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mygamepages  |  Forum  |  First Person Shooters  |  FPS - Other  |  FPS - General  |  Dead Island Riptide 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Dead Island Riptide  (Read 1165 times)
Jim di Griz
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« on: June 06, 2012, 02:00:01 PM »

Announced earlier, very little is know about this next game except that it'll be on the consoles as well as PC - not even known if this will be a full game or not.

Techland are doing it and more info will be out later in the summer.

I'm guessing that maybe it's a shorter game as last year, not long after the release of Dead Island, the name "Dead World" was registered by Techland - so maybe this is a partial follow-on before the next full title.

I'm keen  :-X
« Last Edit: September 01, 2012, 02:07:06 AM by Jim di Griz » Logged

spaceboy
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« Reply #1 on: June 06, 2012, 08:04:28 PM »

hmm, curious indeed :)
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Jim di Griz
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« Reply #2 on: September 01, 2012, 02:11:57 AM »

Now more details are in - it's a sequel but not a sequel (according to various sources - all saying that Deep Silver have said this... ::))

Anyway, screens and info

In short, the same four characters end up on another island in the archipelago after the monsoon hits - a new character will be available too. You can also transfer your characters and XP/weapons mods over to this new game.

It also has dynamic weather and an improved game engine - so expect water - lots of water.

 ;D
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« Reply #3 on: September 01, 2012, 10:11:31 AM »

still hoping for DI to come free to PS+  :P  This sounds like more of a good thing, with hopefully some more refinement.
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Jim di Griz
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« Reply #4 on: September 18, 2012, 01:44:25 PM »

First trailer: http://www.youtube.com/watch?v=gp6TizgPxmQ&feature=player_embedded

Good to see the same sense of drama is involved as the first for the original game and for the Ryder White DLC.
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« Reply #5 on: October 31, 2012, 11:42:57 AM »

The release has been announced for April 23rd, 2013 in the USA and Canada, and on April 26th, 2013 in the rest of the world.

There are two pre-order types which so far are weapons mods and the same plus a character skin. Details still to be announced on which retailers will have which bonus.
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Jim di Griz
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« Reply #6 on: November 17, 2012, 10:48:22 AM »

Playing on the disappearance of Sam B whilst on tour at Banoi - the record producers have bought out material he recorded before the outbreak on the island.

http://www.youtube.com/verify_age?next_url=/watch%3Ffeature%3Dplayer_embedded%26v%3DMsPAYAmmqnQ

Some nice visual nods to the game in there.
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Jim di Griz
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« Reply #7 on: January 11, 2013, 02:53:27 PM »

Not only has there been a pre-order special edition announced: http://www.joystiq.com/2013/01/10/dead-island-riptides-rigor-mortis-edition-has-a-case-of-zomb/

Deep Silver want to promote the next game with a zombified wedding: http://www.girlgamersuk.com/2013/01/do-you-fancy-a-zombie-wedding/

Applications close on Valentines day  :D
« Last Edit: January 11, 2013, 03:06:00 PM by Jim di Griz » Logged

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« Reply #8 on: January 23, 2013, 05:06:52 PM »

Deep Silver have put up a bit of the tower defence gameplay. Looks promising, basically the same as DI but with just with a few added weapons and dynamic weather as mentioned previously.

http://www.youtube.com/watch?v=O29F-b9nWTY&feature=player_embedded#!

I'm interested in the fact that the other characters are visible and clearly look AI controlled - I wonder if they'll be there for the rest of the SP campaign this time?
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« Reply #9 on: March 01, 2013, 12:37:49 PM »

After the debacle of the 'Venus D'Milo' stautue DLC offer getting DS into more trouble and causing yet another retraction, they've announced new pre-order bonuses.

Pre-order bonus

I like the sound of the BBQ knife... ;D and the alternative clothing pack too - hell, it's all good  :-X
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« Reply #10 on: March 19, 2013, 11:26:30 AM »

More gameplay in a vid-interview: Dead Island Riptide

Looks pretty hectic too with a lot more zombies milling about. Mind you, there will also be the four other characters with you, as AI or co-op partners so I suppose that will balance up.

Not sure how they can describe DI as having something a cult following though - I suppose the hardcore group of players are but the original has sold over five million copies as of February this year.
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Jim di Griz
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« Reply #11 on: April 27, 2013, 09:08:33 AM »

Well, I left it a day before posting my first impressions, basically because it grabbed me  :) First session was four hours followed by a five hour, through-the-night settling into it all.

