Dead Rising 2
Apocalypse new.
As well as being bold, unique and interestingly divisive, Dead Rising was one of the most baffling games of its generation. It constantly teetered on the edge of parody. Was it intentionally making fun of America and its zombie films, with its obese lesbian police officers and chainsaw-juggling clowns? Or was it an honest but strange homage, a Western horror staple viewed through a Japanese cultural filter?
Assuming the latter to be true, Dead Rising 2 (developed by Canadian studio Blue Castle Games) is a Western interpretation of a Japanese interpretation of Western zombie horror – which gives it the potential to be even stranger. Alternatively, a Western worldview might temper the bizarreness that made Dead Rising so interesting in the first place. Hmm. Conundrum.
The opening scene certainly marks a change of pace. Instead of running amok in a mall full of the undead you're a contestant on a zombie gameshow called Terror Is Reality, carving through zombie hordes in an arena on a motorcycle with chainsaws attached. We got a good look at these black-humour minigames at Dead Rising 2's unveiling back at TGS last year, but it left us with a lot of questions about the single-player – such as, how on earth do you fit a zombie gameshow into the story?
As it turns out, you only get one round into Terror is Reality before everything goes wrong. The stock of zombies are set free to infect and ingest the living population of Fortune City, the game's fictional Vegas. From then on, it's all comfortingly familiar – whilst other survivors hole up a safehouse waiting for rescue, you venture out into a mall full of shambling ex-humans and hundreds of makeshift weapons to abuse them with.

The clothing options at least are as weird as ever. Dress Chuck in hotpants and you'll get loving closeups of his hairy thighs in the cutscenes.
Instead of Frank West we have Chuck Greene, an ex-motocross champion whose comically fixed, stony expression greatly adds to the amusement value of dressing him up in a halter top. His wife was killed in an attack during the Willamette outbreak, but hatred of the undead isn't his only motivation – he has to venture out of the safehouse to find an anti-zombification drug called Zombex for his infected daughter. She needs a dose every 24 hours at a specific time, otherwise she'll start developing severe skin problems and a taste for brains.
A familiar 72-hour countdown dictates your every action. Spend too much time throwing vinyl records at zombies or setting them on fire for fun and you won't make it through the story. Survivors are dotted around the place and can be persuaded to accompany you back to safety. The more zombies you murder, the more people you rescue, the more PP you earn, and the less meagre your chances of survival.
Dead Rising 2 certainly hasn't made things any easier. There's still no autosave and deep down, the game still hates you and wants you to fail. But that tension was a vital part of Dead Rising, and though changing it would have silenced plenty of frustrated voices, it would also have fundamentally altered what the game was about. There are now, however, three save slots instead of one – a small concession, but a significant one when it's possible to make irreversible mistakes.
One immediately noticeable difference between Dead Rising 2 and its predecessor is that there are more zombies. A lot more zombies. Given that there were already quite a lot of zombies, this is a mixed blessing – you can barely make a dent in their numbers even with the most creative weaponry.
As well as practically every single item from the first game – bats, an Uzi, trolleys, parasols, handbags, suitcases, plates, bikes, bowling balls, coathangers – there are loads more. You can freeze them with a fire extinguisher and smash 'em with a crowbar, Bioshock style. Set off firecrackers and they'll be attracted to the pretty lights, so you can hurl a teddy bear at them and run away.
The real attraction is combo weapons, though, which you can fashion out of practically anything you find around the mall. You earn combo cards that tell you how to make them – combine nails with a bat for an entertainingly barbaric nail bat, a drill with a bucket to make a fetching death-hat for zombies, or nails and a propane tank for an improvised explosive device.
You just have to grab the two required items and head to one of the maintenance room workbenches that are always within easy reach in the mall, and Chuck will manfully saw and hammer them into a superweapon. (Incidentally, this is the only point in the entire game where something approaching a smile tickles Chuck's humourless face.)
Aside from the combo weapons, though, Dead Rising remains structurally unchanged, sometimes down to the finest details. Skateboards still take three hits before they break. The shops in the mall have the same names (admittedly, this being America, they're probably enormous national chains).

Chuck's expression never changes. Ever. We're not sure whether this comedy is intentional.
It's a little worrying that this game even copies the irritating things about the original – the unskippable and entirely unnecessary animation sequences for putting on and admiring new clothes, for instance, and the need to constantly shout after your fellow survivors in order to get them to follow you.
