For starters, the four main characters this time around aren't victims of a zombie apocalypse, but willing participants. Tone is a pretty good euphemism for the severe problems I mentioned in my first paragraph, but it holds true when I play the game. ![]() We felt like that's something we should look into and fix this 'ludonarrative dissonance,' as Clint Hocking described it." 'Let's gather these zombies over here and slaughter them all,' and they had a lot of fun while they were supposed to feel bad. "It sometimes had really dark and depressing moments, but if you looked at what people were actually doing and posting on Twitch and YouTube and everywhere, it was over-the-top. "Sometimes the tone and what players were actually doing was very uneven," says Jörg Friedrich, design director at Yager. This process begins with an effort to smooth out rougher edges in the style of the original game. I played Dead Island 2 for 24 minutes at Gamescom and the whole approach seems prompted by saying, 'Hey, let's do the obvious things, and not do the awful things?' ![]() A chance to take all that ambition and promise and focus on what players actually liked about the original: co-op japes, a sunny open-world, and the ability to weld a battery onto a knife and use it to stabbily electrocute hundreds of undead. ![]() Then its expandalone Riptide added "offensively marketed" to that list.ĭead Island 2 has a new developer - Spec Ops: The Line's Yager - and therefore a chance at a fresh start. The original Dead Island was buggy, often sexist, sometimes racist, and frequently a chore to play.
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