These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Dead Island
Anticlimax Boss: After the enormous amount of build-up he gets, the mass murderer known as the Butcher of Banoi turns out to be the same as a regular Mook and goes down in just one or two hits.
After the latest patch, the Butcher of Banoi has been made into a noticeably tougher enemy, about on par with a special zombie like a Thug or Butcher. He's still not as tough as Jason, though, even with the latter being somewhat Nerfed by the same patch.
Audience-Alienating Premise: The trailer depicting a little girl turning into a zombie, attacking her father as he fights a losing battle against the infected and throws her out a window is so dark and so disturbing it should have turned gamers off. Actually, no. Because it was so dark and so disturbing gamers were interested in what type of zombie game this will be, especially in comparison to the comfortable tone of Resident Evil and the series had turned into Call of Duty.
Broken Base: The games themselves, as well as the trailers. Some think they are well crafted, others think, "Why is there a dead girl...oh my god so not cool," and yet others go for a mix of the two, seeing them as technically brilliant but upsetting.
Complacent Gaming Syndrome: Sam B is a very popular choice to play as. In singleplayer, it's all but mandatory to play as him, as his large health pool and damage reduction abilities give him the best survivability on his own. In multiplayer, he also has an aggro ability that lets him function as a tank and take the heat off your teammates.
Darkness-Induced Audience Apathy: The games are really dark in their content with little if any hope and most of the characters start out as or become unlikeable, which may turn some gamers off.
Demonic Spiders: The Thug zombie. It has a good reach, swings somewhat fast, knocks you down and takes a good chunk of health off with each hit. It is also HARD to put down. If you encounter it while driving you have to run it over at least TWICE (if you're lucky) to put an end to it. Your only saving grace is that they're much slower than a Walker.
It's worth noting here that the Thugs, after their initial appearance inside the lifeguard station, appear regularly throughout the rest of the game as a sort of roadblock. Thugs have a habit of showing up in front of quest objectives or in major intersections, where they must be defeated in order to progress. However, using the "Analog" controls makes them a little easier to kill, once you disarm them, and they can be detected by their loud roaring.
Infected zombies are a pain as well. As if dealing with a mob of Walkers isn't enough, these little freaks will charge full speed ahead, swinging wildly and quickly whittling your health to zero. While they are easy to kill on their own, they also work in groups, which becomes problematic when playing alone.
The Infected are the reason you need to be so careful when going through Moresby. There's a certain section in the city where the Infected respawn indefinitely in multiple groups of two or three. Going in there is akin to a death sentence.
The Screamers from Riptide. When it screams, your character is forced to cover their ears and you are unable to attack until the effects wears off which leaves you vulnerable to attacks. You can try to move away until the effects wears off but sometime there's a chance you will trip over. The Screamer moves fast like an Infected and can sometimes run away from you so it can scream.
Emotional Torque: The trailers, amazing as they are, actually received backlash for playing on emotions with something that hardly portrayed the actual game but by god they challenge you not to go into a smoking drinking depressive funk.
Game Breaker: Believe it or not simply the ability to jump up on a car. Best seen in the Quarantine Zone, doing so as soon as you hear the Infected causes them to not know what to do, then they get mad and rush the car in waves of thirty or more. Since for the most part they cannot reach you they can be easily dealt with via molotov, firearm, or any weapon with decent range.
Good Bad Bugs: The weapon duplication glitch, which borders on Game Breaker territory. Not only do you no longer have to settle for anything less than your best weapon, you can casually throw it away when it breaks and pull out a new one! Or you can dupe a pile of weapons and sell them for loads of money. Unfortunately, it has been patched.
Harsher in Hindsight: Blowing up a gas canister might result in your character whooping and hollering in joy. Now watch the Riptide trailer with that in mind.
Moral Event Horizon: The Police Station Raskols kidnapping survivors and feeding them to captured Walkers, as well as raping Jin. Koritoia attempting to murder Yerema, his own daughter, simply because she left the tribe to live in the city. Charon orchestrating the entire outbreak to begin with purely For the Evulz.
