Review: Dead Rising 2

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Burningsok

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Jul 23, 2009
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I have to agree with this, I've only played case:0 though. From playing Dead Rising 1, I found it extremely fun just goofing off, and for the most part I forgot about all the flaws because I was having one hell of a good time.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
13,769
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Urg. That sounds horrible.

I hate time limits and I like exploring every little nook and cranny.

Clearly this game is not for me.
 

MortisLegio

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Nov 5, 2008
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Mr. Cuddles kill all who stands in his path

I didnt play the first one so Ill probably give this one a pass
 

chaos order

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Jan 27, 2010
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dammit this game look hilarious but the timer REALLY puts me off. i mean i want to explore a bit and experiment with the weapons dammit :(
 

Kevashim

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Dec 12, 2007
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The timer and save system are both as they are in order to make the player feel under pressure if they want to try and do everything. That is follow the main story, save all the people and get Zombrex. The game would just feel like a string of busywork without the time and save restriction, which I feel would be far worse.

But you can just ignore the main story and go exploring instead... completely ignoring anything to do with the timer. Maybe you can work on just getting Zombrex for Katey or maybe you'd rather just let her turn and then get back to adventuring around.
 

KEM10

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Oct 22, 2008
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I still like that the boss fights are a complete pain. He is a motocross driver, not a black ops operative.
 

SonicWaffle

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Oct 14, 2009
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Xyphon said:
Jesus Christ. Has the attention span of the gaming community gone down so much that we can't wait a measily 20 FUCKING SECONDS FOR A GAME TO LOAD A FEW THOUSAND INDEPENDANTLY MOVING NPC'S!?

Not every game can be fucking GTA. -.-
Dude, have you played it? The loading screens are ridiculous throughout the game. For instance, there is a lag of at least 30 seconds between the opening 'press start' screen and the menu coming up. The screen just freezes. First time I played, I thought the game had glitched and shut down. Then it takes about a minute to save/load a game each time. Frankly, the inter-area load times are the shortest, though still far longer than in the first game. I'm not sure why that would be, as the number of zombies seems pretty much the same.

chaos order said:
dammit this game look hilarious but the timer REALLY puts me off. i mean i want to explore a bit and experiment with the weapons dammit :(
Zhukov said:
Urg. That sounds horrible.

I hate time limits and I like exploring every little nook and cranny.

Clearly this game is not for me.
voorhees123 said:
Im put off by the timer system, especially if its the same as the first game. I did love all the fun had at killing the zombies though.
It really isn't all that bad. I think the reason the developers implement the time limits is not to make the player feel as if they're making important decisions, but to encourage re-playability. As in the first game, at any time you can restart the game and take your levelled up Chuck with you. So you could play the game for 20 hours doing nothing but mash zombies and do only story-critical missions (similar to the original, you fail the game if you miss these) or spend the whole three days ignoring zombies and exploring the shops to find survivors, then restart and do the story. It also makes the game's early stages more fun when you know where to find shotguns, what combo weapons to use, and you have a decently sized inventory to cause mayhem with.

John Funk said:
Sorry, should have clarified. At first, the game doesn't really make it CLEAR that you can use an item without a combo card - and you won't be able to use them to their full extent. I didn't even know I COULD use items I hadn't gotten the combo cards for until I was... near the end of the second day?
Wow. That's just...wow. About an hour into the game, the security guard gives you the maintenance room key. Then, next time you leave the safe house, a cutscene takes you into the room where you make combo weapons. Naturally, the first thing everyone does is combine the items within - bat & nails - and then cackles like a loon at how awesome it is. What made you then think "Huh, I don't have a card for this, I probably can't use it" instead of running outside to shred zombie faces? I didn't even realise what combo cards were for for a good few hours, I was just running around getting random items and trying to combine them for more carnage. But more on that below!

John Funk said:
I just feels like the game could have encouraged a lot more experimentation there on the part of the player.
On this point, however, I totally agree. While there are a lot of combo weapons there are far, far more combo items with very limited use. After a while I got tired of filling my inventory with random crap and running to a maintenance room only to discover that none of my stuff would combine with any of my other stuff. I gave up trying, and started waiting for combo cards to appear and tell me what to do before going looking for the objects.

