Immortal
Arcane
It's a good game, but it gets boring midway through. I couldn't finish it. Just missing something, and I think it's a good story that keeps you motivated to get through. The world just feels so isolated and boring. Companions would've also been a great addition, and I'm so surprised they didn't do that. With the towns, you could've easily had a companion system.Ash What are your hopes for the sequel? What did you think of the itemization/combat in the first. I didn't get much farther than getting my first purple but I found it unbearably anemic. Also, it seemed to be like the zombies would respawn with the same sample size ad nauseum. Even basic loot would respawn the same way. I was so sold on the game until I learned that there's no permanence to the items in the world.
I did find a gun quite early once I switched to Normal, but I didn't get to use it as I turned it in for a sidequest.
The combat is certainly not bad for FP melee. Weapons have a sense of weight and impact to them. Zombie decapitation is of course satisfying. You got dodging, dropkicking, headshots, throwing items, all sorts of crowd control moves, and everything is useful without being overpowered. You get enemy encounters that progressively get tougher and are fun to fight. The worst thing is the exploding zombies that appear late game, as they blend in with the crowd of normal zombies and as a result get you nearly every time, even though the previous Techland zombie games has the same enemy type but with very distinct visual and audio cues. People that suck at the game complain about the Parkour zombies but they're vital, as otherwise any kind of elevated ground would be complete safety from most other zombie types, and they are a test for Crane's god-like agility.
Itemization: yeah the MMO-style loot isn't great. Elements of randomisation, level scaling, loot respawning, but it works for what it is. I would prefer 100% hand-placed items, no respawning, no scaling but these things were obviously implemented with a bunch of goals in mind e.g co-op, casuals, and extended play time so you can mess about in the starting areas and not have to worry about weapons breaking and not being able to fix them, or running out of medkits etc. Doesn't hurt the game too much.
Very good: Parkour/platforming.
Good: combat, world design, challenge isn't non-existent like many AAA.
Meh-but-it-fits: loot, RPG progression, quest design. (hopefully these things will be improved in the sequel).
Story is crap but who cares [insert Carmack story in games is like story in porn quote].
As for DL2, the focus on story seems like a Marketing ploy. They say they're "improving upon all elements of the game"...like sequels used to do. I believe them, since DL was an improvement over the Dead Island games in every way, and they were rewarded for it (DL sold pretty well). To reiterate, I mean the focus is the ploy, to lure in storyfaggots. There will be better story aspects (yet not a great improvement) but it will still be a gameplayfag game at its core, as it should be.
The night/daylight cycle is super awesome and everything. Getting chased by a volatile that first time was fucking panic-inducing. Just again, it's missing a big thing to keep me playing. I hope DL2 improves on everything because this game has a lot of potential to be great. I thought that edgy parkour shit would ruin the game, but it was actually fun.
I did finish the game but certainly the story was a barebones tool to drag you from A to B.
I was somewhat interested in the story hook of exploring that underground lab but generally speaking it was a slog, although the mechanics / parkour elements kept it fun enough for me to finish.
If they can insert a better story I certainly won't complain.