Bitmob Wants You: The Dead Island collection

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Monday, September 19, 2011

Dead IslandThe results are in from our Bitmob Wants You mega-callout, and...well, it turns out that a lot of you enjoy killing zombies, because you all chose to write about developer Techland's new action-RPG Dead Island. Fortunately, you also had some excellent insights into the game. We already front-paged Tristan Damen's look at the game's fight with the Australian government. Here are the rest of your submissions.


Dead Island: A study in terror
By Timothy Pecoraro
Timothy gives a great second-person account of an intense Dead Island battle. He says that the game, more than almost any other he has played, gave him a sense of fear (at least in the single-player mode). What do you think? Is Dead Island "scary"?

Dead Island: Emotional? No. Fun? You bet
By Jordan Albano
Several of you mentioned Dead Island's hugely hyped trailer, with its melancholy music and heart-wrenching depiction of a family struck by the zombie plague. Jordan writes that he saw through this tactic immediately, knowing Dead Island's gameplay wouldn't pack that emotional punch. But he says the game's combat allows it to stand on its own merits.

First it's real, then it's not
By Michael Escanuelas
Michael is less forgiving of that misleading trailer. He argues that Dead Island squandered the storytelling potential of its setting. "Mature themes take a backseat to endless killing, stereotypical characters, and action-hero story beats," he writes.

Three games with great combat
By William Cain
This article isn't just about Dead Island, but I'm including it anyway. William's comparison between the combat in Dead Island and two other first-person titles, BioShock and The Elder Scrolls 4: Oblivion, is an interesting one. 

What Borderlands can learn from Dead Island
By Adam Ward
It's pretty clear that Dead Island drew a lot of inspiration from 2009 RPG/shooter Borderlands. Adam turns the tables and points out a few lessons that developer Gearbox could apply to Borderlands 2, including scaling difficulty levels and achievement tracking.

 
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