Dead Rising might yet be saved.

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aguspal

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Zachary Amaranth said:
aguspal said:
Now you are just making it out to be as if the game was 100% mircomanagament
You're really unfamiliar with hyperbole? And the meaning of smilies?

Well then, I don't know what else to say.

Actually, I do. An intentionally facetious message like that really didn't mandate a ranting lecture on how to play the game.
I was actually justr trying to make a point just like you with that "hyperbole" but okey.

Nonetheless, its not like it is a real life work or anything, you just got to think a litte bit on how to do the missions more effectively time wise...Seriously is not that damned hard as some seem to think, especially not a reason to quit the whole game because of it- at least from a feature standpoint- if you really, REALLY belive it gets in your way of having fun... Well, I also dont know what else to say.

ObsidianJones said:
Matthew Jabour said:
Watch the video. There's new types, and some of them look pretty interesting.
I was talking about the original two games and why the added timer gave the zombies some kind of.... threat. As you needed to wade through them as quick as you could. If it wasn't for the fact that you had to get to somewhere, A lot of us would get bored fighting a stock standard foe that has no variations. That's why I stated 'A mall and a few casinos' instead of talking about the LA clone they created.

but even then, I'm wrong.

I forgot the added Bonus the Timer gave: The zombies at night.

More aggressive (for no reason), Took a bit more damage, (for no reason) and Creepier (because of Red eyes). Because of the timer, every so often you had to change your tactics. WOULD you go try to save this couple while carrying this old lady? More than likely, they'd get eaten by the more aggressive night time zombies. Would you do a mission as quick as you could and hold you can find a route to get those people back?

The Timer had a lot more benefit than people give it credit for. It made the game seem more challenging, it gave you reason to change up your tactics and actually play more conservatively, and it gave you two different modes when you beat the game (in Dead Rising 1)
This. This whole post so much.


Not to mention they could extend further what the time feature does- make a lot of different events happen at a given time- change the positions of the survivors etc (I am just making those up, probably not that good but you get the point, theres PLENTY of possibilities). Especially since you are suppused to do multiple playthougsts (Again, fail spelling).



The whole DR2 (I mention DR2/DR Off the record mainly because its the only one I played because PC) has quite a lot of potential with its time sistem that people just simply see to quick to bash on it simply because its a timer... Kinda like that one belief that escort missions in games are shit, other facts be damned.
 

Full

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I don't know why they decided to call Resident Evil 7 "Dead Rising 3", edgy move, but hey whatever.

Snark aside, there's some cool things they are doing (diversity of zombies, minimal/no loading screens), and it will most definitely be a lot of fun, but another game (specifically one I enjoy) being changed suddenly to "cater" to an audience that probably would not even be interested in the first place, makes me upset.

Generic message but whatever.
 

Evonisia

Your sinner, in secret
Jun 24, 2013
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ThePenguinKnight said:
Evonisia said:
Well, the colour tone change, the grittyness, aerial assault, removal of the clock, among other things dampen my spirits.

However, seeing things like this restore my faith that the game might still be fun like the others.
Taking out of clock killed it for me. If you want to just mess around then all you have to do is simply let the clock run. Taking out the clock takes away any sense of urgency.
Yeah the game does seem like just the Sandbox mode you unlock after completing the story mode in Dead Rising 2. If it's available I would do it on the timer mode before the normal mode, again assuming I get an Xbox One.

How about an alternative idea? Just copy Dead Rising 1's 'Sandbox' mode, so there's no time limit but you lose health gradually over time and there's a limited amount of food (but is dropped from survivors/psychos), forcing you to properly time your actions and determine what survivors you can afford to save.

Alas, that idea will never come to surface.
 

Doki

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Dead Rising: Off the Record (OTR) was a really polished, well executed game, removing all the unfortunate bits from DR2 (weird boss difficulty scaling, that less-than-stellar TiR minigame, long load times between zones) and replaced it with some awesome features (True Sandbox mode, Uranus Zone aka the best area in the game by far, much shorter load times, MORE ZOMBIES)

In essence, DR was moving in the right direction with OTR. If you haven't played it, you really should.

