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Dead Rising First Impressions

Xbox 360 First Impressions by Tom Bramwell

15 August, 2006

The question a lot of boring Internet men will very soon be asking is this: is Dead Rising - Capcom's first Xbox 360 exclusive and the most highly anticipated game due out between now and Gears of War - a system seller?

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Yep.

Anyway, the question a lot of brilliant Internet people (that's you) will very much at the moment be asking is, why is Eurogamer wasting time doing first impressions of a game that's already out in the United Americas of Superpower - a process that almost certainly holds up attempts to get a review out of us within the next couple of days?

Well first of all, I must complain about your appalling syntax.

Second, I have a need to discuss it. House-sitting at my Spartan mother's with a 360, an LCD and a borrowed stereo daisy-chained together to form some semblance of lounge, I have a buzz that I've not had about a game in a while and nobody to tell.

I've not been without fun lately, true - The Ship was good, Armadillo Run continues to dominate my lunch-hours, and the OutRun 2006 disc still sits there grinning at me from the top of my old Xbox (although right now it's back home in the dark. I hope it's okay). But the Dead Rising buzz is different. It's a sort of drunkenness; I know that I should hold back, but I can't help myself. I just want to hug Capcom.

'Dead Rising' Screenshot zombs

A lot of zombs have weapons in their hands, which you can dislodge by whacking them. But don't use an uzi - guns really are boring.

You'll know the basics, of course. Frank West, photojournalist, trapped in the Romero-inspired Willamette Mall for three long days while zombies rip the place and its occupants to shreds, tasked with beating his way to the truth in that time period and hopefully saving a few people in the process - ready for the helicopter to lift everyone to safety when the time runs out. But more than that, you'll know that the hook is none of these things; the reason you want in is the 53,594 residents of Willamette, and the brilliantly violent means with which you can shuffle them loose the semi-mortal coil.

Listing some of the implements is a good start. Sickles, sledgehammers, parasols, sticks, lead pipes, guns (boring), steel shelving units, wooden benches, chairs, fruit, boxes of cans, mannequins, pies, glasses, jewels, hockey sticks and golf clubs. I haven't found a kipper yet, but I bet one's in there. You can also bundle people over with a range of special attacks, most of which are unlocked over time. But listing the means to dispatch zombies alone is scarcely sufficient to capture the comedy and intensity of the operation, which sees you wading through literally hundreds of the beasts as they swarm the lobbies and plazas of Willamette, lurching more and more in your direction as their numbers swell and you attempt to break past.

Cleaving limbs from buttery men with knives and chainsaws; mowing down the masses not with a lawnmower (although there is one and it's very messy) but by holding a giant parasol in front of you like a plough and charging headlong into a crowd; climbing onto shoulders and bounding from head to head; smashing a mannequin against a throng of undead, picking up the knee joint and beating the nearest grandmother over the head with it. The sense of the unknown, of experimentation, is the same as once we had dusting the back-alleys of Liberty City in search of skulls-and-crossbones and discarded weaponry.

'Dead Rising' Screenshot boss

Cos you see (to continue the caption-narrative), guns are mainly used in boss fights. And boss fights are a bit like GTA missions: doable, but draining.

Except here the pickings are much richer, the potential much more obvious and elusive at the same time; it was several hours before I found a good sickle, and even longer before my first motorbike. Yet all the time the zombie-counter in the bottom-right racks up kills, and that "Zombie Genocider" achievement lingers in your thoughts. Thoughts that occasionally evaporated completely as I toyed with costumes found in any number of shops dotted around the mall - GTA San Andreas tried to make your appearance important, but Dead Rising recognises that it's far better to simply be ridiculous. Let the player have fun. If the player wants to have a significant conversation at a pivotal point in the game dressed in hotpants and a Freddy Krueger mask, let him.

