
Dead Island, as a franchise, is the opposite: fun but not compelling. As zombies often do, she rises and lurches onto the back of her distracted father who flings her out of the window. So, you know, not fun, but perhaps compelling? Well, there’s a plot twist. Her mother lays her on a bed while the rest of the family fights off monsters. As a haunting piano melody plays, she ascends upwards and through a window.Ĭhronologically, the narrative goes thusly: A girl, fear-stricken, runs away from zombies but is ultimately bitten. The trailer, which tells a story in reverse, depicts a young girl, dressed in proper holidaying gear, whimsical t-shirt and all, lying dead on the pavement. So what Dead Island did was in complete juxtaposition to what it was expected to do when the trailer for the original debuted in 2011. It’s almost like Too Human Syndrome – which was another game I managed to love despite itself. A good product is fine and dandy, but people will always feel ripped off if they don’t get what they thought they were paying for, even if the product manages to have an equal but different appeal. In marketing and sales, setting the proper expectations is of incredible import when you’re trying to please a consumer.

In a time where every game endeavours to be your emotionally exhausting needy friend, Dead Island just wants to be your non-committal best bro, content to hang out for as long as you want, and then he goes home. It seems like a weird way of describing a video game, but that’s the niche that games like the Dead Island franchise are there to fill. Dead Island was absolutely the most average game that I will ever love this surely.
