Dead Island 2’s developer explains why its ‘dev hell’ reputation has worked out well | VGC

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Dead Island 2’s developer explains why its ‘dev hell’ reputation has worked out well | VGC
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Hands-on: We played the first five hours of Dead Island 2, then spoke to developer Dambuster about why it thinks the game's 'development hell' reputation has actually worked out well.

Or, rather, to start it. Some 11 years after development first started, Dead Island 2 is finally out on April 21, and after playing through the game’s first five hours we sat down with Dambuster to find out exactly how much of Yager and Sumo’s work was left when it took over. Not a lot, it turns out.

Much like its predecessor, a lot of Dead Island 2’s gameplay involves managing an ever-rotating collection of weapons the player can scavenge from whatever’s lying around. Whether it’s a plank of wood, a sledgehammer, a baseball bat or a decorative samurai sword stolen from someone’s house, there’s a continuous search for something blunter or sharper than what’s currently in your possession.

This stands for Fully Locational Evisceration System for Humanoids, which from what we’ve played is an accurate moniker. Hitting an enemy with your weapon will cause them to take damage in the exact area you hit them, with the type and extent of damage depending on the weapon involved. “We’ve got a really good, small team of people together like myself, the lead character artist and a couple of programmers, and we just had the space to experiment and develop. And we were all very committed to making it the most sophisticated and ridiculously gruesome system that anyone had ever made.

“But also, there was loads of stuff that we completely hadn’t predicted in terms of how people would react, and I think maybe there was some new stuff in terms of signage that went in, that maybe took some influence from that. But I remember thinking it was definitely interesting to compare the art to real life.”

“In one mission, the influencer stands on the roof filming you while you kill waves of zombies for her in a variety of ways, but not before she reminds you not to swear for the first 10 seconds because ‘I already have two strikes on my account’.” “We wanted all the characters to be these larger than life personalities,” narrative designer Lydia Cockerham answered. “They’re not meant to be real people that you would actually come across, they’re these huge bombastic personalities.

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