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Amazing... freaking... video.
Ironically I was thinking about Dead Island about a week ago (during a conversation with friends about zombie games). The thing was announced in, like, 1979. I'd assumed it was one of the many games that got a little press then died on the vine. Apparently it's still very much undead.
Life is the misery we endure between disappointments.
I was worried myself - I've been keeping a close eye, insofar as one can on an almost completely silent project - the last word was around a year ago, quietly replacing the website with a 'under construction' splash-screen and making a polite statement to IGN (I think) that the game was still in development but had been delayed by the publisher for unknown reasons.
I'd be more desperately glad it's still coming, if I wasn't still so emotionally levelled by that music.
If someone does post this on the frontpage, please include this quote somewhere near the bottom; a response to the video in the youtube comments..
"ive waited for games were kids could die its no big deel there peeple 2 just like adaults
im 13 ur sayn i cant die if i shot myself right now" - videogamelover1997
I am with the crowd hoping against all likelihood that the video was developed with significant in-house involvement, indicating a similar attitude possessed by the developers as the director/designers of the video. If we get a cheap, cheesy and buggy linear FPS romp I will be a sad bunny.
Although by all accounts, it will at least be closer to what I want than L4D ever was.
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Selfishly, I'm not worried about the game living up to the trailer. I (fumblefingers) cannot play a fps anyway. For me, the trailer is a standalone, a beacon of excellence in its own right.
On the other hand, I hope the game does live up to the post trailer hype. If nothing else, whomevers (in house or out) story-boarded & executed this short should feel mighty proud of the breadth & depth of buzz it generated in such a short time.
I wasn't all too impressed with this (as I told Jarrod earlier,) but I just watched it played in reverse, you know, so it operates in the kind of time that our world operates in… forward. Anyway, it felt a lot more impactful (not a word) that way. I actually knew what was happening, and it felt creepier. I almost wonder if they intentionally made it run backwards and slightly out of order to dull the impact of the whole thing. Try it the other way and see how it feels.
You definitely appear to be part of the minority, Armand.
It remains powerful either way, which dulls any suggestion that it relies upon the reversal gimmick - but I adored it as it was presented. By running it backwards you're drawn into a complex and detailed sequence of events, realising through deduction what 'has' happened and dragged along to find out -how-. In witnessing segments of it piece by piece, drawing connections from the future to the past, it almost feels like a game in itself. In this, it is a far more appropriate advertisment for a game than a straightforward CG chonological sequence would have been.
It also captures perfectly the sense of futility inherent in, and vital to the zombie setting - by showing us that the child is dead from the first moment - then revealing that the father is badly bitten, infected and surrounded while the mother has been born to the ground by a gang of zombies, we know from the start that this is not a story about a hero - but simply the way a family died, terrified, together.
Watching it forward we'd have expected heroic victory then been shown failure, and I don't think that would work as well as it did.
It's a work of art, to my eyes - I'm sad you don't get the same enjoyment from it I do, but interested that there are those who see it differently.
Well said Jakkar, I found it a fascinating trailer to watch and figure out what was going on. Oh dang a girl is hurt with a zombie on fire approaching...get up! Oh, she's up but now flying through the air. Oh wait, she flew through a window (gotta hurt) .... wait .... why is she biting the neck of that guy....oh shit she's a zombie child, etc, etc, etc. The game could suck, but I will always have that trailer to cherish and remember.
lakerz1 said:
Well said Jakkar, I found it a fascinating trailer to watch and figure out what was going on. Oh dang a girl is hurt with a zombie on fire approaching...get up! Oh, she's up but now flying through the air. Oh wait, she flew through a window (gotta hurt) .... wait .... why is she biting the neck of that guy....oh shit she's a zombie child, etc, etc, etc. The game could suck, but I will always have that trailer to cherish and remember.
I watched it both ways. I think the reverse footage was way more effective. Of course, I sort of like out of sequence narratives. Like lakerz says, trying to figure out what is happening was fascianting. See it run forward didn't so that much for me. Of course that is probably much closer to the experience you will get from the game. I'm guessing. And I'm always guessing.
Agreed, the reversed one was more shocking, in its way, because you were not only horrified but at least half of your brain was trying to figure out what was going on. Lakerz's description matches my own experience almost exactly. I enjoyed watching it "forward" once I'd seen the original, because it helped me see things I'd otherwise missed. The music, too, was an excellent choice.
Life is the misery we endure between disappointments.
That trailer is fantastic. I agree with the most of you that it's better in reverse-chronological order as presented, but I'd like to add that if you do happen to watch it played backwards, the soundtrack metamorphizes into what sounds like it could be a pretty cool Sigur Ros b-side.
I'm with Jakkar in hoping the developers had some hand in the video, but even if they did I still doubt that the game will be able to carry much of the emotional depth shown. I find it ironic that much of what makes the video compelling is the tragedy of the parents losing their child to the state of undead when the developers have already made clear the game will likely feature no undead kids.
Come on! These are the kinds of themes we need to explore if this industry is ever going to mature! Dead Rising 2 attempted to do this with the infection of the player-character's daughter, but it amounted to little more than a timer and some different endings. The game makes it too obvious that the only reason the PC has a daughter is to give him long- and short-term goals and a largely hollow emotional connection the game's happenings.
Still, Dead Island looks as if it could be fun.
*nods sadly* At least it will be fun, I think. Though I have to admit, I feel strangely emotionally drained right now - I'm crawling through corridors in Singularity and the endless tragic voice recordings, chrono-rip visions of the long-dead, and creepily arranged corpses are getting to me. I just want happy funtimes please. I'm not in the mood for all this misery 🙁
I could really do with a game without tragic dying children right now. Would anyone like to buy me a copy of Bulletstorm?
Also; Sigur Rós <3
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