Most Annoying Sound: Some of the responses to doing the continuous quests can become this with arguably Svetlana being the worst. SHUT UP ABOUT YOUR DAMN CHAMPAGNE!
AH CAHN'T LAST LAWNG WITHOUT MUCH WATAH!
I HEARD THIS SCOURGE CAME FROM OUTER SPACE
"Where the hell did I put that? It's gotta be around here somewhere." is just begging for a tech-remix.
The Infected's screams, when they're not scary.
The Thug's distinctive roar becomes this after awhile, especially if you know you don't even have to deal with them.
Player Punch: These games hit harder than Mike Tyson, and that's just the trailers. Riptide is a little more upbeat than the first game but to recount every example would make it a Player No-Holds-Barred Beatdown.
The family vacation trailer that went viral.
Seeing the dead mother and father from the trailer in game.
Survivors falling to their deaths at the hotel.
A man in a literal pool of blood lamenting he had to kill his family.
A grown woman having gone loopy and begging you to retrieve her teddy bear.
Jin's father having to force her away because he was infected.
Stop Helping Me!: This trope is in play almost anytime you pick up an equippable item, and the game conveniently equips it for you right away. Not bad if it's a real upgrade, annoying if it's a weaker item, and really, really, really horrific if you grab alcohol, forget to unequip it, then when a zombie jumps you, you take a swig of booze instead of swinging your weapon at them. The fact that there's no function to turn this off makes it more annoying.
Tainted by the Preview: The trailer for both Dead Island and Riptide suggested a level of Player Punch and emotional depth that the games do not exactly live up to. They certainly portray a frightening Zombie Apocalypse but if someone had played the game without seeing them then the previews look like they are for another game.
That One Level: Chapter 14. If you thought Death Is a Slap on the Wrist, be prepared to lose almost all of your money and most of your weapons on this level (as well as some of your sanity). While it may be winnable under the right circumstances, unprepared players will die most of the time (not even counting the times the Shaman gets killed because of their incompetence). However, recent patches make it far easier to deal with, especially if your weapons are fully upgraded
The final bossfight is this as well if you're playing alone. Neverending waves of infected whilst being shot at by possibly the only enemy in the game who can actually hit the broad side of a barn. Thankfully after awhile a gate opens and you can simply sprint through it to end the fight.
Ryder White's campaign has a couple. After a hard slog to blow up the bridge in Moresby he goes to await extraction. The only problem is suddenly every single Infected on Banoi and Palanai had decided their lives depend on his death and come screaming for him, the supply of ammo not helping against a couple of hundred of them. Then right at the end when he makes a mad dash for his wife there are around fifty zombies of various types he has to kill to get a clear path, and he's likely low on ammo at this stage.
That One Sidequest: The Third Head of Cerberus quest, which forces you to go into the quarantine zone of Moresby to activate some speakerphones. Which means you have to fight through, or attempt to run past, many zombies which respawn rather quickly while inside. And if you're not familiar with the area, it can be quite a pain fending off the large wave of zombies while trying to figure out where the speakerphones are.
Living characters don't move naturally at all, lip sync is usually off, and the survivors tend to have a blank stare in cutscenes that gets more disturbing the more you look at it.
NPCs have a disturbing tendency to have bodies that don't match their faces, either because of drastically different skin tones that may be caused by the lighting or because of having the exact same, young female body with an elderly face.
Unfortunate Implications: Apparently, one of the programmers had weird opinions. Purna has a mid-range Combat talent in her tree called "Gender Wars" that gives her a flat damage bonus to enemies of the opposite sex, which happens to include most of the enemies on the island. If you dig down into the game's code, this talent is referred to as "Feminist Whore." Someone found this and promptly posted about it on the Steam forums, prompting a speedy reaction from Deep Silver; they denied any intentional maliciousness on the part of the company and publisher and noted that it was the work of a lone rogue programmer.
The Indigenous tribes of Banoi are modeled after Australian Aboriginies and New Guinea, and take the worst aspects of misogyny and hints of voodoo witchcraft. Purna being a permanently pissed off angry black woman and Indigenous does not help.
What an Idiot: Jin Jin Jin, you were told not to go to the prison, what did you think was gonna happen?