The nine -year path of Dead Island 2, published in April of this year, was by no means easy to release. After Techland, the creators of the first part, decided to focus on creating her own brand (t.e. Dying Light), the fate of the sequel, at first so definite, repeatedly hung in the balance. As a result, the second Dead Island" It turned out very good
Today we can only assume what Dead Island 2 would be from Techland. It would be a game like Dying Light 2? Or the Polish studio would go in a completely different direction than the Sumo Digital team?
An excerpt of the answer to these questions can be found in the words of Tamon Smectals from Techland – the leading game designer Dying Light 2 and producers of the first part. He took part in Podkasta to tell reporters about the backstage of the creation of DL1 and DL2. However, their conversation affected other topics.
One of them was Dead Island 2. When asked about what he liked in the game, but what not, Tamon Smectala answered:
I saw some interesting things. First of all, I saw a great potential that we would use a little differently. It’s great that this game came out; I have to praise the developers – it is clear that they approached the matter thoroughly. This is a small project, which, it seems to me, allowed them to focus on it as a whole. From the production side, this is a neatly polished game. True, there is one thing that I saw in it and which I would like "do not see" in the near future. The main feature of the game is the Flesh system, which makes it so that when you are fighting a zombie, they break up differently. This, by the way, is a very smart solution – to invest most of the means in this interaction with the zombie, because it is also what you do the most in this game. This is where everything works. On the other hand, when I beat the zombie with this hammer, I have a feeling that I am fighting somewhere "decomposed" the human body, and its parts are falling off in a characteristic way. This system – due to the fact that it dynamically generates damage – makes me feel the procedure for these damage. That I do not fight with a person, but interact with a computer system that supposedly models it. Maybe this is the case when the designer went too far from the matrix and pays attention to too many things.