Dead Rising 3 Ditches The Race Against The Clock

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karma9308

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Jan 26, 2013
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I only played Dead Rising 1, but I liked the clock feature. Of course, I also like the time feature in Majora's Mask so there's that.
 

Adam Jensen_v1legacy

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Smartglass integration is one of the worst ideas in video game history. It's not immersive, convenient or practical. It's the exact opposite of all those things. A developer that truly cares about their customers would never make you drop your controller in the middle of gameplay in order to grab a second device to do something that could have been done on the freakin' screen. It's obviously something that the publishers thought of.
 

shirkbot

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Strazdas said:
Mr Ink 5000 said:
another thing stripped from the IP that made it less generic
id take mroe generic over having the most annoying feature in games ever - a race timer that forces me to rush what im doing.
Clearly you have forgotten good old Otis from the first game. Nothing is more irritating than having someone call every other minute, and then starting over from the beginning should you be interrupted.

CriticalMiss said:
... You could also completely ignore it and have fun going on a rampage, the timer was only really important if you wanted to do story missions or get some of the achievements...

Fortunately it's an Xbone exclusive so I was never going to play it anyway.
That sums up my sentiments nicely. The timer was only ever an issue if you wanted to take things seriously, and since this is Dead Rising if you're taking it seriously you're playing it wrong. My biggest issue is that because of the way I deal with time management, I'd always end up standing around waiting for the next event to happen. I basically hated the timer because it left too much time if you were just playing through sans side-missions, but that's entirely on me.
 
Feb 28, 2008
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Awful decision. The timer, while it might have been "unpopular", forced you to play smart or lose. It was impossible to do absolutely everything, so you had to prioritise and make agonising decisions about who to save. And if you overstretched yourself you'd be running like a madman to the next case. That timer led to some of the best gaming moments I have ever experienced. Without it, it'll be Dead Rising-lite.
 

Mike Fang

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I completed DR 1 and got partway through DR2 before I lost interest in console gaming. Overall, I had fun with the two, enjoying their plots and gameplay. But that damn game timer was a real buzz killer for me. Well, it was part of the problem. See, I think it did make it semi-realistic that you had a limited amount of time to engage in both plot-important events and side missions. However, I don't think they should have made you constantly aware of all the side missions and how long before you lost the ability to do them. It would make more sense, to me at least, if they made you aware of the plot-relevant missions and let you discover the side missions through exploration instead of having those damn support NPC's calling you up on the radio all the time and telling you "Hey you've got 2 minutes to get to this spot on the opposite side of the damn map from your current plot goal or you'll fail the side mission!" Then when some NPC in a side mission you didn't get to got eaten by zombies, they'd flash this big announcement on the screen like it's your obligation to save everyone single-handed because nobody out there has enough sense of self-preservation to survive on their own for more than a half a minute.

I can handle a time limit, because time limits are a part of life. But I don't like it when games make me feel as though I have a responsibility to do -everything- possible within a time limit or else I'll get punished for it. I'm only one person, I can't simultaneously rescue a half dozen people scattered around an entire mall or shopping/casino complex a square mile or more in size. So why should a game make me feel like that's what's expected of me?
 

BloodSquirrel

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I only played the first one, but-

The time limit was counterproductive. It would have been a good idea in a different game, but Dead Rising had a lot of "fucking around" potential, which you couldn't take advantage of because you were up against a time limit. It just didn't play toward the game's strengths, and the things it was presumably playing toward weren't worth playing toward (The game's narrative was, well, it was a Capcom game. What else could it have been?)
 

wings012

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DR3 sounds a whole lot like they want to make their own zombie game but got stuck with the title.

I would like not having a timer on things, but that was kinda what made the game challenging. Honestly, a post game sandbox mode would have completed DR1/2.

Mobile integration is just meh.
 
