Home Gaming Dead Island 2 developer defends breakable weapons: “Guns have ammo, weapons degrade”

Dead Island 2 developer defends breakable weapons: “Guns have ammo, weapons degrade”

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Dead Island 2 developer defends breakable weapons: “Guns have ammo, weapons degrade”

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Whether you prefer it or not, weapon sturdiness is right here to remain in video games. Whether you’re within the camp that thinks it helped make Breath of the Wild one of many standout video games of a technology or not, it’s essential admit that the controversial system is a everlasting fixture. Turn to just about any style of sport and also you’ll discover it there – Yakuza, Dead Rising, Fire Emblem, Far Cry, State of Decay, Minecraft, Zelda, Silent Hill. Weapon degradation is right here to remain.

But it’s not a foul factor, is it? Sure, it may possibly appear unrealistic – why would a katana stop to perform as a sword after 5 or 6 goes? It’s not manufactured from glass (in principle). Using a weapon that capabilities completely effectively, at full power, till it breaks so catastrophically you can not wield it in any respect is just a little unrealistic, in my eyes; would it not not uninteresting, or jam, or lose some perform first?

But, as a mechanic, I prefer it. Breaking weapons forces you, as a participant, to adapt to the world you’re in. Far Cry 2 would have been way more boring for those who may simply waltz about with a gun that by no means jammed, proper? Breath of the Wild would have misplaced loads of its appeal for those who may simply maintain maintain of that one early-game sword you liked a lot.

Dambuster Studio, the (present) developer behind Dead Island 2 agrees. “Ranged weapons have ammo, so melee weapons have degradation,” says Adam Duckett, design director on the title. “We’re generous with it; we want players to explore the full arsenal of weapons – so we have so many great mods, and so many perks, and so many other things in this game that we want players to cycle through. It also helps that players can keep a wide variety of tools in their arsenal, so they’re never going to be without something they can use.”

Dead Island 2 permits you to equip eight weapons in your rapid weapon wheel, after which maintain one other eight in reserve – in order that’s 16 you may swap to with little or no discover, relying on the sorts of enemies you’re going to be going through off in opposition to. You might come throughout zombies that had been firefighters, again after they had been human, and if they arrive at you while you’re wielding a hearth axe (learn: a hearth axe that additionally spews hearth, clearly), you’ll have little or no influence on them.


You can think about these spikes poking out an eyehole, or one thing.

“I think [weapon durability] helps fit with our tone a little bit, too,” provides artwork director Adam Olson. “Because this is a game that just keeps going, this is a game that’s over-the-top – but we want to be grounded in reality. Having one foot in reality – and having weapons that break – helps us push other parts of the game into that over-the-top mentality.”

Duckett agrees; having weapons break aside in your arms after you’ve sliced and diced a very good 30 or 40 zombies is a part of the fact of the quarantined Los Angeles you’ll end up in. “There’s nothing better than cracking a katana, looking at the hilt in your hand, and then seeing the rest of the blade embedded in a zombie’s skull,” he explains.

“You can quite easily turn off the HUD and be able to see the weapon degrade in front of you, in various stages. So players can look at their weapon and think ‘hm, that’s looking a bit crude’ and know they’ll need to switch it out.”

“That’s something we really wanted to do with this game; we want you to be able to turn off the HUD and know everything that’s going on,” provides Olson. “From our point of view, we want you to be able to tell the enemy’s health, how damaged they are, how degraded your weapon is, how long you’ve been in the fight… just from looking around you. We want everything to be obvious to you, with the UI or without it.”


You can inform what that weapon goes to do, simply by it, proper?

Duckett goes on to say that this deal with realism – with every thing being on-screen in entrance of you, apparent and readable with out UI or HUD icons in every single place – was a key a part of growth; a philosophical pillar that Dead Island 2 adheres to always. “We want to make every hit feel like it connects with a zombie – so that you can see it on the zombie, and on your weapon. Weapon degradation and durability makes sense, from that point of view.”

The manner your weapons and zombies present injury has really lead “about 50%” of growth employees to play the sport fully HUD-less, too – that’s how efficient Dambuster’s visible cues and detailing is.


If you slash its face, it will have a slashed face – due to the FLESH system.

“In the full game, players will be able to go between full HUD, dynamic HUD, and fully immersive HUD-less, and a lot of our game design decisions have been made around the fact that the world should be readable in that; if players aren’t seeing clothing or skin get torn or damaged or ripped, they should be able to tell that the weapon they’re using isn’t doing the damage they’d expect it to do. That connection to what’s happening on-screen should come through for people that want a more immersive experience.”

From what I’ve performed of Dead Island 2 up to now, I can’t complain – in any respect – about the way in which weapons work. They’re robust sufficient to final for a struggle or two, then they begin to weaken and break as you overuse them. Seeing your electrified bear claws protruding of a zombie’s cranium because it thumps in a frothing mess on the ground is satisfying, although, and means that perhaps you must have switched out to a more practical weapon to kill this man that was clearly, as soon as upon a time, an electrician.

All these tells and cues are seen to you – for those who’re paying consideration – and Dambuster principally forces you to take a look at its richly detailed world, as an alternative of simply scanning over icons and drearily switching between weapons. I feel it’s an effective way to maintain you in your toes, and maintain you concerned on this world that has clearly been meticulously pored over by a group of very gifted graphics programmers and artists.


Dead Island 2 is coming to the Epic Games Store, PS4, PS5, Stadia, Xbox One, and Xbox Series X/S in February 2023.



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