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r_matey

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r_matey

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#1  Edited By r_matey

@kelbear  Yeah I was also thinking about how the zombies could actually be altered or had some kinda variety through out the game. They mostly have one fricken attack through out the whole game. Adding some personality would be nice, maybe some wrestlers were zombiefied so they would be a little bit faster and tried to clothes line. So you couldn't just run away from them and you had to single them out to kill them. Or maybe you could jump on their backs and ride them through waves. There is so much that could to the zombies that could spice it up. 
 
And the zombies they do add in the later part of the game are just not fun,, they are given a spammable attack that just gets ridiculous with more numbers. 
 
@ LordXavierBritish  Yeah I am pretty sure that is the one of the few ways to beat that guy. It just creates a  bunch of frustration to figure out the correct path to take with him and while you are doing it the game just feels broken for far  far too long. Heck I never used those attacks while playing the game. So are the designers just reminding you of this useless mechanic before the credits roll? 
 
It would have been so much better if Chuck was entered into the battle, given his motivation. Found a workbench with special ingredients to have a unique bad ass weapon  and given a proper challenge to have a fulfilling ending.
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r_matey

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#2  Edited By r_matey

True, I believe most people have a good understanding of these design choices and implementation if you have any experience with the Dead Rising series. But it is like Abyssfull these choices fall apart when it comes to the high contrast points with the boss battles, psycopaths, and  etc. The boss are just frustrating when you are fighting with a dude on rollerskates and flamethrowers and has no problem getting around the environment. In theory they should be a combat puzzles but it really comes down to a war of attrition (gather enough resources to push through) or just glitch the a.i. Yes you wait for that time to hit them but you will most likely take some damage depending on how slow your attack animation is. 
 
The progression of your character seems less impactful in this version. Yes the running, health, and inventory are a easier way to get around but nothing gives you extra choices while playing the game like the Zombie head walk and etc. in this first one. It is easier to craft weapons and what not but really if you are going through the game it is nail bat, light saber, and boss weapons. 
 
The over all flow of the game is questionable. Going through the environment is not that hard even from level 1. You walk around zombies like a shuffling maze, hit them to get to a door, and repeat for point A to B.  Playing through the game for the "quests" is not  very challenging or engaging. It excludes the "selling points" of the series which is killing zombies in numerous ways because attacking zombies takes up time, crafting takes time, finding health takes time, weapons break, and experience is usually to low to care about. 
 
So the flow breaks down to 
Base > Nail Bat > Run Past zombies> Save > hit some zombies>  loading........> find survivor> text dialog (horrible) > hit some zombies >  loading.... >run past zombies> loading..> Base    *Then repeat. 
 
Sprinkle in the before mentioned psycopaths and bosses and you can see where the design becomes flawed. 
 
I am hoping if they come around to Dead Rising 3 that they look at these core design choices and question them. So they can sculpt a a really well designed game and make a step up in the series like Mass Effect 2, and Assassins Creed 2 . I think Blue Castle has it in them, they just need the freedom and time.

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#3  Edited By r_matey
@applet0n: 
No I actually haven't, I guess I never saw the options for this or I am a Dead Rising noob. What are the Overtime and Survival Mode?
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#4  Edited By r_matey
@Afroman269: 
 Yeah, I am really hoping that Blue Castle can go on and make a bigger, better, and more refined Dead Rising after this. They have a lot of potential and nice style. I am sure the pressure was pretty heavy from Capcom, after the failures with Dark Void, Bionic Commando, and etc. They really can't take another stinker or in the mood to take another chance.

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r_matey

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#5  Edited By r_matey
@JSwan13 said:

" - What edition did you get? - How many achievements did you get after 1 play through? - Any nudity, really vulgar language, or really suggestive themes that would not want to make me play this game in my living room? (Other than the vibrator and playboy ads) "

-Just the standard 360 edition, didnt bring any data in from Case Zero 
-Without looking at the achievement sheet , I had around 150 playthrough 1 and 50 more in 2. Pretty ridiculous achievements so S ranking seems ridiculous.
-The game is the most vulgar during the cut scenes with the psychopaths, still really creepy and dark from the last game. No Nudity. Would not play it with younger kids around.
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r_matey

