
At some point, we all enjoy a little side adventure to mix in some new gameplay elements or briefly showcase some kind of new feature or experience. Sure, you can mix and match to create spiked bats or fancy saws, but none of this comes off as new if you’ve played an action game in the past decade.Īmong the other major problems lurking around “Riptide” is the reliance on fetch quests. The same monotonous combat returns, where you rely primarily on weapons of melee (crowbars, baseball bats, wrenches) and some ranged (knives, hatchets, the occasional nail gun) ilk. This being a sequel, I could import my character from the first “Dead Island” game, although quickly I realized that it made little difference other than having a jump-start on the leveling-up system. I mean, they wouldn’t have us just going through the motions of the first game again, would they? Yes, they would. There were more than a few moments within the first four hours of playing when I thought I had put in the wrong disc. The developers not only failed to learn anything from the first game’s pitfalls they appear to have doubled down on them. While technically a sequel to the original “Dead Island,” after the enjoyable opening tutorial-by-way-of-prologue section, everything begins to fall apart.

There’s an island, and it’s dead - well, filled with the undead. One can quickly discern from the title what you’re getting into here. You have to pick up a controller and interact with the mindless characters, bludgeon a few million zombies and explore the island in search of meaning to its rather meaningless mysteries.
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Yet while you can sit back and passively watch the camp unfold on your TV screen in those schlocky films, “Dead Island: Riptide” requires you to play an active role. Those who enjoy Syfy movies such as “Sharktopus” or “Arachnoquake” would perhaps relish the experience of playing a video game that so desperately acts like a B movie.