It's clear from the first few hours that in terms of actual zombie-killing, Dead Rising 2 could well have the edge over its predecessor. There are brilliant combo weapons and a truckload of new items that just beg to be played with. Dead Rising 2's killer feature, though, could well be the drop-in online co-op, something that we couldn't try out in our preview build.
Our initial question remains unanswered, too – are Dead Rising 2's story and psychopathic characters as wholly, gruesomely bizarre as the original game's, or has the new developer toned the weird factor down a little whilst throwing in a ton of new and better ways to mess with the undead? It's hard to tell from the first few hours. But we look forward to finding out.
Dead Rising 2 is due out for PS3 and Xbox 360 on September 24th, 2010, with the PC version following shortly after on September 28th. Prequel title Case Zero is available to download exclusively on Xbox 360 from September 3rd, priced at 400 Microsoft Points.
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Comments (61) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I was a little concerned when reading about the save system, it was easily the most infuriating thing about the first game. But then, Dead Rising was a great game despite it's flaws- if they've kept it they same and added a few extra features, hopefully that won't change.
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And the single save slot, but they've addressed that with this one.
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I mean, getting my best erotica shot from a zombified survivor lunging at me with her cleavage, that's special.
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if the save system is as annoying as the first it looks like i'll be spending my money on something else...oh well.
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I'm shocked and dismayed that there's no photography though. That was a key combination! Added a surreal layer over the whole proceedings.
"Frank ... FRAAAANK!"
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That way, you can always keep a save in wich you are at a decent level/have all areas unlocked and just have your freeform-fun until it get's boring without having to watch the time limits AND progress with you character and the story/missions if you feel like it.
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I'm actually the opposite, didn't like the first one much but held out some hope for this one being a departure from the original... Guess I'll still give it a rent, but this has kind of dashed my hopes
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Yes, I know...but it doesn't always leave a nice taste in the mouth of everyone concerned.
Bad enough that PS3 only gamers didn't get the first one...Shame they couldn't start the launch of the sequel on a more positive note for all gamers on all platforms. Basically I missed out on the first one, was slightly peeved, but didn't want to play it badly enough to buy a new console. Having survived without DR1 I'm sure I can make do without playing DR2 based on being prevented from enjoying a prequel. Petty? Probably. But it's the way I think about it, and I'm sure I'm not alone.
I didn't buy the last TR game based on this...DLC for 360, not PS3. It's just not really good enough. As a PS3 gamer I'd like parity, even at a later stage. Unfortunately it doesn't always pan out that way. But I can register my displeasure, albeit very passively, by not giving them my money.
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BTW, the one-save only thing is no longer an issue if you have a memory card / USB key + a hard drive.
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O_o
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Capcom know this, I can't think of a single release which ended up delayed by the standard year or missing the original release entirely and debuting with the sequel which actually sold well on the PS3 aside from the GTA IV DLC content on disc.
They ended up bombing on the PS3 terribly, but as I said they know this. If they're willing to cut a few corners on the PS3 port like most publishers and do it on a shoestring, even poor sales will still be profitable.
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it looks like a crackdown 2 type situation. I liked the first so will get it, but if you've never played Nr 1 save yourself 20 notes and go for that.
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Also what's with the crazy negging in these comments?
"I like the game." - Neg him!
"I don't like the game." - Neg him!
Neg them all! Lets downrate this comment to the depths!
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I thought Otis was awesome. It was good of the developers to get him to call you again if you got interrupted. That way, you're sure to get the information about the missions!
I honestly don't know why people said he was annoying.
EDIT: O_o WHO ARE YOU
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I was really hoping they'd make this one more open and free.
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Why is it that much worse to go to a save room? If they are intelligently placed, it should be fine!
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Dead Rising had some unusual quirks, sure, but they added up to a great game. (along with A-Trak, it convinced me to buy a 360) with free-for-all saves and no time limit the game would have been far less interesting.
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Doesn't bother me, I don't have a PS3 (yet) and I have a horrible feeling that if the prequel thing takes off, paid-for playable demos (which is effectively what this is) will be the norm quicker than you can say "where'd all my Microsoft points go?". Don't see it as missing out, see it as avoiding being stung!
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Having said that I just can't get enthused about the sequel. I think it's partly because the first game was so original that making it a franchise would ruin some of it's appeal. I felt the same way about Bioshock 2 and after playing that my fears were realised. The fact that it's a western developer at the reigns when Dark Void and Bionic Commando did so badly does not fill me with anticipation.
I'll try the demo and watch out for the reviews but I am expecting disappointment.