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#6  Edited By r_matey
@Afroman269 said:
"
  • Ok so first off do you bother at all with guns to waste psychopaths? It's been a while since DR 1 but I think all I did was just use melee weapons like baseball bats or katanas to kill them.
  • Oh and is there an underground garage like area where you waste a bunch of zombies fast, similar to DR 1?  
  • Is the whole you have to bring your daughter Zombrex all the time annoying?  
  • Is it hard to find Zombrex? 
  • Any points in the game where you feel like you will fail the game due to having no time to reach a certain destination?
"
-Guns are pretty terrible in this game. They Don't shoot straight, terrible damage, and run out of ammo quick. Even facing opponents with guns its easier to run at them and whack them with a melee weapon. 
-Yeah there is a underground loop similar to the garage. Its useful to golf cart around and rack up dem killz. 
 - It is not that annoying besides having to arrive at an exact time window 7am-8am.  Having a drop off mechanic with the "baby sitter" would have been nice.
-Finding Zombrex is not that hard, some missions make it very blatant the medicine will be an award. 
-The time thing is not that strict when it comes to main story missions but saving all the survivors creates a bigger strategy of what path you will run. One frustration is some survivors are not indicated on the map,  game faqs are still in order to save EVERYONE
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#7  Edited By r_matey
@Abyssfull: 
 Yeah if you learned to love Dead Rising 1 it will definitely be up your alley. But yeah like I said the load times definitely become more apparent when you are just going from point A to B to C. Even bringing people back to the safe house could have been streamlined to where you don't have to load into the safe zone bringing them to the entrance with a prompt should have been sufficient. It's the little things like that ;add up frustration levels in the late game.
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#8  Edited By r_matey

Just a mini review I felt like writing after 2 play throughs. Glad to take any questions you might have on the full game. 
 

 
  Still clunky - but for a reason!?
  on:
-Xbox 360 
-Single player only (co-op, multiplayer available)
-No DLC (scheduled for the future)


Dead Rising was a very deceive release on the early roster of the Xbox 360. With it’s brutal difficulty, rigid controls, and it’s Japanese crazy parody of Dawn of the Dead you either learned to love it or put down the controller hours into it. Dead Rising 2 is back now a couple of years into the console life cycle with a new Canadian developer Blue Castle Games(Recently acquired by Capcom). With its new blood and fresh eyes comes some much needed energy to the series but is this game’s original formula so unrefined that it can’t stand up against the current competition?
 

 Chuck Kills Zombies
 Chuck Kills Zombies


Premise starts very promising, you are introduced to the world through the eyes of a combatant on a zombie killing reality show Terror is Reality -a la Running Man. Your character is Chuck Greene a man of few words, who has to make ends meet any way possible to afford medicine for his sick child Katey. The game really shines in these starting moments graphically and in theme. Blue Castle’s previous experience on the Bigs series definitely shows through. This is a world already enduring with the presence of Zombies for years. But soon after introductions a catastrophe shifts the pace and the small “city” turns into a zombie playpen equipped with a safe house and most of the elements from the previous iteration crazy characters, missions, toy stores, and etc. This leads into my biggest complaint with Dead Rising 2 it’s inept ability to stray far from the original path of Dead Rising 1. The first iteration had many blatant problems with difficulty, usability, and pacing. Which could be over looked for it’s early release and original ip. Even the city itself doesn’t feel that much different from the generic shopping mall and is nowhere near as grandiose as anything inspired by Las Vegas. There are no attractions and barely any themes that you come to expect from Vegas and most of the later game story elements never comes near as engrossing as the initial story elements. 
 

O Canada -Kids in the Hall now this. You are on a roll.
O Canada -Kids in the Hall now this. You are on a roll.