My other objections with the weapons is that apart from the combo ones, they don't feel meaty enough. Smacking a zombie with a bat just isn't very satisfying this time around, and weapons seem to break far too easily. You'd think combo weapons would have more durability, but they seem to break almost as easily as the base items.
 

rpsms

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Mar 18, 2010
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The timer is optional. Saving people is optional. The "needs a sandbox" thing left me scratching my head.

In the original DR, there was an achievement for killing the town's population count of zombies (54 thousand). It pretty much takes the entire 72 hours to do. No survivors.

This is actually part of the genius of the game.
 

Jackpot

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Mar 21, 2008
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they still haven't fixed the biggest problem in DR1:

It's a mall full of zombies and improvised weapons. Let me kill them at my own leisure.
 

Torque669

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Apr 21, 2009
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chaos order said:
dammit this game look hilarious but the timer REALLY puts me off. i mean i want to explore a bit and experiment with the weapons dammit :(
You still can, Just ignore the timer, you still get hours of zombie killing fun.

I absolutely love the game and although I would like a few extra things (Like survival Mode and Co-Op split screen), I was pleasantly suprised by the incredibly fun that is Terror is Reality. Its like Gladiators with the Celebrity Deathmatch commentators.
 

AngryMongoose

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Jan 18, 2010
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The game does have a sandbox mode - It's called "Let Katey Die". On my first run through I just ignored the case files and saving katey, and instead just explored and saved people.

I think the game is actually meant to be played like that. The main mission can get difficult if you haven't taken one run through to level Chuck up.
 

Evilsanta

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Apr 12, 2010
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I love Freedom Bear...

Let's get it on!

I do agree with most of your points but it is all forgotten when you combine gems and a flashlight and get a freaking lightsab....I mean Laser sword.

(Dont want Lucasarts lawyers on my ass.)
 

PunkRex

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Feb 19, 2010
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I always thought the timer added to the tension, the preparation and exploration as well. It stacks on the pressure.

However preparation is a key to the game and although the random boss encounters, again stack on the pressure, can wreck your fun due to the save system. As you said the fight system also is not designed for them which can be frantic, in a annoying way. Maybe an optional lock on system would help combined with some sort of block move.

Only bad thing about the game was the fact it had no "Gone Guru" area. YOU ALL KNOW WHAT IM TALKING'BOUT!!!
 
Feb 28, 2008
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I don't think the timer system discourages people from exploring Fortune City. What it does do is encourage people to actually get through the game. Surely starting again and having an exploration play is not such a far-fetched idea...?
 

mjc0961

YOU'RE a pie chart.
Nov 30, 2009
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Decent review, I agree about the load screens although that's not a dealbreaker for me. It's only truly annoying if one of your survivors wasn't close enough to the door when you used it... Yeah.

But really only one thing is bothering me about your review, and it's something a lot of people have been doing.

THIS is a tricycle:

Tri = three, three wheels.

And THIS is a bicycle with training wheels, which is what is actually in the game:

Why is everyone calling it a tricycle?
 

GonzoGamer

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Apr 9, 2008
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Zhukov said:
Urg. That sounds horrible.

I hate time limits and I like exploring every little nook and cranny.

Clearly this game is not for me.
Me too but we probably just have to wait for GOTY.

Like Funk said, this game needs a free roam mode and I'm sure Capcom knows this. But this is Capcom we're talking about: I'm sure that it's going to be added soon for $10-20. They wont put it in the disc if they can sell it to you later. In fact, I'm surprised they didn't release it on launch day. Or was there some backlash from them trying to do similar to RE5?
 

Casual Shinji

Should've gone before we left.
Legacy
Jul 18, 2009
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SonicWaffle said:
My other objections with the weapons is that apart from the combo ones, they don't feel meaty enough. Smacking a zombie with a bat just isn't very satisfying this time around, and weapons seem to break far too easily. You'd think combo weapons would have more durability, but they seem to break almost as easily as the base items.
Finally, thank you!

This was the major problem I had with Case Zero. For all the faults the first Dead Rising had, the impact of smashing zombies with a bat or bowlingball just felt great. But when I played Case Zero, smashing zombies just felt flimsy as if I was hitting a cardboard cut-out.
 

Fr]anc[is

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May 13, 2010
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"you'll need to brave the undead..." he said while riding on a little girls bike.