Dead Rising 2

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Solution to dead rising 2 boredom, watch zombie land...okay have fun

The only problem I have with Dead Rising 2 is there's unlikely to be as many mannequins around as in DR1- If you never played the game, their torsos were a one-hit KO vs zombies, 2 hit KO vs other enemies, and about 6-7 hits to kill bosses.

Out of curiosity, did any of you guys play through the first game without figuring this out?

I really don't get why people keep saying Dead Rising was hard... honestly I don't, I'm not trolling here.

Me neither, the only part i found hard was when the military got involved, f*cking mah sh*t up!
But Adam's chainsaws saved the day!

Yahtzee, the game genre that you're talking your way around is the roguelike. They've been around for a while.

When I was playing DR2 Case Zero I did die when I fought the psychopath. The first time I just got shotgunned due to lack of healing. The second time I drank too much and every now and then when I would try to kill him Chuck would puke and get shot up. The third time I got assault rifles and an electric rake and killed him good even with a few shots taken cuz the electric rake did lots of damage and made me wonder if the pole chainsaw will do much better so I'm playing through again.

The thing about difficulty is that it will depend mostly on your expirience. I for istance am playing Bioshock right now. Having played few First Person Shooters I find it to be challening enough on the easiest difficulty, even though I've been gaming for years in other genres.

Yahtzee, this is why people always tell you that the game's multiplayer is the best part about it.

Oh come on, it's easy to drop you in with a bunch of actual people to give a spontaneous unexpected experience, but the tactics will never change and once you've mastered the various niches there's nothing much more to it besides (literally) pwning n00bs.

If a game can be programmed as such that it can replicate that experience, then that's technically more impressive; as such, the sort of thing game developers should be working towards. Infinite possibilities is different when acting against a real human with hopes and dreams and fears. But the game world ITSELF - that is wherin the genius lies.



You summed up all my thoughts and more, with comedic overtones. Glad to see you enjoyed the game and whatnot.

Cheers again, hopefully we shall have more good games in the future.

Flashback flashback!!!!

I remember the jump...

I hope this game and its sister another world get a revival, two of my favourite platformers of all time.

Without scrolling through all three pages of replies, this commentary made me run and d/l Shadow Run for SNES (well...ZSNES) and play it again. That game fits the bill of giving you very little to work with to a T. You wake up with no clue who you are, in a morgue and there are random encounters with people trying to kill you as you travel. One of the most challenging things about the game is getting through the beginning when you're incredibly weak and just wandering aimlessly.

Wouldn't a combination of orange juice and coffee creamer curdle, thus producing a less-than-enjoyable experience consuming it?

I must have amazing taste in games if the only game I decide to be excited about all year was praised by Yhatzee.

While I've played neither of the Dead Rising titles, I've seen plenty of games in which exploration and discovery were both keys to victory, to the point that if I find myself depending too much on my tactical skills (and am not playing an expressed tactical simulator), I'll take a step back and look around for elements I've missed.

I would list Thief: The Dark Project and Freedom Fighter as two good ones, in which there was almost always a way around guards and goons whose defensive position seemed impenetrable. Indeed, both games were rife with back-alley routs that allowed such pinches to be flanked or circumvented entirely.

But the idea of mixing and matching items to create superior weapons or better healing brews does make DR worth a look. I'm not sure DR1 will ever make it to the PC but DR2 already has, and I will certainly play it at some point.

When developing a fantasy game some time ago, I remember wanting to create a ro-sham-bo system that compared opposing weapons and maneuvers, giving one side an advantage over the other. Part of the play was in discovering which maneuvers beat what, and which weapon was best suited to a personal fighting style. The maneuver tree would be generated at the beginning of the adventure, requiring the discovery process to be repeated each time the adventure was begun.

This was a common device used in early Sid Meier designs for adventure games (the 2004 remake of Pirates! is probably the most recent example), since games during the early '90s were often built for replayability. In Pirates!, nuances such as relations between nations, the availability of maritable daughters, the locations of treasures and so on were generated with each iteration.

(This was also attempted in Escape From Monkey Island with the Monkey Combat finale, but it was poorly executed, requiring too intricate a charting system for too little good effect.)

There is the advantage of, as Yahtzee called it, water cooler conversation where a sizably extravagant model is used instead of a generated one, which makes it consistent between games. This allows players to share their discoveries in fora and catalogue them in FAQs and Wikis. A happy medium might be one in which the end results are generated, but the paths to discovering are consistent and fodder for sharing vectors.

Still, the mainstream game industry seems, with few exceptions, to shy away from replayability, since a good game that entertains well for many hours might deny a market for other games of a similar ilk.


So, in reply to the topic; if you could take an entire vessel with 100 slots which could be filled by 100 options of 1000 components and then remove and respec, then you could always make a new combination and keep the activity fresh - continual discovery. And I'm not talking axe + hammer combinations where you could change the axe for a sword or something. More strategic, rather than just effect.

My idea here is concerning RPG characters which could be set with any e.g. 100 of 1000 skills which could then be combined to form unique tactical character setups.

DR2 is limited to melee offensive, but if you could combine self transformation (physical), force spells (magic) and a jet pack (jet powered bear with telekinesis, lol) in equal measures (33% Physical, Magical and Technological) and then remove those skills and choose something else then it would be far more inventive and dynamic in its possibilities for experimentation comparative to static class RPG's. Add just 1 more skill and you can then make 1000 new combinations.

Granted that example is a gross extension from DR2 but you get my point; the future of nextgen gameplay is in recombination of base components to form variable whole entities, which is displayed by DR2's item recombination, even if it's imbalanced, as the man states in the extra punctuation.

The issue, asides from the imbalance, with DR2 is its static gameworld; once you have worked out what works, because the game doesn't change, you can win and that ends the replay, less your masochistic enough to play it with lesser weapons for self-inflicted difficulty, also as the man says.


yea this game was different thats for sure bully followed a simmilar method to this game

...Didn't he complain about Brutal Legend not telling you anything? I'm not that attached to Brutal Legend and I've never played DR2 but just, you know, consistency.

That horrible ledge in flashback. Great game but it took me a moment or too before I checked the instruction manual. It was very unintuitive. Didn't you have to press up and A or something stupid line that.

I wonder if Yatzee has been playing any of the games he said he would/does come back to. He has admitted a couple of times to playing Minecraft Survival/Hardcore over the past year.

Given that Just Cause 2 is a blast to play, he might still be playing that. I sure have been playing it to the point where it may be my most-played Xbox 360 game.

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