VIDEO: Dead Island is an incomplete game… literally
Those of you that have already downloaded the PC version of the game, via Steam, might be saying to yourselves: I’ve played countless games rushed to market before, but this is pretty ridiculous. Well, the truth has been let out of the bag; you’re playing an unfinished game. No joke.
Once folks were able to fire up the game themselves, reports began to spread like wildfire as to how broken virtually every aspect of the game is. Naturally, some have recorded video evidence…
Okay, maybe that’s not fair, since it is a first person game after-all. But still, the word “janky” has never been so apt for an overall experience. Also, one has to wonder how a third person view was enabled in the first place? Well…
All the complaints about wonky graphical issues, constant crashing, multiplayer not working… and most telling of all, a host of options that are usually reserved to just developers… has finally been explained. Everyone somehow got themselves the developer’s build. One that’s clearly unfinished, intended only for publishers and press folk (at least everyone can see where all the bad reviews have stemmed from).
It’s going to be replaced later tonight was the real deal, I’m assuming the boded PC version, but even then there will be issues. For those folks, there’s also a day one patch. Here’s the list, courtesy of Joystiq, which also notes the curious placement of items as well…
- Fixed maps synchronization when player joined during map load.
- Fixed saving player re-spawn position when playing in cooperative mode.
- Fixed occasional inability to complete sidequests in Laboratory.
- Improved enemy awareness (zombies).
- Fixed occasional bug with NPC’s hands bend (IK)
- Fixed spawning enemies in some quests after joining coop game.
- Fixed showing locations on invisible NPCs.
- Fixed potential walkthrough blocker when quest “Knockin’ on heavens door” was completed before talking to Dominik during “On the air” quest.
- Fixed displaying gather rings near some door.
- Fixed enemies reaction on fire.
- Fixed enemies health and stamina bars in coop.
- Fixed filtering of games in lobby.
- Volume of pickup’s engine has been increased.
- Fixed many issues causing game instability.
- Fixed switching maps when player died.
- Fixed enemies unable to reach player on some arenas.
- Thrown items cannot be picked up by another player for 5 seconds.
- Fixed animation glitch when trading (TPP).
- More than one player can use the same ladder simultaneously.
- Fixed stomper interruption when target was hit by another player.
- Fixed infinite spawn of shooting enemies.
- Fixed not hiding menu if die inside vehicle.
- Fixed item level calculation when playing second play-through.
- Added information about players requesting pause (COOP)
- Fixed AI animation glitch after fast travel or travel through portal.
- Added distinction between quest checkpoints and other saves.
- Fixed bug causing all inventory to be lost.
- Fixed reloading and kicking. After clip was inserted reload is treated as successful.
- Purna can gain bonus rage from both “Grim Inspiration” and “Inspiring Kick”.
- Only “Walker” type enemies increase the extra XP of the “Combo” skill from Xian’s Survival skill tree.
- Health regeneration was disabled during grab.
- Focus on items in shops is not changing after operation (sell, buy).
- More HP for all escorted NPCs;
- removed all instances of Butcher during escorts.
- Fixed tracking after loading checkpoint (a few more checkpoints were affected);
- Increased minimum vertical distance to count a waypoint as passed for NPCs (NPCs should no longer go back and forth).
Again, as someone who is so done and over with zombies, I just find this overall situation to be hilarious. Though I know already that the game will be serious bank, so I guess I can’t laugh too much.

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