Dead Rising is no Grand Theft Auto, of course. Capcom's creation is gloriously gory, rag-dolled up to the hollow-point nines and wrapt in missions the way Rockstar's opus is, but its macabre invention is quite different. And so far, that's the key to its success. Dead Rising is flawed in lots of ways. Speaking objectively, it's guilty of a lot of things that I'd usually slate. But there's a magical, explosive freshness to it too - like looking at an old friend through new eyes or looking at a crackwhore through Jeremy Kyle.

Structurally it's bold: a classic "start again from the beginning" set-up brought back from Keith Richards' ledge beyond death and wandering around impossibly. You start the main "72 Hour Mode" with a sweep over the city of Willamette in a chopper; a photojournalist working off a tip, you're given the chance to snap a few shots. Usually you hold the left trigger to bring up the camera but here it's up by default; you use B and A to zoom in and out and X to capture the image. And then the game scores you based on something you'll soon get used to, "Prestige Points". These form the backbone of the levelling structure, which upgrades health stats, attack attributes and so on as you improve. And you get them depending on picture composition. A shot of a zombie is worth a handful, but a shot of zombies ripping a man from the roof of his car, a petrol station exploding or, later, an undead gran with a disembodied forearm jammed in her mouth, nets a few more.

'Dead Rising' Screenshot dismembered

Although still oddly satisfying. More fun, anyway, to simply rack up a mountain of dismembered dead. And then photograph them.

Combat earns you some prestige, depending on what you do, but it's the photos that sweep up the most. When you first unite a man and woman, separated from one another, on the roof above the security-room hub where you save and deposit rescued civilians, and they hug, you have an unheralded split-second to whip up your camera with LT, sweep it round to capture them and shutter the moment for a PP bonus. There are many more examples, and your first reaction to a boss encounter is more often than not to dart around exploring the potential for a good shot; you figure out attack patterns almost as a byproduct of trying to secure a scoop (kind of like writing first impressions as one long train of thought).

But you know, should you die, and you will, you face a quandary. Dead Rising is no quick-saver; it's no passworder or checkpointer. You save at bathrooms and the security room by lying down on a couch, and there is one save slot, quite deliberately. No more. When you die, you can either reload from the save, or save off your current stat-levels (skills, kills and costumes included), and start from the beginning again. It's punishing if you don't figure it out for a while. It's also constantly moving. Otis, an old bloke back at the hub, is constantly feeding you news of survivors he's spotted on the CCTV and their locations by mobile-phone, but there's no way you can get to all of them. Actually getting to them is easy enough; by pressing left on the d-pad you bring up a watch and a list of potential "scoops" (missions), and by selecting one and pressing A you're given a middle-of-the-screen pointer that arrows in on your objective, continually switching direction like a route-finder (it's better than GTA's actually; it tells you which corners to turn). But as you'll know if you check your watch, there's not enough time, and you're constantly distracted. I'd like to save those Japanese tourists, but look at all the zombs lining up for my lawnmower! You've scarcely enough time to reach one or two side-missions of the many available and get back in place for the time-sensitive story missions. The stats page that tracks how many of the survivors live or die will leave you thoroughly indebted.

Especially as you'll need to hit those story-missions, because if you don't, or if critical characters die, it's story-over. It's not game-over, because you can simply continue. But you can't save the day and uncover the mystery, and you can't simply return to a yellow pillar of mission-trigger and kick off again; you have to reload. Dead Rising's about budgeting time and trying to have fun when you're not on the clock. It's a neat thing to bind you to as well, because there's forever more that you want to do than you can complete. It's not just George A. Sandbox Romero; it's George A. Sandbox RoKIDS! PLAY-TIME'S OVER! Curses.

'Dead Rising' Screenshot pp

And yes, you do get PP bonuses for shots like this.

