in. Options chosen in the game's menus would either fail to work, or would be completely counter-intuitive: Turning vertical sync 'on' caused screen tearing, while turning it 'off' enables v-sync. You explain it to me.
What in the hell is this thing? I'm about 15 mins into the game and I'm already seeing weird engine artifacts? Bad sign.
The game's setting itself (at least for the first third) is gorgeous: A zombie outbreak on a Pacific island resort? Sounds great! The beaches, palm trees, and all aspects of the background are entertaining to explore... until you have to interact with actual humans. Zombies are fine and probably more gruesome than is required to convey the grimness of the situation, but live humans are stiff, plastic faced monstrosities.
In fact, the character animations, facial modelling, and lip-syncing are so terrible that I'm not sure why the game bothers to have so many non-interactive cutscenes. Also, who CARES about the 'story' to Dead Island? Yet another biological experiment gone wrong. The devs should've learned from Valve's Left 4 Dead series and left the player as confused about the cause of the outbreak as the characters are.
What about the text on the bottom of this screen shot justifies the look on this woman's face? Plastic golem eyes are always surprised, I guess. Note that 'Press B to skip the cutscene' flashes in the upper right corner as a friendly and helpful suggestion...
This is one of those situations where the 'story' is an impediment to my enjoyment of the game. If I don't watch the cutscenes, I miss out on information about new enemy types and situations, whereas if I force myself to watch them, I'm left utterly confused - they make no sense. See, Dead Island's biggest strength may be that you can take on hordes of zombies with up to 3 friends online; each of you plays one of the game's 4 characters. However, if you play alone, the other characters are not with you... until you hit a cutscene, during which they may decide to pop up... or not. It's jarring to be walking alone on a beach when suddenly three people appear around me during a non-interactive sequence. And yet, in other such sequences, I seem to be alone. These cutscenes are all in-engine, couldn't they have simply accounted for how many players were actually in the party???
Look at the crazy artifacting that's going on in this cutscene! So to summarize: the cutscenes are horribly animated, boring, awfully acted, jarring, and glitchy. Way. to. go.
So in what crazy world would anyone praise this game? Well, as I said in the beginning of this post, Dead Island does have some good ideas. The mission structure is much more logical (within the fiction of its world) than most open-world games. In fact, once you get over the initial jarring uglyness of the controls and graphics, the early sections are quite enjoyable. It also helps that the game has some of the best driving mechanics I've seen in this style of game as well - riding down zombies is pretty fun. Also, I guess you could praise the inclusion of an RPG system in which you can gain experience and customize your character; however, like many light RPG mechanics, you're making skill choices and upgrades 'blindly', with no idea of how useful (or not) many of the upgrades will be.
In the end though, what really kills DI is that its fairly weak initial promise is over all too quickly, and after ~5 hours of gameplay, you transition from the beautiful island setting, to a burned out city. Very soon after that, a large portion of the game takes place in buildings and/or the sewers. I have to ask myself whether the developers forgot that they'd made an open world game; the engine is certainly not suited to tight corridor shooting.
At about 7 hours of play, I realized that the sewers weren't any fun and that, like all open world games, the missions do eventually get incredibly repetitive and predictable (there will always be a be hulking brute or two next ot the mission objective) so I gave up. If the entire game was simply an 8-10 hour version of the first 5, I could've understood the (albeit limited) praise, but as it stands, Dead Island is a game that got far more attention than it deserved, unfortunately.
1I put the little smiley face there because, for some reason, on the internet, it denotes respectable disagreement. I like both GameCritics and Giant Bomb a lot, and yet I disagree with the opinions of their writers fairly frequently. Like any sane person, I use their opinions to inform my own, not determine it.
