The original Dead Islands and series like Dying Light have always struggled to stick the landing with environmental traps – things like electrified puddles you can never quite get enemies to walk through. ![]() But by far the best additional layer comes in the traps you can set. The skill cards mete out a steady progression of alternative moves and abilities to rotate in and out of use, while the mid-to-late stage addition of guns adds a fun extra set of toys to play with. However, while the combat plateaus every now and then, there's just about enough variety to keep things moving. ![]() Towards the end of the game I often found myself going around larger enemies I didn't have to fight, and I just ended up avoiding one late game creature entirely because it could block and heal – it's not hard to deal with, just a joyless pain to whittle away. You don't really have a flexible enough bag of tricks to vary much under pressure, making tougher encounters feel like a one button slog. ![]() When you face large, damage-soaking enemies with projectile vomit, stunning electrified screams, or slamming knockbacks, the simplicity of… just kind of standing there and hitting them a bit can begin to feel stretched. Against bosses and minibosses in particular, the basic combat can feel a little exposed.
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