![]() ![]() So in terms of what we’ve done to encourage the player to slow down, I mean, I think there’s lots of interest in the world. We don’t always want the player to be completely overwhelmed with zombies but I think there are definitely areas of the game where you are. ![]() It was a pacing thing really to try and make it so that there are areas of the game where you feel relatively safe and if you want to, you can go and attack the zombies, blow them up and gain XP, but also you can just work around them and get onto the next objective and things like that just to sort of give a bit of variety in the gameplay. Obviously, there are more as you pick up missions and you go and do certain things to progress the story or to gain items or whatever it is, then we tend to throw zombies at you that you’re not gonna be able to dodge. How are players incentivised to slow down kill zombies and head off the beaten track aside from XP?ĭan Evans-Lawes: When you’re in the more open-world sections of the game, that’s sort of intentional that you don’t have to engage with every single zombie. ![]() PowerUp!: While playing, it’s very easy to sprint past mobs and beeline towards objectives. It’s sort of where we started and I think actually having that very clear focus has meant that it does provide an incredibly polished and modern feeling combat experience. And so I think that was our main focus for the game. We really wanted to make that the core feature of the game you hit things and you get results basically.įocusing on the melee combat allowed us to really push that to be the kind of best in class kind of visceral melee zombie combat that you’ll find anywhere. The way that the player interacts with the environment and interacts with the zombies. We’ve improved the way the player interacts. Obviously, the core feeling of Dead Island is running around smacking zombies about just generally having a blast basically. I think that we’ve tried to take the core kind of feeling of Dead Island and modernise it. What have you done to make D ead Island 2 eel both modern and like a proper sequel?ĭan Evans-Lawes: Oh, that’s a good question. ![]() PowerUp!: It’s been over 10 years since Dead Island. ![]()
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