In the three years since the original Dead Island released, the industry has seen significant leaps in the idea of player choice and good vs. evil alignment. Dead Island wasn't really much for this idea; you either accepted a side quest or you didn't, and you could always come back to it later. That was about the extent of it, but Dead Island 2 is a great time to engineer the idea into the series. Recently, Telltale Games have been further cementing the concept in their own take on the zombie apocalypse with The Walking Dead, which is a great place to start. Putting the player into the middle of this outbreak, and then asking them to make the tough choices would be an excellent step forward for the series. If Dead Island 2 is looking to be a twenty-five hour experience, the impact of a choice coming back to haunt you all those hours later is a very tantalizing prospect. Consider a scenario where you are presented with the option of saving a family from some vicious looters, with the reward of potential goodies. Well done you old softie, you saved a family and their children. Good for you. Except for the part where those looters come back and kill a member of your group some fifteen hours later. Events like that would help solidify the Dead Island franchise in a world where evolution is so important.