And yes, as I say, it's flawed. There are too many boss-fights, for a start (although the notion of a bunch of people becoming psychopathically nutty as a side-effect of a zombie infestation and running around in clownsuits with chainsaws, or tanking their shopping trolleys up with knives and spatulas and running at customers, is enjoyably consistent with the tone they're gunning for). There's a lot of ground to cover to get anywhere. The save system, though you can see what they wanted to achieve, still precludes you from certain things unfairly. Why not at least let us run several games in parallel? But then I can go over all this and whether it means anything in the review, and anyway, a lot of it's off-set (for example, the frustration you fear at having to support an old man's tottering from one end of the mall to the other on a strict time-limit is then surprisingly usurped by the pleasure of discovering that, jogging together shoulder to shoulder, you can basically clothesline anyone who gets in your way - at speed). Anyway, right now I just want to remark upon the fact that I played Dead Rising for about seven hours straight yesterday, and even the occasional story-mission bottleneck, unfair death or other quirk couldn't dampen my enthusiasm to continue. I mean, look at this paragraph; I started it off with a cautious "beware" sort of angle, and then there was this ridiculous parenthetical hijacking that confused it completely and now it's a mess.

Mind you, that's consistent with the general gameplay. Up to this point, Dead Rising is like wandering through a theme park and not being able to decide what to do first. The agony is having to turn things down, or settle on only one way of doing them. In a misty sort of way, it's a kind of Zombie Deus Ex, except, you know, with playfulness in place of gravitas. And as long as it keeps this up (this pattern of inciting ridiculous comparisons, anyway), and continues to deliver entertaining props at suitable intervals, no amount of minor flaws will really bother the score. And now, if you'll excuse me, I'm going to curtail this rambling nonsense and slip into some hotpants. Mustn't keep the undead waiting.

Dead Rising is due out in Europe on September 8th. Look out for our full review in the next few days. Hopefully he'll bother to plan that one before typing.

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Comments: 1-50 of 104 in total | next 50 »

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Sud0g
15/08/06 @ 12:06
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I Heart Dead Rising!
smelly
15/08/06 @ 12:10
#2
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This DOES look good... More games like this, and i'll be tempted by the 360.
TwistidChimp
15/08/06 @ 12:14
#3
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Yeeeeeesssss

Dangerously close to a 360 Killer App it would seem. Cant wait
jmctavish
15/08/06 @ 12:15
#4
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Why do the staff on this site need to fill their first 3-4 paragraphs with utter bollocks?
deathgibbon
15/08/06 @ 12:18
#5
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I smell a possible 9/10 now but an actual review score of 8/10 when it all gets a bit boring.
urban
15/08/06 @ 12:20
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:D
Carpathian
15/08/06 @ 12:21
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I've played the demo so many times now - there IS a certain magic at some of the discoveries you make even in just that.

Suddenly finding a shop you've run past before or choosing another item to swing at them. The urgency will be one thing but it's fun just because it's fun. Burning the face off a zombie with a red-hot frying pan does not get old quickly. Nor swinging a 9iron or a shopping trolley dash.

Can't. Come. Quick. Enough.
special_move
15/08/06 @ 12:22
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want this badly, roll on September....
glaeken
15/08/06 @ 12:31
#9
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Been looking forward to this but that save system sounds a bit annoying. Still maybe it works Ok in the type of game it is. Have to wait and see I guess.
Garibaldi
15/08/06 @ 12:37
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So EG isn't doing the 'just review the U.S version' thing anymore? A bit confusing, hopefully you've decided to stick to reviewing Euro copies now though.
JetSetWilly
15/08/06 @ 12:40
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EG don't seem to make much of the gimped save system or the fact that if you don't get to certain characters in time you're left with a dead game. The guys on the 1up.com podcast were absolutely apoplectic about these things. It's funny what you can overlook when you desperately want to like something.
Edited 1 times, most recently on 15/08/06 @ 13:42
deathgibbon
15/08/06 @ 12:42
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"if you don't get to certain characters in time you're left with a dead game."

o_O

So if you're meant to rescue someone but don't get there, you can't do any other missions?
JetSetWilly
15/08/06 @ 12:45
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deathgibbon:

Especially as you'll need to hit those story-missions, because if you don't, or if critical characters die, it's story-over. It's not game-over, because you can simply continue. But you can't save the day and uncover the mystery, and you can't simply return to a yellow pillar of mission-trigger and kick off again; you have to reload.

