Dead Island - Interview @ Game Informer
Game Informer talked to Sebastian Reichert, a Deep Silver producer. The interview, named Adterwords, discusses the decision to go primarily with melee combat, the game's ending boss, the changes made from the original game's concept, and more. A sample:
What was it like developing a zombie game amid the sea of games with the undead? Did you ever lose hope that it would be buried by games with a similar premise?
At first it was a big concern. How do we set this game up to be not just another zombie game? But with this unique clash of the resort island and the ultimate terror we felt really good about the setting. When we added the RPG elements, the weapon modification and the close combat focus it was clear that the game has become a really new and fresh experience.
Tell me about what it was like for the team in the weeks leading up to release, anticipating how the reviews would pan out, and finally what it was like when the game became a hit and couldn’t stay on shelves.
After all the positive feedback that we had received through the press before the release, hopes were high of course. Then the reviews came, and the feedback was so unbelievably mixed. We heard basically everything about our game, from top to flop. When we heard how well Dead Island sold, we celebrated instantly.
Information aboutDead Island
SP/MP: Single + MP
Platform: PC, Xbox 360, PS3