
Human suffering and / or the horrors of a world without discernible law are all well and good, but alongside the former example it all comes off as a bit po-faced and dreary. Players can also experiment with the powerful combat synergies and the diverse but complementary builds that can be created with the skill deck.When the world inevitably ends in the midst of a zombie apocalypse I hope it’s more like Dead Island 2 than The Last of Us. We found through extensive iteration and play-testing that capping at 3 players kept the combat challenging with just the right amount of zombies. In Dead Island 2 co-op players get the best experience by sticking together and slaying together. All gamers can unlock achievements/trophies for the missions they've completed.

They will, however, be able to lend you a hand and still return to their own progress - unless you both play past that point together. For example, if you are at mission three and your friend is at mission six, you will not be able to join their game. so in co-op, players cannot jump ahead of where they currently are in the story. However, we do not want players to miss out on important story beats, levelling up, items etc.

regardless of whether you were the host or client. For example, if you jump into co-op and play the game up until the sixth story mission and end your session, when you come back to play - either in single player or co-op - you will pick up from the sixth mission with all your items, stats etc. We want players to be able to progress through the game, regardless of whether they are the host or the client.
