Games that feature zombies continue to be popular but Polish based Techland hope to take some new twists on the genre with Dead Island which bring the typical zombie infested survival horror game to the first person action game. FiringSquad got a chance to chat briefly with Techland PR manager Adam Jastrzębski to find out more about their plans for Dead Island.
FiringSquad: First, how did the idea for Dead Island come about?
Adam Jastrzębski: When playing such series like Resident Evil and Silent Hill we lacked the closeness of action and typical feel of FPP view, which like no other strengthens the realism of situation in which player is found. While independent camera games allow to create surprise factor with ease it can never transmit the feelings of surrounded person. That’s why well developed FPP game in survival horror atmosphere is in our opinion what players missed. Thanks to gameplay based on fully physical world and common combat with melee weapons, Dead Island will deliver brand new experience to survival horror fans.
FiringSquad: What can you tell us about the storyline for the game?
Adam Jastrzębski: Main hero is a normal man, common citizen, happy guy that just got married, who ended in an unapropriate place in unapropriate time… From that moment his existence is based on his wits, intelligence and of course some weapons. During his adventures on an unknown island he has to take many decisions, tragic in the end, where not always “good” is the choice. Presented story is full of unexpected turns of action and surprising events, which the player (willing to survive) will have to handle as fast as possible.
FiringSquad: We have seen lots of zombie games in the past. How will Dead Island make itself different from the zombie crowd?
Adam Jastrzębski: Although "Zombie" theme is known to all, it wasnt put into effect in classic FPP version. This form of presenting the events is certainly something new and will encourage players, both fans of survival horror and those of the convention, to try themselves in Dead Island. Locating the game in first person perspective opened the door to implement gameplay in different style than before. At the same time it enlarges the feeling of immediate danger and taking part in action, which in this case is most important.
FiringSquad: What are some of the more interesting gameplay elements in Dead Island?
Adam Jastrzębski: Apart from standard elements characteristic to the FPP genre, our objective was to involve the player to interact with the game world to the highest possible degree. We mean mainly the possibility to use each location and objects found there, and therefore self-elaborate new combat tactics. If we merge that with mechanisms and vehicles present in game we will get something more than just an ordinary shooter with hordes of enemies waiting in line to be executed.
FiringSquad: What will the graphical look of the game be like?
Adam Jastrzębski: Game will be happening on the open spaces (vast forrests, valleys, hills etc.) as well as in the complexes of underground buildings. Because the entitled "Island" is mostly an area of uninterrupted and wild nature, therefore part of the action is played there. This attitude was intentional, to avoid placing player in complicated complexes of rooms “making” him to somewhat fight for survival.
FiringSquad: Finally is there anything else you wish to say about Dead Island?
Adam Jastrzębski: Concepts and solutions which were inplemented in the project are mainly made to free stereotype look on "Zombie" and to show the theme in a new – first person perspective.