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We tried to keep with expectations, but the initial idea for the release, for the time of the release and size, were not really planned. 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.
What happen to dead island 2 series#
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. “Appreciate the wait is painful, but Dead Island 2 is still coming.Those ideas belong to Techland, the ever-growing Polish developer which first experienced worldwide success with Dead Island. “What’s going on is that it’s in development and we won’t be showing more until we’re ready,” the tweet read. Surprisingly, the Dead Island twitter responded with a confirmation that Dead Island 2 is in development and will one day come. Especially with the same copy and paste answer.” “The longer the wait, the more pissed off fans get. Quit bouncing around the subject and tell us what’s going on,” the tweet said. One Twitter user, though, was not happy about this mobile game. Yesterday, the Dead Island Twitter account tweeted a promotional tweet about their new mobile game, Dead Island: Survive (you can likely guess exactly what kind of game this is).
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After a recent Twitter reply, though, it seems that Dead Island 2 is in fact still coming. Now, four years later, that game still isn’t out, and up until now, it was nowhere to be seen. You don’t know it yet, but you’re watching a trailer for Dead Island 2. You’re watching a beautifully made trailer featuring a man nonchalantly rollerskating while somehow, successfully dodging zombies after his flesh left and right. You’re tuned in to the livestream of Sony’s E3 press conference. Allow yourself to drift back to the year 2014.