What the team want to focus on for the sequel and to carry over from the first game are the same thing, and underscore really what made the game shine for them in the first place: co-op.
Spec Ops was great in its own right and it did what it set out to do, and we want to do the same thing again with as much conviction as Spec Ops with Dead Island 2.' ' enjoying these comedic qualities and exploring something else. 'There was a sense - not really thinking about it at the time - that we needed something back into our system,' he replies when we ask him was it a need to recover from the intensity of their then-current project that drove them towards this sequel. And then we got wind that Deep Silver were looking for a partner, and we thought 'hey! we can pitch for that'.' It was the game for lunch break, every day.
'We had a lot of communal areas with a lot of dev kits set up, and when Dead Island came on it was on for weeks and weeks. 'Dead Island came out and was a pretty big hit in our office,' Kempson explains when we catch up with him after a BCD presentation of the game. 'It's a more boring story than everyone would like,' says producer Michael Kempson about how the makers of the gritty war story Spec Ops: The Line landed the sun-kissed zombie comedy overtones of Dead Island.