Ah well I can always go back and play the first one again.
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@The_Amazing_Potato: Huh! I could read it fine, but I don't know if it's any bigger! *conducts comparison*
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The controls are fine considering it isn't a shooter. Go play L4D or Nazi Zombies for that fix.
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Preferably another method in which I'm rewarded for looking at zombie cleavage.
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I'm usually all for "open world" fun, but having nothing to do besides trying to find creative ways to whack an endless supply of zombies didn't really strike a chord with me.
Dead Rising 2 also looks like a rather graphically outdated game, if the trailer and screenshots I saw on Steam yesterday (and an IGN video preview I just looked up now on YouTube) are anything to go by. I can't really remember how the first one looked, but it certainly seems like not much has happened with that game engine over the last four years - aside from a larger amount of zombies on the screen (but I guess that limits what can be done elsewhere, at least on the console versions).
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Surely they'd only think that if all their titles (including DMC 4 and other titles released simultaneously, and with total parity, on the 2 HD systems) struggled on PS3? I'd like to think that they're able to deduce trends that show the higher sale of a game with certain brand-specific advantages over its slightly hobbled counterpart.
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What?!? If what the game was "fundamentally about" was great core mechanics held back by terrible meta-design, there is surely no value in preserving it?
The above essentially translates to "It would have made the game better, but then it would have also made it less bad".
Some designers need to learn that there is more than one kind of tension. Some kinds are good, and some are bad. "Creating tension" is not in itself a worthwhile thing to do, unless you are sure which kind of tension you are creating. This is a bugbear subject for me, hence the rant. "Tension" is too frequently used as an apologist defence for bad design.
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I did nothing on my first play through except mess around and level up. You're not ment to finish the game in one playthrough, it's ment to be played over and over again. As for the save system it was perfect you choose not to go back and save and you die, yet the game system is the thing thats broken, rather than your rubbish decisions?
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This is what I was talking about in myfirst post though. All this talk of what the game "is about", and what you are "meant to do". Other games manage to be fun without me having to read an instruction book called "how to not get annoyed by game XYZ".
"Its designed that way" is not an excuse. If I'm not having fun, "its desighn that way" is a euphemism for "its designed badly". DR was a mixed bag as EarlBasset says, some of it was brilliant but some of it was terrible. I don't understand why people keep defending or ignoring the bad bits, like its speaking ill of the dead to point them out.
For me it is simple, regardless of how you feel about what was actually released, would DR have been better if some of the issues frequently critisised had been changed? I know what my answer is.
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If I chose the latter, experiementation and mindless fun went out of the window to some extent. I had to focus on clock watching, saving my best weapons, getting from one place to another in the shortest time. I honestly didn't find that to be as much fun, AND it was contrary to what the core gameplay was all about. I was crying out for a game in which I could have all the zombie bashing fun that was available to me, but also follow the story line if I wanted to.
To use a school analogy, bashing zombies felt like playtime, and following the story felt like homework.
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I love zombie movies, DotD DX is one of my all time favourites so was really excited when the 1st game was announced. The demo was fun and a must buy, but boy what a disappointment the game turned out to be. Frustrating was an understatement, believe me I tried, again and again, until it gathered dust and went the way of fleabay.
Not tried L4D as I prefer the ambling undead as opposed to the 28 Days Later turbocharged variety, but will have a look when I've exhausted my current shelf. If DR2 is fundamentally the same as 1 then it's a sad no sale
A GTA/Crackdown style sprawling wasteland with slow, moaning, flesh eaters would be a dream (or is that nightmare?) come true for me!
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The boss battles were one of the worst aspects of the whole game imo. As you say, they focussed on barely functional mechanics that were just not what the game was about. I also found them excessively difficult, unless you got the gun from the back of the convict's jeep (which re-spawned every night of course), in which case they became trivial "one-hit to win" exercises.
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I really wanted to like the game, I tried and tried, but in the end I gave up. Reading this thread has reminded me of all the things that drove me crazy about it:
- The silly save system
- Weapons that lasted only a few attacks (unless you used the book buffs)
- That stupid bastard on the phone/radio
- The time limit (I just wanted to be able to kill bloody zombies!)
- The boss battles
- No free-roaming option
- The respawning, you could kill everything in the mall, go outside, then straight back in, and they had respawned... grrrr
Luckily Left 4 Dead came out, and gave me my zombie killing fix, but I just wished DR let me play differently. DR2 doesn't look different enough to me
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I still reckon Flesh Feast should get re-made
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