

Some zombies in bikinis and board shorts stumbled around, doing those husky growls that they normally do. The level began at night, on the sandy shores of beach in Hell-A (for the avoidance of doubt, it is L.A. For the demo, a bunch of us journos would be dropped into a mission halfway through the game and do our level best to reach the end, where a demonic, zombified version of Ronald McDonald awaited us. Combat was described as "visceral", the main location as "Hell-A", and there was lots about it being a "thrill" to cut through swathes of the zombie horde. Things kicked off with a brief presentation, where an enthusiastic man in a Dead Island 2 t-shirt gave us the elevator pitch next to a plastic pool of blood, some joke shop fingers, and a striped sun lounger. What sort of Frankenstinian horror awaited me behind closed doors? But, far from a shambling mess, what I played was a zombie 'em up that seemed close to what Graham saw in 2014, only polished up to a surprising, bloody gloss. So going into a 20-minute hands-on with the game in the year 2022, I was a bit apprehensive. Usain Bolt hasn't expressed interest yet, but there's time. Since then, development changed hands like a baton at the Olympic relay Yager left a year later, to be replaced by Sumo Digital, only for Sumo Digital to leave and be replaced by Dambuster Studios.

Eight years ago Graham (who used to be to blame for all of this) got hands-on with Dead Island 2, back when the game was being developed by Yager, the folks behind Spec Ops: The Line.
