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Dead Island 2 two crates defeated me Dambuster Studios Deep Silver

Forget Zombies, Dead Island 2 Defeated Me with a Couple of Crates

If, prior to firing it up, you told me Dead Island 2 would have me thinking of 2002 mafia comedy Analyze That, I would never have believed you. But several hours into the game, all I could think of was Billy Crystalā€™s furious speech, given as he beats a gangster to a pulp.

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ā€œI can’t take it anymore! That’s what I hate about you fucking sociopaths! You just keep changing the rules to suit yourselves!ā€

Replace ā€œsociopathā€ with ā€œFPSā€ and youā€™ve got how I felt after it took me half an hour to clear one particular chunk of Dead Island 2ā€™s movie studio level. Every now and then a zombie would spawn in, but mostly I was flinging myself at walls and boxes in an effort to make progress.

I was cursing ledges that refused to let me grab onto them, flinging water containers around like a lunatic. Would it help if I washed the caustic lime-green vomit off every surface? Probably not, but it would mean that, when I flailed at a wall, I wouldnā€™t get my feet burnt.

With no sensible alternative, and infinite water at my disposal, I started pouring it everywhere, pausing only to dispatch the odd zombie. I considered making some kind of pyramid of corpses and using it to reach the rafters, but Dead Island 2ā€™s physics engine isnā€™t quite that flexible.

Dead Island 2 two crates defeated me Dambuster Studios Deep Silver

It was only when half the room had been soaked and Iā€™d thrown several tanks at the undead that I tried something different. By ā€œdifferent,ā€ I mean that I was fully prepared to shoot, stab, or smash every single surface until something gave way.

As it turns out, it was only one area that needed bashing. The solution, I discovered, was to smash a couple of doorway-blocking boxes with my weapon. My initial reaction was one of profound shame, not least because Iā€™d actually climbed onto those same boxes.

Iā€™d earlier mocked the game for reminding me that I could clear a doorway by smashing the planks that blocked it. ā€œWhat do you think I am, a fecking eejit?ā€ my slayer Dani might well have said. And there I was, the feckingest eejit of them all. Iā€™d even smashed one of those crates two minutes into the game.

But the more I thought about it, and the further I ventured into Dead Island 2, the more Billy Crystalā€™s rage-fueled rant echoed with me. Games have a deranged, inconsistent kind of logic all their own, and over the years, Iā€™d become accustomed to that logic.

Iā€™d been conditioned to accept that, unless a crate had a very specific, slatted and/or lightweight appearance, it could withstand anything from a crowbar through to a rocket launcher.Ā  And it wasnā€™t all that long ago that Iā€™d been humiliated by a thoroughly unbreakable Mount & Blade II: Bannerlord barrel.

Dead Island 2 two crates defeated me Dambuster Studios Deep Silver

In my head, those crates werenā€™t there to be smashed; they were a lazy way of blocking areas I was destined never to explore, in the same league as Silent Hill 2ā€™s broken doors. With the possible exception of Half-Life and Half Life 2, I was accustomed to being blocked by waist-high barriers or immovable luggage trolleys.

But this..Ā  could this be something new? Could a game with no less than three developers, announced around 10 years ago, be putting its foot down and doing away with stupid, inconsistent video game logic?

The answer was, of course, no. Buoyed by my success with the boxes, as I progressed through the game I began smashing away at any obstacles in my path only to find that the vast majority of them were made of a supernaturally impenetrable and immovable substance. How the zombies actually got past them I have no idea.

But Iā€™m willing to forgive Dead Island 2 because itā€™s such ridiculous, gruesome fun. This is a game that lets you dislodge zombiesā€™ jaws and dropkick the dead into electrified swimming pools. Just donā€™t expect me to fight any more crates.


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Author
Image of Chris McMullen
Chris McMullen
Contributing Writer
Chris McMullen is a freelance contributor at The Escapist and has been with the site since 2020. He returned to writing about games following several career changes, with his most recent stint lasting five-plus years. He hopes that, through his writing work, he settles the karmic debt he incurred by persuading his parents to buy a Mega CD. Outside of The Escapist, Chris covers news and more for GameSpew. He's also been published at such sites as VG247, Space, and more. His tastes run to horror, the post-apocalyptic, and beyond, though he'll tackle most things that aren't exclusively sports-based. At Escapist, he's covered such games as Infinite Craft, Lies of P, Starfield, and numerous other major titles.