Its seems to me that DR3 is learning all the wrong lessons from OTR. People like the Sandbox mode? Lets make it ALL sandbox, all the time! People loved Uranus Zone, though main stream though it was a bit cartoonish? Lets make our new zones as far from that as possible. GREYBROWNGRIMDARK HO!

On the other hand, DR3 has EVEN MORE ZOMBIES, and ZERO load times, so thats definitely an improvement, even if noone really acknowledges it.

My main concern is the one being echoed by everyone here, that removing the timer will kill the big, driving mechanic of the game. While some people are negative on the timer, I think its essential -- I mean, when you add mechanics to Mass Effect or The Walking Dead that force you to make hard choices, everyone praises these games to the heavens. When a slightly different mechanic makes you make the same choices for more immediate, rational reasons (aka you don't have time to do everything and save everyone) people go ballistic. Different mechanics, same results, different reactions however.

Yes, you can re-add the timer on Nightmare mode, but if you're not designing the game from the ground up with the timer as a core mechanic, it runs serious risk of the timer mechanic being half-assed, inbalanced, shoehorned, and/or pointless.
 

Something Amyss

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aguspal said:
I was actually justr trying to make a point just like you with that "hyperbole" but okey.
The fact that your post was very literal most of the time makes me think you really weren't familiar with the term before hand and are trying to apply it retroactively. But hell, I can't really stop you, so....

*ahem*

Carry on.
 

AzrealMaximillion

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The comments in favour are a bit ridiculous. The timer being removed is the best thing to happen to the Dead Rising franchise. It made very little "urgent" for the game and clashed with the free roam playstyle the series has. Dead Rsing 2 was especially bad because of the timers for the optional missions starting as soon as you near the mission. That's a bit unfair.

Let's be honest, the main missions of Dead Rising are mostly fetch quests and the urgency caused by the timer is a false urgency. If you didn't have a timer going the game would reveal to be nothing more than a massive string of fetch quests and zombie mobs. The side quests and survivor missions would be a great distraction from this, but they all run on their own timers that activate when you're near them. And the activation radius is very big on these quests, so its not like your mission will be visible when the timer starts up. So in essence a lot of the optional missions aren't even optional. Its choosing whether or not you fail to save that survivor. That's extra annoying, because missions aren't procedurally generated, they're scripted. And the rewards from a good chunk of the missions are extremely beneficial to the RPG aspects of the game. More so than the main missions.

It just seems like the Timer forces the player to play the game in a more rushed manner when the game is mechanically built to be played by taking your time.

The GTA comparisons in the thread also make me laugh because its a completely different style of game. GTA has no timers because the developers put in a metric fucktonne of stuff in the game for players to discover. More so than most games in general. Having a timer on a GTA game would ruin a major aspect of what GTA is. Being able to roam freely. The way that GTA puts "urgency" (which in reality I think people are mixing with the want to play further) into the game by limiting portions of the make until a certain amount of story missions have been completed.

That makes perfect sense for an open world game. An open world game where the world is all up for exploring off the bat usually gives little inventive for the player to do the actual missions. I think Dead Rising could do with adopting that method for their open world. It would suit the playstyle significantly.

Boss difficulty scaling is another major problem in this series. The bosses don't feel like they belong in the game and ruin a lot of the immersion of the shambling horde of zombie apocolyptica. Especially when they can zip through doors in a small room all Benny Hill style.
 

kenu12345

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Aug 3, 2011
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AzrealMaximillion said:
The comments in favour are a bit ridiculous. The timer being removed is the best thing to happen to the Dead Rising franchise. It made very little "urgent" for the game and clashed with the free roam playstyle the series has. Dead Rsing 2 was especially bad because of the timers for the optional missions starting as soon as you near the mission. That's a bit unfair.

