Certain decorative objects can no longer be interacted with (i.e. There seems to be a new physics engine used, which tones down the physics in general. (Oddly, Riptide Definitive Edition shows quest rewards). I feel this hurts the game, as knowing what reward each quest gives was really helpful in deciding which quests to do and which ones to ignore. ![]() ![]() Quests no longer show what reward you receive for completing them. There are also a number of small changes to overall gameplay. the first version of each special infected you meet, the Mayor, named Punks, the various Bobs, etc.) are marked with a skull next to their name, similar to the special bosses from Riptide, though none of them seem to have higher stats than they did in the original game. Critical hit chance against downed enemies has been dramatically increased. In Inventory, weapon damage is now given as Damage Per Second rather than Damage Per Hit. No dynamic crosshair, which makes targeting body parts a little harder ![]() When crafting mods, the interface actually shows you how much of each ingredient you have in your inventory (very helpful) Throwables and consumables no longer take up inventory space (a huge improvement) As a result I ended up playing through both versions side by side and made a note of the various unlisted changes I noticed.įirst, the game uses the modified UI and menu/inventory system from Dead Island Riptide, which results in a number of changes: By pure coincidence I actually started a new Dead Island game a couple of weeks before the Definitive Edition came out (with no idea it was coming out or even existed).
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