Marchewka told me it “was meant to be a big DLC, but while we were doing it the idea to announce the game as something bigger came about. Dead Island was quickly followed by Riptide, a hasty sequel which appeared less than two years after the original. Success only brought new pressures and more deadlines. “We were trying to take the game more into the climate of the trailer, but since the game was working and was in development for so long – and it was more about emergent gameplay – we just couldn’t and didn’t want to turn it upside down just because of the artistic idea for the trailer.” In spite of the trailer raising expectations and some widely-publicised bugs, Dead Island was a hit, yet it didn't buy the team the freedom they desired to work on the next project. It was not our decision.” Bizarrely it even led to the situation where the game was being influenced at the eleventh-hour by a trailer. “We wanted to correct it as much as possible, but because the trailer was that successful, from a business point of view, it was good to maybe not correct it that much. “I think it made people confused,” admits Marchewka. It was the must-see trailer of 2011, but ultimately it had very little in common with the final game, creating yet another source of creative friction between developer and publisher. It was one of the reasons Dead Island was buggier than we thought.”Īrguably one of the most memorable and enduring aspects of Dead Island was the first time we saw it – that haunting slow-motion trailer depicting the death of a family on holiday in reverse. Sometimes other business aspects are important, and you have to keep to the schedule. Sometimes it might not be your only decision to make. Suddenly, your game is more ambitious than you initially thought there are more elements you need to polish. “And that’s what happened with Dead Island. That’s the hard part of working with a publisher. “Working with a big publisher requires you to work to a certain schedule, moving the product even though you might need to polish certain elements. “It can be difficult sometimes, especially when it comes to flexibility,” says Pawel Marchewka, Techland’s CEO. While visiting Techland, I spoke to designers, animators, artists, and even the CEO, and it was clear that after Dead Island, Dying Light was the game they had to make, and they were making it entirely on their own terms. So much of Dying Light began life as Dead Island 2, but it wasn’t meant to be, with publisher Deep Silver determined to take the series in a different creative direction. Wingefors also didn't address the rumors that Sumo Digital was removed from working on the open world zombie game, so we don't know for sure who is even working on the project.Those ideas belong to Techland, the ever-growing Polish developer which first experienced worldwide success with Dead Island. Wingefors gave no indication as to how far along in development Dead Island 2 is at this point. Unfortunately, all Wingefors confirmed was that Dead Island 2 is still in development and that fans should stay tuned for more information. This was revealed by THQ Nordic CEO Lars Wingefors (THQ partly owns Deep Silver, the publisher of Dead Island 2), when he was talking about the company's upcoming games. Fans could be forgiven for assuming Dead Island 2 was canceled, but apparently that's not the case, and the game is still coming out for PC, PS4, and Xbox One. We were then treated to a Dead Island 2 gameplay demo not long after, but then momentum for the game fell off a cliff, and we haven't seen anything substantial about it for years. Dead Island 2 was first announced all the way back at Sony's E3 2014 presentation, where its trailer was met with a positive response from fans excited to see more open world zombie-killing action.
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