So you can run about killing things but the entire point of the game is gone. Yet this is glossed over as if it somehow normal or acceptable.

Sud0g
15/08/06 @ 12:46
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No...only with the main story. For example you can't let Brad die. But the other survivors can go to zombie hell on a one way ticket.
Doobie
15/08/06 @ 12:48
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Can't wait for this game! Oblivion is the only other reason I got a 360 in the first place.
El_MUERkO
15/08/06 @ 12:52
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was looking at football on sky sports hd1 on a KDL 46X2000 on sunday and the thought of dead rising on the same tv got me a littlemoist
Feanor
15/08/06 @ 12:53
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Can you have a second save if you have a 360 memory card? So one on the hard drive and one on the memory card....
killyourtv
15/08/06 @ 12:53
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hate the writing style of eurogamer, too much trying to be funny. need more mature editorial
spongebob
15/08/06 @ 12:57
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This game looks great but why on earth do they have bonuses for cleavage shots? Thank you Capcom for trying your bestest to mature the video games scene. Geezz.
Aretak
15/08/06 @ 12:58
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"hate the writing style of eurogamer, too much trying to be funny. need more mature editorial"

So leave and find a gaming site that better suits your tastes. Do you really think anyone's going to miss you?
JetSetWilly
15/08/06 @ 12:58
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Feanor:

The guys on 1up.com explained something along those lines - I don't remember exactly. Listen to the latest 1upyours podcast - it's worth it just to hear them go mental about this.
Darkedge
15/08/06 @ 12:59
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I WANT NOW!!!!
SOD LOCALISATION> GIMME!
bloody foriners screwing us getting it the same time as the us :(
kangarootoo
15/08/06 @ 12:59
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@JetSetWilly

But the article addressed both those specific points!? The writer just wan't as bothered by them as the writers over at 1up were.

Why take one reviewers opinion as gospel truth and anothers as "wanting to like something"?

You read two reviews, one is more negative about something, so you assume that one must correct? Thats just cynisism looking for a friend.
kangarootoo
15/08/06 @ 13:00
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@killyourtv

"hate the writing style of eurogamer, too much trying to be funny. need more mature editorial"

ZZzzzzzzz

I'm confused. Do you read newspapers and eat food you don't like as well?
Darkedge
15/08/06 @ 13:01
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Jet Set Willy read the article again.. especially the bits when he talks about the save system:
"Dead Rising is no quick-saver; it's no passworder or checkpointer. You save at bathrooms and the security room by lying down on a couch, and there is one save slot, quite deliberately. No more. When you die, you can either reload from the save, or save off your current stat-levels (skills, kills and costumes included), and start from the beginning again."
for example.
Did you even read it before knee jerk oh 1up is much better bollocks
Freek
15/08/06 @ 13:02
#26
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Yeah, they actaully say in the manual that you can buy a memory card or set up a second live player acount to get another save spot.
Weird.
Why implement a system you know is broken? This is 2006, save game mechanics have been done, it's not HDR lighting, this is basic game design 101.

Any chance they'll fix it for the PAL release?
Edited 1 times, most recently on 15/08/06 @ 14:03
JetSetWilly
15/08/06 @ 13:05
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You read two reviews, one is more negative about something, so you assume that one must correct? Thats just cynisism looking for a friend.

Actually, no. What struck me was that 1up went so crazy about how fucked-up it was that for EG to do nothing more than nod to it as it passed it on the street stuck out like a sore thumb.

Tom says:

I have a buzz that I've not had about a game in a while and nobody to tell.

So I thought: maybe he wanted to like it so much he was happy to overlook it. Would it be glossed over so lightly in a game that was gunning for 5/10?



JetSetWilly
15/08/06 @ 13:09
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Darkedge:

Yes, I did read the whole article.

I'm not passing judgement on which site is better. Imagine this different secnario, I listen to the 1up.com podcast, they remark that the save system is a tad awkward. I read the EG review and they make no fuss about it. I think no-more of it.

