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YouGamers.com Articles Dead Island (Techland) Interview

Dead Island (Techland) Interview

 
By: Claudio Todeschini Oct 03, 2007

Man, I love zombies. I can easily list thousands of games where the bare idea of slashing living dead is all I need to play them. Don't get me wrong: I'm all for love and harmony, and I dream of a peaceful world every day, but when it comes to zombies... well, it's a whole different story. It's like aliens, right? You know that they do not exist. You know that they are bad and you know that someone has to stop them. But everyone still loves them! Plus, I find them zombies intriguing: their desperate craving for human flesh, their never ending hunger, their terrific ability to spot humans wherever they hide, their primordial social structure... not that I feel sorry when I chop their head with a machete.

After exploring sci-fi (the Chrome saga), cars (Xpand Rally and GTI Racing), and western (Call of Juarez), Polish software house Techland decided to join the living dead-velopers army with the upcoming Dead Island. We had the chance to discuss about the game with the amiable Marcin Pióro, Dead Island's Product Manager at Techland. Well, he actually bit me during the interview, and I feel a little dizzy right now.

Anyway, enjoy the interview and the new, exclusive and gory screenshots. I need to go for a couple of Advil tablets and a chunk of my neighbour...



YouGamers: Why did you decide to develop Dead Island?

Marcin Pióro: The zombies genre gives us the opportunity to show many interesting things besides lots of shooting. Human behaviour and the relations during the fight for survival. It's the same thing with Dead Island: we have survivors who are trying to stay alive, no matter what the cost is.


YouGamers: Dead Island in a nutshell?

Pióro: Dead Island is a non-linear FPP survival horror. There is another term that defines our game – FPM – First Person Melee. Although there is plenty of guns that you can find across the island, pressure is put on melee fighting and using improvised weapons gathered from the environment. That element brings all the fun when playing.

Vistas are tropical and expansive
(new image)

Triple layer modeling of zombies makes this a very gory affair
(new image)

YouGamers: First things first: what can you tell us about the background story? How will it begin, and how will it develop during the game?

Pióro: Everything starts with a plane crash. The main character wakes up on the beach and finds that there is no plane around. After a while he finds that the island is overrun with multitudes of zombies. In the midst of this, he must save himself and his missing wife. On his harrowing quest he meets other survivors fighting for their lives.


YouGamers: I understand that the story will not be linear, and there are side quests. How will they actually change the main storyline? Will there be a finite number of multiple endings or an "open" conclusion to the game?

Pióro: Non-linear gameplay means that player will have lot of choices to make. Different tasks to accept, some of them will help or harm. For every completed quest consequences to surrounding world will follow. The player will gain friends and foes; he will also have a chance to back track previous locations and pick a task that he didn't get earlier. I think there will be at least two different endings. But it's an open subject as we are still talking about it.

Zombies aren't well known for keeping up their appearances...

Burning zombies works just as well as whacking them!

YouGamers: The island seems to be a pretty strange place (besides the fact that it's full of flesh eaters). How is it structured? Is it divided into zones/levels? Will it be accessible only partially at the beginning of the game? Will it change dynamically during the game?

Pióro: The open vast world of the island will be divided into zones. As I mentioned before there is an option to back track previous locations. The island is a big tropical tourist resort with all it's features. Hotel complex, city, villages and some other areas which I cannot speak of right now because of spoilers.


YouGamers: Any references to the island in Lost? I mean, the plane crash, people missing, struggle for survival...

Pióro: We are big fans of the ABC series. The feeling of isolation and helplessness in the face of a tragedy and situations no one can imagine. Those are the things that we want to merge into our game.




 

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