The game will be very familiar to any who played DI. With minimal differences in the visual style, controls and menu you can fit right back in there. I know that a few wanted a change, probably because other games do so, often quite radically - yet I think Deep Silver are saving it all for the next title. This one is a continuation and it is buying them time for the big one, hopefully Dead World where we'll probably get a completely different game with new characters and scenarios all ready for a next-gen release.

Back to DI:R. It's a lot smoother in combat, difficulty has been balanced to a more realistic level and there are a load of fun new weapons to try out - some with really fun names. The amount of zombies has also been racked up - they still respawn very quickly, though not to the full amount if you are still in the same area. They are every fifty metres or so across a very dense map. So far I've only progressed across about two-thirds of the first one but it has so much to explore  :) and variety too - it's plenty fun.

So, without venturing into spoiler territory, the four original characters and a new one, John Morgan end up after the storm on another island in the archipelago. The infection is everywhere and the military have it contained from the outside.

So it's basically another find-a-way-off-the-island gig. The difference is that there are a few defence-hub missions and what are called the Dead Zones to contend with: places where the outbreak has been contained to and isolated. Unlike the quarantine zone in Moresby, these are arena-like areas, each different and less of a threat to the player if you wander too close.

As has been mentioned earlier in the thread, characters from DI can be imported at whatever level they were at, ot started afresh at level 14.

The NPCs you meet are survivors, mostly situated in the hub-defence places. A number of them can be traded with and seem to carry the same weapons and consumables each time you visit them, which is handy as in DI you needed to keep going back until the items you wanted cycled back up.

These survivors also have side missions for you to do, just like in DI and there is always one person per hub that can store any items you want to keep but have no room for. All in all the game is an improvement across all fronts. I can see me losing another three hundred or so hours on this game over the next year...maybe more.

Lastly, as the UK got this release last of all, anyone who has bought the pre-order survivor's pack with the BBQ sword will probably know this already. You will need to enter the activation code before starting the game, as you get this weapon and its mod blueprint given to you at the start of chapter 2. If you have not already done this, the BBQ sword will not appear until the next playthrough. Of course, if you restart your character or begin another, it will be there for them.

Have fun out there and remeber, it's a dangerous place.

EDIT: Oh, I almost forgot to mention the somewhat psychotic sounding elephant noises which all add to the atmosphere. There are other altered animal sounds there too, but I can't really identify those as yet.

Additional info: confirmed that any imported character will not have their weapons or blueprints with them. Presumably these get taken from them by the armed forces.
« Last Edit: April 27, 2013, 12:14:15 PM by Jim di Griz » Logged

Jim di Griz
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« Reply #12 on: May 03, 2013, 02:05:52 AM »

So, I now have a chunk of hours under my belt in the game and my character is at level 57 (of 70.)

I progressed through to Henderson, being the next map and like with DI the feeling is completely different. Unlike DI though, Henderson is a lot sunnier and in better condition than Moresby, so it is a less fraught experience  :D

In between there was the Japanese bunker network which connected the first map and Henderson, what with the road to the ferryport being washed away. It was relatively short but very impressive and quite multi-leveled. You'd hate it Space as for the most it was very dark. Okay, you do get a lot of flares which added a good element to the game.

I now have a sniper rifle with a ridiculous base hit rate, plus a decent shottie and pistol as well as a burst rifle and a powerful taser. I also have a flaming Chinese sword and a Tesla entrenching tool (well, shovel) so I'm pretty well kitted up. Plus there are quite a few mines and grenade types in this game, which are really handy, especially as they don't count toward your available weapon slots. That's a really nice improvement.

Still having a lot of fun with the game and I'm only at 65% after thirty-five hours. You do need to be more cautious than with the first one, as overall it's quite hard when playing solo. There has been a lot of sneaking around, a tactic I borrowed from The walking Dead: Survival Instinct. I should have a few friends who played DI with me along for the ride in a few weeks - looking forward to that  ;D
« Last Edit: May 04, 2013, 09:50:29 AM by Jim di Griz » Logged

spaceboy
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« Reply #13 on: May 04, 2013, 05:50:43 AM »

Wow, you're cranking on that game!  Sounds like a fun challenging one!
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Jim di Griz
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« Reply #14 on: May 07, 2013, 11:23:42 AM »

One of the DI forum members has found an easter egg in DI:R. It's called the Toolbox Midget and apparently refers to Borderlands 2.

[SPOILER]From the Halai safehouse, go south to the Dead Zone where you collected Marcus Villa's toolbox. To the left of that entrance (east) is a yellow painted shack.

Get into the water and go around to the back where you will see broken slats of an air vent. This will have the cog symbols of a transition point
.[/SPOILER]
It was really quite funny  :D
« Last Edit: May 07, 2013, 11:25:19 AM by Jim di Griz » Logged

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