Let's be honest, the main missions of Dead Rising are mostly fetch quests and the urgency caused by the timer is a false urgency. If you didn't have a timer going the game would reveal to be nothing more than a massive string of fetch quests and zombie mobs. The side quests and survivor missions would be a great distraction from this, but they all run on their own timers that activate when you're near them. And the activation radius is very big on these quests, so its not like your mission will be visible when the timer starts up. So in essence a lot of the optional missions aren't even optional. Its choosing whether or not you fail to save that survivor. That's extra annoying, because missions aren't procedurally generated, they're scripted. And the rewards from a good chunk of the missions are extremely beneficial to the RPG aspects of the game. More so than the main missions.

It just seems like the Timer forces the player to play the game in a more rushed manner when the game is mechanically built to be played by taking your time.

The GTA comparisons in the thread also make me laugh because its a completely different style of game. GTA has no timers because the developers put in a metric fucktonne of stuff in the game for players to discover. More so than most games in general. Having a timer on a GTA game would ruin a major aspect of what GTA is. Being able to roam freely. The way that GTA puts "urgency" (which in reality I think people are mixing with the want to play further) into the game by limiting portions of the make until a certain amount of story missions have been completed.

That makes perfect sense for an open world game. An open world game where the world is all up for exploring off the bat usually gives little inventive for the player to do the actual missions. I think Dead Rising could do with adopting that method for their open world. It would suit the playstyle significantly.

Boss difficulty scaling is another major problem in this series. The bosses don't feel like they belong in the game and ruin a lot of the immersion of the shambling horde of zombie apocolyptica. Especially when they can zip through doors in a small room all Benny Hill style.
I find it odd that you say the dead rising series has little content and that it should remove the timer. And removing the bosses really? Come on they were freaking fun and a radical change of paces from hordes of the same enemy. I think the timer is really the glue that holds dead rising together.Like people before me said it opens up for certain events to happen at specific times (which is cool) and honestly opens up the replayability. It gives you a bit of sense of excitement that keeps you from getting bored from killing the same enemy over and over and lets be honest it really isnt that hard to work around.
 

Strelok

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This series flat lined at 2 (so really the first game for me, never touched 1), couldn't even finish it. No interest in the characters or annoying plot, the kid was a tedious chore not someone I really cared about. That combined with it being XBone exclusive means I will never see it anyway, well till they are giving out XBone consoles and Dead Rising 3 with every full tank of gas when you go for a fill up. Nah, even then I don't think I would play it.
 

AzrealMaximillion

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kenu12345 said:
AzrealMaximillion said:
The comments in favour are a bit ridiculous. The timer being removed is the best thing to happen to the Dead Rising franchise. It made very little "urgent" for the game and clashed with the free roam playstyle the series has. Dead Rsing 2 was especially bad because of the timers for the optional missions starting as soon as you near the mission. That's a bit unfair.

Let's be honest, the main missions of Dead Rising are mostly fetch quests and the urgency caused by the timer is a false urgency. If you didn't have a timer going the game would reveal to be nothing more than a massive string of fetch quests and zombie mobs. The side quests and survivor missions would be a great distraction from this, but they all run on their own timers that activate when you're near them. And the activation radius is very big on these quests, so its not like your mission will be visible when the timer starts up. So in essence a lot of the optional missions aren't even optional. Its choosing whether or not you fail to save that survivor. That's extra annoying, because missions aren't procedurally generated, they're scripted. And the rewards from a good chunk of the missions are extremely beneficial to the RPG aspects of the game. More so than the main missions.

It just seems like the Timer forces the player to play the game in a more rushed manner when the game is mechanically built to be played by taking your time.

The GTA comparisons in the thread also make me laugh because its a completely different style of game. GTA has no timers because the developers put in a metric fucktonne of stuff in the game for players to discover. More so than most games in general. Having a timer on a GTA game would ruin a major aspect of what GTA is. Being able to roam freely. The way that GTA puts "urgency" (which in reality I think people are mixing with the want to play further) into the game by limiting portions of the make until a certain amount of story missions have been completed.

That makes perfect sense for an open world game. An open world game where the world is all up for exploring off the bat usually gives little inventive for the player to do the actual missions. I think Dead Rising could do with adopting that method for their open world. It would suit the playstyle significantly.

