Dead Island: Riptide – Producer Talks Moving the Franchise Forward

Following Electronic Theatre’s chat with Dead Island: Riptide Creative Producer Anthony Cardahi, we were given the opportunity to fire some questions at another member of the development team, Sebastian Reichert. Heading the team of producers working on Dead Island: Riptide, Reichert has some interesting policies […]
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Following Electronic Theatre’s chat with Dead Island: Riptide Creative Producer Anthony Cardahi, we were given the opportunity to fire some questions at another member of the development team, Sebastian Reichert. Heading the team of producers working on Dead Island: Riptide, Reichert has some interesting policies that he wishes to apply to the franchise, clearly emphasising the existing fanbase over the importance of acquiring new audiences.

In answering Electronic Theatre’s questions, Reichert revealed his opinions on just want the audience has been asking for in second instalment and the efforts the team have gone to in order to deliver on these demands. There’s clearly more to Dead Island: Riptide than has been seen by anyone outside of Deep Silver at this point, and as such it’s best to get the information direct from the source. Electronic Theatre will keep you updated with all the latest details on Dead Island: Riptide as it approaches release this Easter.

 

Electronic Theatre: What inspired you to continue with the established characters as opposed to beginning anew?

Sebastian Reichert [SR]: Over 4 million people who invested an insane amount of time into their characters! That is a really good reason to make sure that they can keep what they played for and continue the fun. And if someone’s looking for something new we also offer John Morgan.

 

Electronic Theatre: We’ve obviously met the four original characters before; can you offer some details on how John Morgan fits into the world?

SR: When our characters start the game they are sitting in exactly the same helicopter they took when they left Banoi at the end of Dead Island. They are landing on a military ship where they will meet the cook John Morgan. A martial arts fanatic/geek, that wants to save the world, but ended up in the kitchen.

 

Electronic Theatre: Can you offer us some details on the differences between Palanai and Banoi?

SR: Water… much more water. The jungle is even more beautiful, the city is not a slum area, it’s actually a really nice place to be… if there wouldn’t be zombies lurking around everywhere. From a gameplay perspective it’s very important to note that the other survivors on Palanai are now military guys, not your Average Joe on vacation.

 

Electronic Theatre: You’ve discussed a few details about the new dynamic weather system; aside from changing the atmosphere does the weather have any affect on the gameplay?

SR: Yes, we will also have heavy storms that reduce the view of the player, and therefore actually intensify fights in general.

 

Electronic Theatre: The water and its behaviour is obviously a significant addition to Dead Island, but at present many gamers are worried that this will replace some of the regular land-based exploration. How have you balanced the water- and land-based sections of the game?

SR: We made sure that the exploration of the water areas is also an interesting game element. The boat is an excellent tool to get to the next section of dry land to explore. And driving the boat is also a lot of fun!

 

Electronic Theatre: A lot has been made about the addition of boats to Dead Island. Will there be any other vehicles added?

SR: There’s nothing currently planned.

 

Electronic Theatre: Are there any features that you had to cut from the first Dead Island that you’re now happy to have included in Dead Island: Riptide?

SR: The defence missions are something we always had in mind, and now with Dead Island: Riptide we finally have to chance to include them. For example, we always wanted to have an attack on the life guard tower in Dead Island.

 

Electronic Theatre: What new addition in Dead Island: Riptide are you most proud of?

SR: That’s hard to decide. I love the mines as they are an excellent tool to add more fun to the exploration. But I guess the boat is the thing I’m proudest of. Over time it became something completely new and fun, when in co-op play we had the driver in the back giving commands to the other players in front of him, as they were fighting off zombies trying to grab the boat to slow it down.

 

Electronic Theatre: You’ve clearly paid a lot of attention to the demands and wishes of the fans for this second instalment. How have they reacted to the Dead Island: Riptide additions and renovations already announced?

SR: During PAX we heard only good stuff. Presenting the game there directly to the fans felt awesome! We often received the feedback that everything looks awesome and they are looking forward to get their hands on the game.

 

Electronic Theatre: What does the future hold for the franchise post Dead Island: Riptide?

SR: Tremendous things. And so much! (but no comment yet)

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