Wednesday, July 27, 2011
Dead Island Roundtable Interview
http://www.rpgamer.com/news/Q3-2011/071511b.html
Speaking of E3 2011, the first question that Kummer was asked was about the feedback they received during E3. A lot of the feedback they received from the press was fairly positive.Deep Silver, Dead Island's publisher, and Techland, Dead Island's developer, were both happy to hear that the press enjoyed the melee combat. When the game was first shown several years ago, there were a lot of questions about how well the melee combat would work. Kummer said that during E3, people "got it" right away and were enjoying themselves. However, there was also a bit of negative feedback during E3. The main of which, Kummer said, was balance. They are doing a lot of balance tweaking now to make sure that the difficulty, leveling, and co-op all feel right when the game ships. In co-op, for example, one of the balance tweaks they are working on is how high level and low level characters interact. When a low level character jumps into a high level character's game, the low level character will get a warning. The warning will notify low level players that the story may be spoiled and they will not be able to take any high level weapons back into their game. Techland doesn't want you to ruin your experience and the sense of survival by having overpowered weapons at a low level. A lot of the details of this feature are still being worked out, but it is there mainly for situations where a level 5 player is joining a level 25 player's game.
Speaking of E3 2011, the first question that Kummer was asked was about the feedback they received during E3. A lot of the feedback they received from the press was fairly positive.Deep Silver, Dead Island's publisher, and Techland, Dead Island's developer, were both happy to hear that the press enjoyed the melee combat. When the game was first shown several years ago, there were a lot of questions about how well the melee combat would work. Kummer said that during E3, people "got it" right away and were enjoying themselves. However, there was also a bit of negative feedback during E3. The main of which, Kummer said, was balance. They are doing a lot of balance tweaking now to make sure that the difficulty, leveling, and co-op all feel right when the game ships. In co-op, for example, one of the balance tweaks they are working on is how high level and low level characters interact. When a low level character jumps into a high level character's game, the low level character will get a warning. The warning will notify low level players that the story may be spoiled and they will not be able to take any high level weapons back into their game. Techland doesn't want you to ruin your experience and the sense of survival by having overpowered weapons at a low level. A lot of the details of this feature are still being worked out, but it is there mainly for situations where a level 5 player is joining a level 25 player's game.
E3 2011 Preview: Dead Island
http://www.atomicgamer.com/articles/1266/e3-2011-preview-dead-island We'll finally get the chance to play Dead Island all we want on PC, PS3, or 360 when it's released on September 6th in the US, and on the 9th in the rest of the world.
Monday, July 25, 2011
equal parts bloody murder and immaculate choreography #deadisland
shot in slow motion and presented in reverse chronology
Dead Island Roundtable Interview
http://www.rpgamer.com/news/Q3-2011/071511b.html
This past week, I sat down for a roundtable interview with Vincent Kummer, Deep Silver's Brand Manager, to chat about Dead Island as it reaches the end of its development.The roundtable consisted of me and a few other reporters from different web sites. It turned out to be a rather interesting session as it helped augment the information I was given during the demo at E3 last month.
This past week, I sat down for a roundtable interview with Vincent Kummer, Deep Silver's Brand Manager, to chat about Dead Island as it reaches the end of its development.The roundtable consisted of me and a few other reporters from different web sites. It turned out to be a rather interesting session as it helped augment the information I was given during the demo at E3 last month.
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