Boss difficulty scaling is another major problem in this series. The bosses don't feel like they belong in the game and ruin a lot of the immersion of the shambling horde of zombie apocolyptica. Especially when they can zip through doors in a small room all Benny Hill style.
I find it odd that you say the dead rising series has little content and that it should remove the timer. And removing the bosses really? Come on they were freaking fun and a radical change of paces from hordes of the same enemy. I think the timer is really the glue that holds dead rising together.Like people before me said it opens up for certain events to happen at specific times (which is cool) and honestly opens up the replayability. It gives you a bit of sense of excitement that keeps you from getting bored from killing the same enemy over and over and lets be honest it really isnt that hard to work around.
I guess you didn't really read what I wrote. I never said that Dead Rising has little content. It has lots, but compared to GTA, it is pretty low on the content. And its missions are very one dimensional fetch quests. Dead Rising has tones of weapon combinations, a few vehicles and costume customization. That's kind of it though. GTA has all of that and is put in a living world where the AI reacts more intelligently to situations. Dead Rising's AI either just stands around or fail at defending itself.

I also never said that DR should get rid of the boss fights. Having the boss fights is fine, but the bosses in the Dead Rising franchise have always felt misplaced. Dead Rising plays like a medium paced open world rpg. You have lost of customization and RPG like stats to build up. Dead Rising's bosses are mechanically unfit for the gameplay of the franchise. They play like a boss from an over the top brawler like Bayonetta or any other beat em up.

And for your point about the timer, there are plenty of games with time specific events these days that don't require the player to hustle due to a fake urgency because of the clock. The clock hold the glue to nothing more than trying to rush the player around an open world in a 10 hour story campaign. And the timers on the survivor rescue missions makes the game even worse in my opinion as they start up when you can't even see the survivors most of the time.

Dead Rising basically forces its replayability instead of actually having reasons to keep playing the game due to the timer. I'd rather play a game's campaign for a long time 3-4 times rather than play the same campaign a bunch of times. The timer doesn't add excitement. Its makes the game feel repetitive because you're doing the same missions over and over again. I'd rather be able to take an in game break from the missions to blow off some steam and swing golf balls at zombies for 20 minutes, but I can't because of the timer.

If there were no timer I think a lot more people would enjoy the game. It also would have sold a bit more to be honest. While Dead Rising 2's sales are decent, they aren't massive which is probably why Dead Rising is back to being an Xbox exclusive.

Dead Rising 2:Off the Record had a much better way of handling things overall by at least having a true Sandbox Mode. That's been the main problem of all Dead Rising games up until Off the Record.
 

kenu12345

Seeker of Ancient Knowledge
Aug 3, 2011
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AzrealMaximillion said:
kenu12345 said:
AzrealMaximillion said:
The comments in favour are a bit ridiculous. The timer being removed is the best thing to happen to the Dead Rising franchise. It made very little "urgent" for the game and clashed with the free roam playstyle the series has. Dead Rsing 2 was especially bad because of the timers for the optional missions starting as soon as you near the mission. That's a bit unfair.

Let's be honest, the main missions of Dead Rising are mostly fetch quests and the urgency caused by the timer is a false urgency. If you didn't have a timer going the game would reveal to be nothing more than a massive string of fetch quests and zombie mobs. The side quests and survivor missions would be a great distraction from this, but they all run on their own timers that activate when you're near them. And the activation radius is very big on these quests, so its not like your mission will be visible when the timer starts up. So in essence a lot of the optional missions aren't even optional. Its choosing whether or not you fail to save that survivor. That's extra annoying, because missions aren't procedurally generated, they're scripted. And the rewards from a good chunk of the missions are extremely beneficial to the RPG aspects of the game. More so than the main missions.

It just seems like the Timer forces the player to play the game in a more rushed manner when the game is mechanically built to be played by taking your time.

The GTA comparisons in the thread also make me laugh because its a completely different style of game. GTA has no timers because the developers put in a metric fucktonne of stuff in the game for players to discover. More so than most games in general. Having a timer on a GTA game would ruin a major aspect of what GTA is. Being able to roam freely. The way that GTA puts "urgency" (which in reality I think people are mixing with the want to play further) into the game by limiting portions of the make until a certain amount of story missions have been completed.

