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How Dead Island 2 Was Brought Back From the Dead | IGN Inside Stories

Bartski

Gold Member
A really awesome inside look into how coming up with a prototype of FLESH and lessons learned on scoping and staying laser focused after releasing a trash fire that was Homefront, led to the successful third reboot of the sequel.



also

https://www.gamesradar.com/dead-isl...rs-took-a-too-complex-approach-to-the-sequel/


"I think a problem that's facing games, in general, is just blossoming complexity, and it comes back to bite the studio when they're trying to get that game out the door. And so, early on, we just decided, 'Right, no, just going to be people versus zombies, and we've got a gore engine going to make the combat really really visceral and tactile and in your face.'"

Among the most notable changes Dambuster brought about was a scaling back of the size of the game; originally, Dead Island 2 was going to take place across various locations in California instead of just LA. It was also supposed to feature co-op for up to eight players, and the final version reduced this number to three.
 
Last edited:

IbizaPocholo

NeoGAFs Kent Brockman


DX covers the incredible story of Dead Island 2 with insight from the game's director, David Stenton, of Dambuster Studios.

Special thanks to David Emery, and Lo for playing Dead Island 1 with me.


00:00 - Intro
01:38 - Dead Island 2 History Lesson
04:19 - Dambuster Studios Takes Over
05:38 - Dead Island's Appeal & Identity
09:06 - No Cars
10:03 - What Dambuster Learned From Homefront
11:59 - FLESH System
13:44 - Dead Island 2's Tone
15:20 - Meet The Slayers
16:18 - Who Do You Voodoo?
18:08 - Skill Deck
19:32 - Story Considerations
21:33 - Remote Work Development
23:07 - Marketing and Release Strategies
24:48 - Polish and Performance Analysis Pre-Release
26:40 - Dead Island 2 Releases
28:21 - Credits
 
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