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/
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.
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