With that said, definitely play on Storyteller difficulty, not Survivalist – the latter will kick you back to Chapter 1 if you die and you’ll lose a big chunk of your inventory. From there, you can head to the map’s lone (but hard-to-miss) shrine, teleport to a recurring dreamlike space for a bit of Journey-style storytelling, and ride some massive waves in a sort of linear trial before you’re whisked away to the next chapter.Įach chapter is functionally the same, except the map sizes grow larger, the islands start to look and feel more distinct, and the creatures become a bit more threatening, though combat never seems like Windbound‘s priority. You’ll begin with a circular grayed-out map that you can fill in by sailing around, and along the way – assuming you don’t get too side-tracked by optional islands that might bring new crafting possibilities – you’ll need to locate three towers, scale them, and activate them. I already know I belong when my merit got me through the door despite any barriers I may have had to overcome.Windbound is split up into five chapters, each of which plays out essentially the same way. When I'm facing prejudice at work, it is those that are prejudiced that should feel they - don't - belong. Less PowerPoint buzz words, more actions with real impact for real people, and it usually starts with listening to the underrepresented groups first and foremost, especially when they haven't been given the right platforms to contribute to the conversations that impact them through relevant internal roles. I have never felt I don't belong anywhere, just keenly aware on occasions others wanted me to feel the opposite. People thinking they have a right to dictate who does and doesn't belong because - they - feel unjustifiably uncomfortable due to the inclusion of groups they are not used to. I saw this statement on LinkedIn "Diversity is a strategy Inclusion is a goal Belonging is a feeling" and felt perplexed.įor me it is simple Diversity is essential, Inclusion is a right, "Belonging" is the problem, i.e. Hope to see you all dropkicking zombies in LA this weekend! Long live to our favorite Zombie Slaying game and congrats again to my friends at Dambuster. Really proud of being part (quite literally if you check the characters in the game intro) of this fantastic game and passionate teams. Joining forces with the incredible talents at Deep Silver Dambuster Studios, Deep Silver, FISHLABS GmbH and PLAION to bring Dead Island 2 back to it’s bloody throne took a lot of love and effort, but It’s very clear that it truly paid off.Īfter days of overwhelming love from players and a great critic response I want to say thanks to everyone involved (past and present) in what it seemed an impossible task and revealed itself as a great adventure with a terrific outcome.īig shout out to Fire Without Smoke, PETROL Advertising, ICHI Worldwide, Maverick Media, Project N, Axis Studios, Feel For Music and all our partners across development and campaign for the phenomenal work delivered. “Resurrecting” the IP and building a new vision for DI2 and the future of the franchise from the inside it’s been a fantastic challenge that allowed me to work with best in class studios, agencies and teams. I joined this project 5y ago in the infancy of Dambuster’s unique take on the title, and can’t be more proud of the work we accomplished across these years. After a quite incredible journey I’m happy to share that we finally released Dead Island 2!
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