But as I've said, the two impressions were so far apart I wondered why that should be.
Edited 1 times, most recently on 15/08/06 @ 14:09
gamingdave
15/08/06 @ 13:09
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Well it sounds as if the save method just meens you have to play it through more than once to see everything. Loved the demo, and got it on preorder. I have a slight worry it will get repetative like State of Emergancy, but ive got my fingers crossed.
PlugMonkey
15/08/06 @ 13:13
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"So you can run about killing things but the entire point of the game is gone."

So what exactly is the entire point of the game, if not running around killing things? Maybe there's more to life than just 'beating' the game and moving on?

I'm quite intrigued by these constraints myself. I'm looking forward to playing (and replaying) a game that apparently has a life of its own rather than just revolving around me.

Take Oblivion, for example. The way that I can say "i'm not quite ready yet" and then leave someone waiting outside a door for me for three weeks while I wander off doing sidequests. It's all very convenient, but it doesn't really help my immersion into the world much. Or make me feel much trepidation at the dark forces set against me, as ultimately they won't lift a finger until I say it's time.
JetSetWilly
15/08/06 @ 13:15
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So what exactly is the entire point of the game, if not running around killing things? Maybe there's more to life than just 'beating' the game and moving on?

Would it be OK if Metroid did the same? You can't progress the game but you can run about shooting stuff. Or start again.
mankell
15/08/06 @ 13:17
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The demo did nothing for me. If this is a killer app then I've got the wrong system. How depressing :(
gamingdave
15/08/06 @ 13:18
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You CAN progress in the game ...

"When you die, you can either reload from the save, or save off your current stat-levels (skills, kills and costumes included), and start from the beginning again."

so you can start again OR go back and continue from the save point.
JetSetWilly
15/08/06 @ 13:21
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gamingdave:

Does that mean the save points are structured such that I can't save the game at a point from which I could never recover and progress the game? Because if so, that ain't quite so bad. But if not, I'm still left with a dead game.
gamingdave
15/08/06 @ 13:24
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From what I understand, if you go back to the save point its exactly as it was when you saved. Just like a save should work really. Its only if you fail to do any of the compulsory missions that its game over, but you can continue from there if you really wanted.
repairmanjack
15/08/06 @ 13:25
#36
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Over the last couple of weeks I've become really excited about this.

I predict a 7/10... marked down because of the lack of online play. :) Lots of complaints in US forums about the "unfair" save system though.
p_p
15/08/06 @ 13:28
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It's been interesting following the game's response on Something Awful and Gaming Age. People who initially dismissed the frustrating save system as a minor fault are now gnashing their teeth everytime they save the game with not enough time to reach the next critical checkpoint. Restart the game! The mission are apparently just like those of GTA - there's a couple of good ones every now and then, but you'll want to kill yourself every time the broken AI causes survivors to take on a hundred zombies with their fists. Reload the game!

The game doesn't feature an untimed skirmish mode, which is extremely odd. You can unlock "Survivor mode", but your health constantly depletes, so you have to base the whole game around finding food, instead of just focusing on killing zombies.

The game is almost unplayable on SDTVs because the text is impossible to read at lower resolutions.

You can't create barricades within the mall, because the game doesn't save the status of an area when it hits a load screen.

There are many other small niggles as well. Now, I haven't played the game, but people who have generally agree that the game isn't quite worthy of a 9/10.

Still, it's a classic to every 20-40 year old male who grew up watching Dawn Of The Dead.
kangarootoo
15/08/06 @ 13:30
#38
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@JetSetWilly

Well it could be that 1up or over reacting in the same way you are suggesting that Eg are under reacting. I don't know either way, but with only two reviews to go on and no actual playing of the game ourselves I don't see how we can judge between the two (which was what your original post implied, to my eyes anyway).

Point taken though.
gaijin
15/08/06 @ 13:32
#39
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gaming dave - so if you cock up and (say) kill a key character you *could* backtrack to one of the fixed locations where you can save, then save, then kick yourself for screwing the narrative up - but actually you'd probably go "oops" and backtrack to the last save where the character is still alive?