That makes perfect sense for an open world game. An open world game where the world is all up for exploring off the bat usually gives little inventive for the player to do the actual missions. I think Dead Rising could do with adopting that method for their open world. It would suit the playstyle significantly.

Boss difficulty scaling is another major problem in this series. The bosses don't feel like they belong in the game and ruin a lot of the immersion of the shambling horde of zombie apocolyptica. Especially when they can zip through doors in a small room all Benny Hill style.
I find it odd that you say the dead rising series has little content and that it should remove the timer. And removing the bosses really? Come on they were freaking fun and a radical change of paces from hordes of the same enemy. I think the timer is really the glue that holds dead rising together.Like people before me said it opens up for certain events to happen at specific times (which is cool) and honestly opens up the replayability. It gives you a bit of sense of excitement that keeps you from getting bored from killing the same enemy over and over and lets be honest it really isnt that hard to work around.
I guess you didn't really read what I wrote. I never said that Dead Rising has little content. It has lots, but compared to GTA, it is pretty low on the content. And its missions are very one dimensional fetch quests. Dead Rising has tones of weapon combinations, a few vehicles and costume customization. That's kind of it though. GTA has all of that and is put in a living world where the AI reacts more intelligently to situations. Dead Rising's AI either just stands around or fail at defending itself.

I also never said that DR should get rid of the boss fights. Having the boss fights is fine, but the bosses in the Dead Rising franchise have always felt misplaced. Dead Rising plays like a medium paced open world rpg. You have lost of customization and RPG like stats to build up. Dead Rising's bosses are mechanically unfit for the gameplay of the franchise. They play like a boss from an over the top brawler like Bayonetta or any other beat em up.

And for your point about the timer, there are plenty of games with time specific events these days that don't require the player to hustle due to a fake urgency because of the clock. The clock hold the glue to nothing more than trying to rush the player around an open world in a 10 hour story campaign. And the timers on the survivor rescue missions makes the game even worse in my opinion as they start up when you can't even see the survivors most of the time.

Dead Rising basically forces its replayability instead of actually having reasons to keep playing the game due to the timer. I'd rather play a game's campaign for a long time 3-4 times rather than play the same campaign a bunch of times. The timer doesn't add excitement. Its makes the game feel repetitive because you're doing the same missions over and over again. I'd rather be able to take an in game break from the missions to blow off some steam and swing golf balls at zombies for 20 minutes, but I can't because of the timer.

If there were no timer I think a lot more people would enjoy the game. It also would have sold a bit more to be honest. While Dead Rising 2's sales are decent, they aren't massive which is probably why Dead Rising is back to being an Xbox exclusive.

Dead Rising 2:Off the Record had a much better way of handling things overall by at least having a true Sandbox Mode. That's been the main problem of all Dead Rising games up until Off the Record.
While you may think the timer is a hassle alot of the actual fans of the series actually like it(as proven by this thread). You want to just swing golf? Then do it! Literally nothing is stopping you from doing it other than your own urges. Not everything needs to be completed the first time around. I've taken tons of time off in dead rising just to fuck around. THE TIMER DOESNT CONTROL A HAMMER ABOVE YOUR HEAD THAT BONKS YOU EVERYTIME YOU DONT DO SOMETHING. It may not have sold alot but hey it sold enough. Want to know why? Cause it appeal the certain demographic that actually like it instead of trying to sell out and become another generic zombie open world game. I don't mind it taking out the clock mind you as long as its there but the timer opened up alot of cool things that the people of dead rising like that we fear could easily be taken a way with this method since they based the game around not having the timer.
 

AzrealMaximillion

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Vivid Kazumi said:
Kevin7557 said:
Ultimately what will kill the game will not be features, but its exclusivity. Face facts it's a near launch title and not everyone can afford the $500 price tag of the Xbox One and of those that can a great deal don't want anything to do with Microsoft anymore.