Dec 16, 2009
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Strazdas said:
Mr Ink 5000 said:
another thing stripped from the IP that made it less generic
id take mroe generic over having the most annoying feature in games ever - a race timer that forces me to rush what im doing.
but a race against ther clock was part of the game.
keeping the pressure on the player.
now there'll be one less reason for urgency. theres already plenty of sand box games where the player can aimlessly f##k about
 

iniudan

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Apr 27, 2011
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Adam Jensen said:
Smartglass integration is one of the worst ideas in video game history. It's not immersive, convenient or practical. It's the exact opposite of all those things. A developer that truly cares about their customers would never make you drop your controller in the middle of gameplay in order to grab a second device to do something that could have been done on the freakin' screen. It's obviously something that the publishers thought of.
Actually I think for Watch Dog it can work for gameplay, but that is a special case due to game theme. But I am pretty sure they will botch it, has what I would like is an hardcore mode where you actually have to do thing manually on your own smartphone, would be good to replicate the multitasking your character actually has to do, has you would have to keep an eye on your surrounding (the game) while been distracted by the phone.

I could also see it work for thing like an optional way to access in-game menu, has a controller UI usually doesn't scale well with more advanced or complex menu.
 

Strazdas

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May 28, 2011
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Mr Ink 5000 said:
Strazdas said:
Mr Ink 5000 said:
another thing stripped from the IP that made it less generic
id take mroe generic over having the most annoying feature in games ever - a race timer that forces me to rush what im doing.
but a race against ther clock was part of the game.
keeping the pressure on the player.
now there'll be one less reason for urgency. theres already plenty of sand box games where the player can aimlessly f##k about
A bad part of a game that we are better off without it.
It is good that there is less reason for urgency. i dont want urgency. if you want urgency you can create it in any game. there are speedruns for a reason. i dont want urgency in any of my games.
 

Eomega123

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Jan 4, 2011
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Strazdas said:
i dont want urgency in any of my games.
Then have you considered perhaps that Dead Rising was not a game for you? I don't say that Dead Space should take out limb removal because I don't like not being able to just pump enemies full of lead and kill them, I just don't play Dead Space games. Urgency was a central theme of Dead Rising, having to ballance out exploration, your own survival, discovering the conspiracy, and the survival of others. You couldn't just meander about as you pleased because the game actually aknowledged that you were in a god damn zombie apocalypse and if you dicked about people were going to die. You could dick about, and the game allowed you to dick about by letting you carry over your progress from one try to the next, but to get rid the timer entirely would be like getting rid of Super Meat Boy's wall slide or Minecraft's night monsters. It wouldn't neccesarily make it a bad game, but it certainly wouldn't be a Dead Rising game.
 

seditary

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Aug 17, 2008
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Did they take a look at Dead Rising and decide to remove just about everything from it?

Bloody hell it just keeps adding up.
 

Lovely Mixture

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Jul 12, 2011
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Can't they just compromise? Make two different modes? Keep the original feel, and for players who want to relax.

This isn't the Dark Souls no-easy-mode controversy, where adding an easy mode would defeat the purpose of the game's selling point. DR3 won't lose anything from additional modes.

Also, fuck smartphone integration, seriously.
 

Something Amyss

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Dec 3, 2008
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Lovely Mixture said:
Can't they just compromise?
They did. At least, that's according to everyone and their brother who reported on this about a month back. Even Checkpoint, the comedy program from LRR's Graham, Kathleen, and sometimes Paul commented on this a few eps back.
 

AgentLampshade

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Nov 9, 2009
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I liked the time management aspect, it really made the game unique rather than yet another open world game. I liked making a deal to meet Kent at noon each day and structuring my day around that. I liked only having 3 days to either rescue survivors or kill psychopaths.

Now we've got Grand Theft Zombie, and it's so unappealing to me.
 

Azaraxzealot

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I thought this would be good news to me... but it's not. Part of what made Dead Rising so compelling to me was that you could "fail" it, then start again at your current level, and that there were MANY different endings to it. I just am NOT seeing that with Dead Rising 3.

Plus, it's an Xbone exclusive, so... Still not buying it unless the Xbone ditches the kinect.