thanks manGreat avatar, dude.
gameplay trailer looked sick, so much better than sth like dying light 2
Deep Silver is the publishers/sub-operating group of Embracer. So this is accurate. Dambuster under Deep Silver is developing it.Yager - > Sumo Digital - > DamBuster
I believe that was the trail, correct? (Deep Silver was Dambuster; I don't remember another internal studio being involved?)
Trends kind of came around, Grimdark was right for Dying Light, but by the time of the sequel it was too serious (plus other problems.) Now feels like a good time for a game that's just pure nonsense.
Deep Silver is the publishers/sub-operating group of Embracer. So this is accurate. Dambuster under Deep Silver is developing it.
I want what Dead Island 1 promised back then, "real" damage, not scripts à la "do X damage on location Y to display texture Z".Kupfer if you want real time slicing you literally have only 2 games that does that, mgs rising and shadow warrior 2.
I know dude, but it must be pretty taxing to have real time detailed damage etc with the visual fidelity we have today, i'm an absolute sucker for realistic gore so i understand the feeling.I want what Dead Island 1 promised back then, "real" damage, not scripts à la "do X damage on location Y to display texture Z".
Bodies consisting of individual layers that react accordingly to their environment.
It's not just about slicing, it's about the general feeling of depicting "real" zombies. Zombies don't care about pain, if you break their shin with a hammer they should try to take another step, the leg should kick over at the spot, the zombie falls down and crawls on.
An explosion should not directly tear or not tear zombies, it can also just hurt the zombie badly, depending on the previous injury status of the zombie, and e.g. tear off arms, without the zombie being directly *dead*.
Zombies have been walking around in their world for days / weeks, maybe they have been attacked, got stuck somewhere, fallen down ... they can also have the worst injuries from the start that limit them. I don't see that here either. You always start fights against zombies that are 100% ready for action, even if they are a little bloodied here and there.
I've been wishing for a zombie game for two decades, which depicts zombies to my liking and represents a zombie playground. Dead Island came the closest so far, at least at the beginning of the game, in the later course with the superzombies and bulletsponges it was already a completely different story. Dead Island 2 also looks promising, as I said, but there would be sooooo much more potential if they would go the extra step and implement things that the player might not even see or notice at first, but that would serve the game and the presentation, because it would be "the special extra", the unique selling point, a benchmark of zombie games.
I think that can no longer be an excuse, as I said, that what you see here, I already know from other games that came out 3 generations ago, now the game looks overall just better, but the mechanics are still "old". There simply has to be a new approach and some innovation brought in. If it is really so taxing, there must be cuts somewhere else. But honestly I just think that the effort would be very large to implement such a system and many developers shy away from this effort.I know dude, but it must be pretty taxing to have real time detailed damage etc with the visual fidelity we have today, i'm an absolute sucker for realistic gore so i understand the feeling.
Yes I have that on the screen, but I am cautious about this game. It is much more difficult to develop a game than to create nice render sequences in an engine to an atmospheric and detailed "trailer".Keep a look to the creator of the Ill tech demo on yt, he is doing his own game and the guy seems like the best hope for some next gen gore.
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edit : wait they are showing actual gameplay now.
gore analysis
Thanks for writing up your analysis, Kupfer. Like you seem to, I love Dying Light and liked Dead Island because of the seemingly system-driven gore. And Dying Light 2 was a HUGE step back. Glad to see there's a little more detail in this game, but its not near where it could be, which is disappointing.Valentin was fast this time.
And first time I saw the uncensored version of the trailer. Popped out and dangling eyes are a nice touch.
But well... he tells me nothing new now and even goes a bit too postitv there.
Anyway, the gore system still looks like one of the better ones, even if it still doesn't live up to my wet dream of real-time damage.
The game didn't appeal to me at all after DL1. After everything I saw before the release, it looked like a downgrade through and through, kind of loveless and pretty shallow, with the focus on the wrong aspects of the game.Thanks for writing up your analysis, Kupfer. Like you seem to, I love Dying Light and liked Dead Island because of the seemingly system-driven gore. And Dying Light 2 was a HUGE step back. Glad to see there's a little more detail in this game, but its not near where it could be, which is disappointing.
We had a lot of fun hacking away at the undead and discovering different and bloody ways to inflict damage. Tell us more about the 'gore tech' you've implimented.
James Worral: It's just fully anatomically correct models, we've basically done everything from hair, skin, fat, muscle, bones, and all the organs are stuffed in there. It's all procedural. Melting is our favourite. Sometimes when you hit two or three zombies with a serious caustic melting attack or something like that, they stagger towards you and you can see them falling to bits, and they don't quite make it because they've dissolved before they get to you. It's really rewarding.
It's all part and parcel of making sure that our monsters are monsters, but there's enough humanity left in there that when you see them staggering around after explosions or hopping along because I've only got one leg, you have that moment of humour. But, you know, morally there's still clearly monsters and humans against monsters. I guess that's another difference between us and other zombie games is you're never fighting other humans, it's not about the factions, it's not. I find with a lot of IPs and this is a clear decision we made about two and a half years back. We didn't want to go down the route of the zombie virus becoming like a wallpaper in the background that just becomes a backdrop for intra-human battles. We want it to be that classic 80s horror sci fi movie feel which is all about the monsters, and every story beat is about you finding out more about the monsters the virus, how it's affecting you and where all this might be leading.
David Stenson: We've been working on this stuff for years and years and years. We love those 80s horror films, pulp horror films - our aim was to make it absolutely the goriest game out there. But it ties into the gameplay, with dismemberment and melting and electric charging and burning the zombies and all, so it's not just there as sort of window dressing, it genuinely ties into the way that you play the game.
the quote didn't work but what the dev said about the gore system, this should be in every game. i think mortal kombat came close with the x rays and maybe even the old school kreate a fatality from mk armageddon, where you could make literally performance art out of a fatality by ripping out specific organs from the victim.The game didn't appeal to me at all after DL1. After everything I saw before the release, it looked like a downgrade through and through, kind of loveless and pretty shallow, with the focus on the wrong aspects of the game.
But the interview from Eurogamer reads quite well, maybe we will be surprised after all
In this Dead Island 2 interview, we talk to the game's Creative Director and Art Director at Gamescom 2022 about Dead Island's procedural FLESH system, balancing comedy and horror, and why they want to make zombies monstrous again.