Dead Island

“A first-person zombie RPG whose melee physics, weapon modding and goofy tone make it enjoyable fun.”

Dead Island is a first-person action RPG set on the resort island of Banoi, where a zombie outbreak strands the playable survivors. The melee physics are the draw, with critical hits sending zombies flying across the sand in a way that never gets old.

The weapon economy gives the combat real shape, with workbenches, repairs, durability and modding that turns a machete into a shocking, bleeding, tiring monster. Fury mode, drop kicks and blunt-weapon crit builds add layers on top of the swinging.

The zombie roster keeps encounters varied, from Walkers and infected to charging Rams, armoured Thugs, exploding Suiciders and toxic Floaters. The island itself offers a lot to do, from the Royal Palms resort and the slums of Moresby to the jungle and the prison.

The story is thin, with a mute protagonist and odd voice inconsistencies, but the tone leans goofy rather than serious. The campaign stays entertaining for around 22 hours of main-plot completion, and the Ryder White campaign reframes the earlier story from the antagonist’s perspective.

The quarantine zone is the weakest stretch, swarmed with four or five infected that respawn every couple of seconds. Using a health item always unequips the current weapon, a persistent irritation throughout the whole game.

Weapon durability and expensive repairs punish destroyed gear, and melee swings sometimes fail to connect. The escort sections put accompanied survivors in the lead, which makes protecting them awkward.

Overall, melee physics and the weapon economy make Dead Island goofy, enjoyable fun. The quarantine zone and the health-item quirk are the main caveats.