Compare Escape Dead Island prices across 50+ stores and find the best deal. Developed by Fatshark. Published by Koch Media. Released on 11/18/2014. Available on PC. Genres: Adventure. Metacritic score: 52/100.

A scrappy Dead Island spin-off with one genuinely interesting idea buried under clunky stealth, mushy combat, and a story that can't decide if it's psychological horror or zombie B-movie schlock.

My honest first reaction to Escape Dead Island was curiosity, and it took about two hours for that curiosity to curdle into frustration. The hook is real: you play as Cliff Calo, a rich kid playing at photojournalism who washes up on Narapela, a zombie-infested island in the Banoi archipelago, while slowly losing his grip on reality. The cel-shaded comic-book art style sets it apart visually from the rest of the Dead Island series, and the premise of an unreliable narrator whose hallucinations bleed into the game world is genuinely promising. Buildings fall from the sky. Cliff wakes up from the same shipping container over and over. The loop hints at something worth puzzling through. The problem is that everything surrounding that one good idea is half-cooked. Combat is third-person with light attacks, heavy attacks, a dodge, and access to weapons like a pistol and a katana, but the controls feel imprecise enough that fights become a chore rather than a rhythm. Stealth, which the game leans on heavily in the early chapters because getting swarmed by three zombies typically means instant death, is undercut by enemy AI that can detect you through walls and animations too stiff to reliably read which direction a zombie is facing. The grappling hook and gas mask, both acquired mid-game, exist mostly as keys that trigger mandatory backtracking rather than as tools that open up the world in interesting ways. There is no leveling system, no weapon crafting, and the photography mechanic, which briefly hints at something like Dead Rising, turns out to be entirely cosmetic. Cliff comments on what he photographs and nothing else happens. The sanity system is the one element that earns genuine attention. As Cliff pushes deeper into Narapela, the hallucinations escalate in frequency and strangeness, and a New Game Plus mode makes subtle changes to map progression and narrative details that reward a second run. It is a legitimately clever structure for a budget spin-off. The trouble is pacing: the insanity elements are sparse for the first half and only fully commit in the final stretch, by which point the repetitive combat and constant backtracking have already worn out a lot of goodwill. Fatshark's CEO later acknowledged the game was pushed out before the studio felt it was ready, and it shows in the uneven difficulty spikes, the unreliable autosave, and the optimization problems that persist on PC. Who is this actually for? Fans of the Dead Island series looking for lore context will find Narapela ties directly into the origins of the outbreak and includes a connection to Dead Island's Xian Mei, so the canonical thread is real. Players who enjoy short, linear action-adventures, around eight to fifteen hours depending on playstyle, and who can tolerate mid-tier mechanics in exchange for an atmosphere that occasionally lands might find enough to push through. Anyone expecting the open-world looting and co-op of the main Dead Island games will be disappointed immediately. The cel-shaded look holds up and the sanity narrative, for all its fumbling execution, at least tries something different. That counts for something, just not enough to paper over the structural cracks. Alex, Scout Team

Escape Dead Island
Adventure

Escape Dead Island

Nov 18, 2014FatsharkKoch Media
GamerScout Says

A scrappy Dead Island spin-off with one genuinely interesting idea buried under clunky stealth, mushy combat, and a story that can't decide if it's psychological horror or zombie B-movie schlock.

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About Escape Dead Island

My honest first reaction to Escape Dead Island was curiosity, and it took about two hours for that curiosity to curdle into frustration. The hook is real: you play as Cliff Calo, a rich kid playing at photojournalism who washes up on Narapela, a zombie-infested island in the Banoi archipelago, while slowly losing his grip on reality. The cel-shaded comic-book art style sets it apart visually from the rest of the Dead Island series, and the premise of an unreliable narrator whose hallucinations bleed into the game world is genuinely promising. Buildings fall from the sky. Cliff wakes up from the same shipping container over and over. The loop hints at something worth puzzling through. The problem is that everything surrounding that one good idea is half-cooked. Combat is third-person with light attacks, heavy attacks, a dodge, and access to weapons like a pistol and a katana, but the controls feel imprecise enough that fights become a chore rather than a rhythm. Stealth, which the game leans on heavily in the early chapters because getting swarmed by three zombies typically means instant death, is undercut by enemy AI that can detect you through walls and animations too stiff to reliably read which direction a zombie is facing. The grappling hook and gas mask, both acquired mid-game, exist mostly as keys that trigger mandatory backtracking rather than as tools that open up the world in interesting ways. There is no leveling system, no weapon crafting, and the photography mechanic, which briefly hints at something like Dead Rising, turns out to be entirely cosmetic. Cliff comments on what he photographs and nothing else happens. The sanity system is the one element that earns genuine attention. As Cliff pushes deeper into Narapela, the hallucinations escalate in frequency and strangeness, and a New Game Plus mode makes subtle changes to map progression and narrative details that reward a second run. It is a legitimately clever structure for a budget spin-off. The trouble is pacing: the insanity elements are sparse for the first half and only fully commit in the final stretch, by which point the repetitive combat and constant backtracking have already worn out a lot of goodwill. Fatshark's CEO later acknowledged the game was pushed out before the studio felt it was ready, and it shows in the uneven difficulty spikes, the unreliable autosave, and the optimization problems that persist on PC. Who is this actually for? Fans of the Dead Island series looking for lore context will find Narapela ties directly into the origins of the outbreak and includes a connection to Dead Island's Xian Mei, so the canonical thread is real. Players who enjoy short, linear action-adventures, around eight to fifteen hours depending on playstyle, and who can tolerate mid-tier mechanics in exchange for an atmosphere that occasionally lands might find enough to push through. Anyone expecting the open-world looting and co-op of the main Dead Island games will be disappointed immediately. The cel-shaded look holds up and the sanity narrative, for all its fumbling execution, at least tries something different. That counts for something, just not enough to paper over the structural cracks. Alex, Scout Team

Tags

steamUnreliable NarratorCel-ShadedStealth-OptionalLinear AdventureSingle-Player OnlyPsychological HorrorNew Game PlusLore-Heavy

System Requirements

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Reviews & Ratings

Metacritic
52
Steam
62%(1,700)

Game Info

Developer
Fatshark
Publisher
Koch Media
Release Date
Nov 18, 2014

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