If that's the case, and it doesn't do naughties like autosaving you when you leave a location, I can't see too much of an issue. And it *would* feel better than the Oblivion "Captain Burd has just had nine shades of hell knocked out of him by a dremora but has only fallen unconscious as we need him later in the game, in a moment he'll be on his feet and fighting at full strength again" approach...
Stoatboy
15/08/06 @ 13:32
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My fave review of this so far is this one liner from Something Awful:

"When there's no room in the save system, the braindead shall flood the internet and complain about a brilliant game. 9/10"
kangarootoo
15/08/06 @ 13:33
#41
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For the record, I think the save system sounds awful and I have a personal bugbear type issue with designers using the save system as a game mechanic (IMO the save system is there so I can piss off and do something else, continuing later from where I last stopped playing), but that is a whole different discussion and I would kill you all with rant-powered lasers if I opened the can.

That said, its impact on gameplay in this case is for me still an unknown.
gaijin
15/08/06 @ 13:45
#42
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kangarootoo - fair point, but I think it depends on the context of the type of game - I wouldn't expect to be able to save at any point in Geometry Wars (ok silly comparison, but you see my point?). The implementation of the save here sounds like it's trying to push you into playing the game in a particular way - repeated short bursts of trying different things - which maybe brings it more in line with the kind of arcade heritage Capcom are comfortable with than would appear to suit the way that people are likely to approach this sort of game. But yes, we'll just have to wait and see. Personally I think it would be good for me to be forced into confronting game challenges head on rather than sneaking around for months building xp but that's just because I'm an inordinately cowardly gamer...
Wobble
15/08/06 @ 13:50
#43
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"This game looks great but why on earth do they have bonuses for cleavage shots? Thank you Capcom for trying your bestest to mature the video games scene. Geezz. "
someone called spongebob complaining about (horny) adolescent gameplay features ftw \o/
Fatnick
15/08/06 @ 13:58
#44
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"
I pay £50 for something, I expect it to be my bitch! I think people are starting to forget that this is supposed to be entertainment, not some ridiculous "proving ground" where we all test our nerdcock measurements against each other!"

Yes. More games should be like Hitman and have difficulty levels which actually mean something. That way everyone's happy.
Cyclone
15/08/06 @ 13:59
#45
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At least with the 360 it's possible that Capcom might release a patch to correct some of these problems if people complaign long enough and loud enough.
groovychainsaw
15/08/06 @ 13:59
#46
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Sounds like the save system is there to build a genuine pressure to proceed in a game that could otherwise become a bit aimless. That sort of fear of having to start from the beginning (of what i believe isn't a long game, in pure missions) is something we haven't seen for a while, but could be used well. Maybe we've all become too comfortable in the well worn slippers of a nice autosave every 3 minutes?
gaijin
15/08/06 @ 14:00
#47
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indeed - you're right, it's supposed to be a leisure activity and one should enjoy it. But in the same way that sometimes it's nice to challenge yourself with a skydive that scares the shit out of you before hand but you feel great about after, rather than trotting down the high street for your regular Thursday afternoon back rub and pedicure, I think there's room for both. You pays yer money (admittedly) but you takes yer choice...
smelly
15/08/06 @ 14:05
#48
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>Dare i say it, Dead Rising looks like the first good X360 game

After almost a year.. it's taken bloody long enuf!

By time there are 5 or 6 more decent exclusives (what i force myself to wait for before buying a console) this'll be bargain basement stuff - great for me, bad for the gamescompany which wont get my money.

ho hum. I'll trek over to my mates house tonight to have a play to see if the demo really is as good as people (and consolevania in particular) make out.
skuzzbag
15/08/06 @ 14:06
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@ furby

erm - why not just buy a 360 now?
Edited 1 times, most recently on 15/08/06 @ 15:07
morriss
15/08/06 @ 14:09
#50
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Sounds like a 10/10 is in the offing.

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