“One of the most fun things to do in the game is to melt zombies because that shows the potential of it. We've modeled the clothes and the skin, and then it melts through to the organs beneath that where there are individually modeled and simulated gallbladders and intestines and that kind of thing. Right down to the skeleton. Performance obviously has been a challenge, making sure that we can get all of this stuff running at 4K 60 frames-per-second on gen nine [Xbox Series X|S and PS5].”
“Balancing performance with the fidelity that we wanted and the level of procedurality. If that's a word. And with this being an action RPG, balancing that arcade instant visual feedback with the RPG side. Where there are stats and data and rolls and randomisations. Hopefully, we've struck a really good execution of all of that.”
The demo started us off with quite the arsenal. Equipping a large two-handed mallet, charging up a heavy attack, targetting a zombie’s head, and then watching as it made contact, crushed its neck, and then slammed the undead attacker into the ground in one single motion was one of those take-a-step-back moments. Gruesome, disturbing, but satisfying in a way that very few games manage to pull off. The best part was it wasn’t a scripted animation because trying to do the exact same thing to the next zombie ended up with a shoulder getting mangled because the impact angle was off. Equally gruesome, and over-the-top.