Game play wise all the base mechanics return. You are finding mostly melee weapons to to forge paths through zombie infested areas. Your actions and button presses are still heavily deli-gated by the animation which makes the game feel clunky with Chucks slow movements and clumsy attacks. Which is a fine set-up when most of your foes are slow moving zombies with one lunging attack. But when you are faced against fast moving human psychopaths the game breaks down and becomes highly frustrating. The games rule book is thrown out the window, shooting a guy in the head does less damage than hitting them anywhere else with a baseball bat. You will try to to muscle through it diminish not only your health supply but weapons as well. Until it ultimately comes down to running around an enemy and waiting for a tired animation, hit them, rinse and repeat, depending on your weapon you will still take damage. So this brings up my second major problem with the game, balancing. For a game that keystones zombie killing as it main attraction, zombies are a mere nuance to a basic errand quest game. If you are playing to rescue survivors or get to a point, you will most likely run circles around the zombies and hit once or twice to get to a door. Your attacks are way too slow across every weapon to feel that they are meaning to wade through the horde and break to easy to waste even more time to find replacements. Contrasting this with the controller breaking red light green light boss fights the combat never feels satisfactory or balanced to help with your goals. Its last boss fight might win an award for one of the worst encounters in this years games and makes you use a mechanic that is given to you from the beginning but should have never been used. It’s like saying,”O hey you remember that Nerf gun I bought you for Christmas 10 years ago, it probably still doesn’t work but go fetch it from the attic and lets pretend in the quick sand  pit in the back yard”.

There are a couple of nice tweaks from the games previous iteration. The crafting system is a nice guide to finding the more powerful weapons of the game. But this convenience will probably lead you into playing with two of the same weapons through most of the game. The survivors this time can actually fend for themselves and hardly need any attention after following. There are multiple ways of speeding transportation within the game, using motor bikes and the underground loop makes getting from one end to the other a cinch. Playing through the game in a initial play through is not the impossible Everest of the first game, you can save most of the survivors as well. But the second way through the game will feel like a walk in the park and the common annoyances of pacing will become even more evident. 

 Las Vegas inspired? More like Atlantic CIty
 Las Vegas inspired? More like Atlantic CIty



Loading... Loading .... Loading ...  Playing through Dead Rising 2 you will see this word on your screen a lot. Every area has a load time and they can be pretty meaty up to 10-30 secs. Cut scenes can have multiple loads and combining this with retreading and the flow of the game of moving all around the map, load times can kill the pace of the game. Even going down a water slide has two loads, it is in the same fricken area. This is where Dead Rising’s tech is showing it’s age and neglect to solve this problem is bothersome. Engine wise there aren’t any new bells and whistles to showcase in this game. Area’s will reload the same way every time, the weapons laying around , windows, resources, will always load up the same way. Frame rate will drop substantially with outside environments and special effects. But the load times makes the pacing feel like a Playstation 1 title before developers had a better understanding of streaming and adequate level layouts. They also bring back the annoying text boxes while you are inside of the mission. All your dialog with survivors is handle with clunky real time text that you will most likely try to skip because zombies are trying to eat your brain while you are reading a badly written joke. There is no need for this since this a English speaking developer and having already hired voice talent makes it redundant to use highly annoying text boxes last seen in RPG’s 5 years ago.

Dead Rising 2 is still a decent game, it still has a value in it’s unique nature compared to cookie cutter third person shooters. Blue Castle Games could have brought so much more to this title, whether they were too scared to adventure out into new territory or pressured by Capcom to make the game they set the formula forl. I like the new additions of Chuck, his motivation, and the few new tweaks. It is worth a play through if you never gotten through the original or want a conversation game. The end product comes down to a Canadian developer trying Japanese parody of American culture. You can see where the identity could be lost.


-Extra Notes:
    Multiple Endings - 2+ Endings Splitting at the end and other actions.

    Persistence Experience - Data Import From Dead Rising : Case Zero, Online Play,         Multiple Play throughs, will all bank experience into your main game. 
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r_matey

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#9  Edited By r_matey
@kevinski:  That might be the worse idea I have ever heard.
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#10  Edited By r_matey

I have to agree with the initial frustration on the factual nature of the reviews for this game. It feels like amateur editorial and write ups of predetermined judgments. I think it also speaks to the greater point of judging an on line game before it even hits the public. (New Discoveries have come up each day since release).  Why judge a game before even evaluating the community that facilities to it?  
 
All in all it really disappoints me to see many of the outlets I love to read just not put in the time or effort to evaluate this game properly.
 
Yes this is a easy game to hate, re-used graphics, past experience with previous Castlevanias or research is needed to understand character mechanics, co-op recommended.   
But I feel like this game is a real gem for on line gaming and creates its own nitch in the space. It has a pretty awesome community with good pick up games. If the reviewers were given enough time from launch till now. There would be enough documentation to understand the depth of this game and ultimately I think they would change their tune. 
 
I think Jeremy gave a great review even if it was mostly played through on single player. (little off on Charlotte) 
http://www.1up.com/do/reviewPage?cId=3180702