Dead Island 2 had its flaws, but it was a fun world to explore and a good time once I got into the rhythm of fighting its zombies. The first stretch can be difficult to settle into. Your weapons feel weak, they break, and there is a constant pressure to find something else before you are left with fewer options. It took a while for the combat to click for me.
Once I learned how to handle the different enemies, the fights became much more exciting. The game is built around close-up combat, and the weight and impact of each hit give it a satisfying physical feel. You are not simply swinging away and hoping for the best; it helps to understand what a zombie can do and how to control the encounter. When that flow finally clicked, the fights became a lot more fun.
The world is another reason I kept playing. It is an enjoyable place to move through, and the setting gives the zombie action a lively backdrop. The game’s gore and melee focus fit that world well, making each fight feel messy in a way that suits the premise. It is not a particularly deep story, but I did not need the plot to carry the whole experience when exploring and blasting my way through the areas was this entertaining.

Los Angeles is divided into separate districts rather than one uninterrupted open city. That keeps the trip moving through distinct neighbourhoods, with space to search for supplies and side activities between the main objectives. It also makes the scale easier to understand than a map covered in distant markers. I enjoyed exploring this version of LA, even though the story was rarely the reason I wanted to see the next area.
Weapon durability shapes the early hours. A favourite tool eventually needs repairs, and the pressure to replace or maintain it is especially noticeable before you have a comfortable selection. It can encourage trying different weapons and modifications, but I found the opening less enjoyable while everything felt fragile. Once I understood the enemy types and the rhythm of a fight, that friction became easier to manage. Workbenches and scavenged materials give equipment a life beyond a single fight, although keeping it maintained is still another demand between encounters.
Skill cards provide another way to adjust the fighting. Abilities and bonuses can be changed as the deck grows, allowing a build to lean toward the way you prefer to handle a crowd. It is a lighter system than a huge skill tree, and the important choices feed back into practical actions such as dodging or blocking. That suits a game where understanding the next few seconds of a fight matters more than studying a character sheet.

Elements in the environment can change the shape of a fight. Water, electricity and fire can be used alongside weapon modifications, so a group of zombies is not always best handled by swinging at the nearest one. Workbenches let you repair and modify gear, giving scavenged materials a use between encounters. It is another reason to pay attention to the surroundings when the melee gets crowded.
Different zombie types make that learning process matter. A Crusher’s heavy strike sends a shockwave across the ground, while a Screamer can push you back and draw more enemies to the fight. Those threats ask for a different response from an ordinary walker, and the damage system gives you ways to interrupt an attack as well as reduce a health bar. The fights became more interesting to me once I stopped treating every zombie the same way.
The FLESH damage system makes those decisions unusually visible. A strike can tear through a zombie or remove a limb, so there is a physical result beyond a shrinking health bar. It is grotesque, but it gives the weapons the impact the premise needs. Once the early scramble for usable gear settled down, learning how to take apart different enemies became much more enjoyable than simply swinging harder at the nearest target.
Review summary
Score8.5
The verdict
Dead Island 2 is a fun, exciting zombie adventure once its combat starts to click. Its weapons feel weak at first and wear down quickly, but learning how to handle the zombies makes the world a pleasure to explore.
The good
- Fun world to explore
- Satisfying zombie combat once the rhythm clicks
- Great visceral impact to melee fights
The bad
- The start can feel slow while weapons are weak
- Weapon durability creates pressure to keep replacing gear