Basically Dead Rising 3 will not see the sales it needs to turn a profit, this is simple fact.


I am glad though they ditched the timer. I always found it utterly annoying as it never left time to indulge in Zombie killing like 75% of the time and made Zombies in a Zombie game a nuisance. If and when it releases on other platforms I will definitely enjoy playing it.
the x1 and ps4 is sold out across the board. dead rising 3 has brand recognition and is a zombie game(which sale like hot cakes no matter how bad).
So where exactly is the "simple fact" this game won't turn a profit?
The fact that its not that great of a seller.

Dead Rising 2 barely out sold the 2 million that Dead Rising 1 sold, and DR 2 was multiplatform.
And while the X1 and PS4 have "sold out" keep in mind that companies like to undership to tell investor that they "sold out quickly". Remember the Microsoft Surface "selling out"?

With that in mind, DR3 going exclusive it going to hurt it in a big way.
 

Zeckt

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I don't know, the zombie game market has become an oversaturated cluster **** of a mess lately. They have nothing that stands out anymore with the gritty dr3, there are so many other zombie games I can play online that don't require me to subscribe to xbox live. I honestly doubt I'll even give dr3 a glance.
 

AzrealMaximillion

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kenu12345 said:
While you may think the timer is a hassle alot of the actual fans of the series actually like it(as proven by this thread).
"As proven by this thread"?
Try again?

There has been plenty of rejoice on this thread about the clock being optional. All it takes is a quick scan of the 2 pages to see that.
You want to just swing golf? Then do it! Literally nothing is stopping you from doing it other than your own urges.
Except for missing out on unlock chances due to the clock, the chance that a survivor's clock may go off when the player walks by, and the fact that the game punishes you for doing what you as the player wants instead of what the game wants by running a clock.
Not everything needs to be completed the first time around. I've taken tons of time off in dead rising just to fuck around.
That's good for you. Your experience isn't the same as everyone else's. Not everyone want to have to start the same campaign over and over again to get the full game's experience. Dead Rising 2 further hamstrings this by adding clock to the survivors. It's a game with clock within clocks. You can't get everything on the first run because the game forces the player to run through it multiple times. That's what I mean by a false urgency caused by the clock. What you are calling replayability is really just the game padding itself when it doesn't need to.

THE TIMER DOESNT CONTROL A HAMMER ABOVE YOUR HEAD THAT BONKS YOU EVERYTIME YOU DONT DO SOMETHING.
The survivor timers do. If you don't save the survivor, you fail the mission,you miss out on experience, rewards, and combo cards which unlock better weapons.

The very fact that the game can potentially throw 3 clock at the player to manage is ridiculous. There's the 72 hour clock, the Katie Zombrex clock, and the clock that appears when your near a survivor.

An open world game with clocks within clocks within clocks.

And no true sandbox mode.

Woop Dee Doo...


It may not have sold alot but hey it sold enough. Want to know why? Cause it appeal the certain demographic that actually like it instead of trying to sell out and become another generic zombie open world game.
No, it sold because it had the potential to be the only open world zombie game to actually let the player run wild and kill zombie with any weapon they could get their hands on. Dead Rising was the first of the open world zombie games so you can't use the excuse of it "trying to sell out" by making an open world zombie game. People wanted to be able to kill zombies to their hearts content with little responsibility. Instead they game a game with an open world that they can explore, but exploration hurts you in the long run.

It took a standalone expansion to give players a true sandbox mode and that's sad.

I don't mind it taking out the clock mind you as long as its there but the timer opened up alot of cool things that the people of dead rising like that we fear could easily be taken a way with this method since they based the game around not having the timer.
Like what exactly? Having to play the same campaign over, and over, and over again to fully enjoy the game? I'm all down for taking that out of the game. Me and quite a few others.

"As proven by this thread"
 

BBboy20

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Jun 27, 2011
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Doesn't matter, they showed their true colors (given the lack of in the main game) at E3 with their Call of Duty comment and now it seems like this is damage control. Until proven other wise, anything beyond Case West is Dead to me.