Beat Dead Island 2 last night.
Clocked in at around 25h.
The zombie variety was surprisingly thin but it's not too long and I had fun so meh.
I maybe figured out since last posting why the combat turned me off.
It's because this game has a disappointing middle-lane design for encounters both single- and multi-combatant.
Meaning, you're fighting higher enemy densities (like in Back 4 Blood or Dying Light) as well as spongier, high-immunity singular targets (like in Resident Evil) but without better interplay between subsystems, it comes off half-baked and chokes the flow of action.
They should have leant harder one way (either way, really) and dabbled only in the other, IMO. I personally think they should have gone more horde/trash mob (trad zombie H&S) in design.
Their not picking one primary combat design over another hamstrings the game's combat subsystems (like melee/autophage/numen modifiers) and mechanics (like elemental DMG spread, zombie knocks on stability depletion, or camera-controlled finishers).
The combat as a result feels singularly powerful when it should be high-variable or agile, and high-variable/agile when it should feel singularly powerful. All this is at odds with itself and as a player, the overdesign for both combat types = underdesign, ironically.