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Is Dead Rising 2 the ZGOTY?

Capcom releases a more playable and less frustrating "Groundhog Day of the Dead" experience with this sequel.


You won't like this if...

you hate games with annoying technical flaws and uninteresting boss battles.

Credit: Capcom

If you had told me about a Canadian version of a Japanese take on a popular American genre, I would have cynically assumed that such a product would result in a sloppy mess of too many cultures clashing with each other over the same idea. Yet, this combination actually works in Dead Rising 2. While the first Dead Rising was a fresh "Groundhog Day of the Dead" type experience, it also was a deeply flawed one. Sure, it was cool to fight lots of zombies, and mess with a system that lets you restart the story repeatedly while preserving your character's levels, experience points, and stats. Yet that experience was hampered by several factors: It was an early Xbox 360 title with crude graphics and cruder-looking characters (the main protagonist, Frank West, looked positively Cro-Magnon at times). It featured a save system that added both tension and sheer frustration. It used a counterintuitive control scheme where Right trigger aimed instead of shot. Much of the game consisted of infuriating escort missions where your escortees got lost or killed way too easily. In short, it was a mishmash that couldn't decide whether it was a Japanese or an American game. So while it would be easy to assume that having a Canadian studio develop the sequel would result in another culture clash, it ends up creating the very game that we should have had in the first place.

The two easiest ways to describe Dead Rising 2 would be either, "a bigger Dead Rising 2: Case Zero" or "a better Dead Rising." Many things that were just cited above as flaws in the previous title get smoothed over by Capcom Vancouver (see Blue Castle Games). You still need to find restrooms to save your progress, but now there are three save slots instead of just one, and you're automatically prompted to save whenever a main event happens. Like a traditional Western game, you now aim with the Left-Trigger and shoot with the Right-Trigger. The visuals now look like they're from a proper high-definition game. Escortees will actually live -- their improved health and A.I. means that it takes a concerted effort for one to die rather than the frustrating and frequent deaths in the first game.


But Dead Rising 2 isn't just a polished version of its predecessor. While it shares the same overall structure and gameplay mechanics, it also features its own distinct feel -- from plot to presentation to moment-to-moment gameplay. It takes place years after the first game, and features a wholly different protagonist with a different motivation. Instead of being photojournalist Frank West investigating a mysterious outbreak, you play gameshow contestant/motocross champion Chuck Greene investigating whoever has framed him. After participating in an episode of "Terror is Reality" (an American Gladiators type of show, but with zombies), Chuck gets momentarily knocked out and wakes up to find that the formerly caged zombies have been let loose all over Fortune City. After grabbing his infected daughter Katey and arriving at a nearby safehouse, he learns that he's been accused of freeing the zombies. So while waiting for the military to arrive in 72 in-game hours (which translates to about six real-world hours), Chuck can attempt to figure out what's really going on while keeping Katey alive (by injecting her with Zombrex, a sort of zombification inhibitor) and rescuing other survivors who are trapped within the Las Vegas Strip-wannabe called Fortune City.

Or not, if you so choose. Dead Rising 2 still features a zombie-filled open-world location with loads to do, and multiple endings that factor in how you play. You can try to finish every story case and administer Zombrex to Katey when needed for the best ending. Or you can instead try to save every optional survivor. Or maybe take on every psychopath (boss battles against crazed humans that reinforce the zombie movie trope of "man, not zombie, is the real monster"). Even if you don't find or administer Zombrex, you can continue playing the game (just don't expect a good ending when you can't save your own daughter). Dead Rising 2 still encourages multiple playthroughs, since you don't have enough time to do everything your first time through. Time, not zombies or psychopaths, remains your ultimate foe, and you can still carry over Chuck's stats and experience in each playthrough.

  

Mario Party/Fusion Frenzy-with-zombies experience where you play four rounds of minigames against three other players for cash to take back into your story. Neither multiplayer is particularly deep nor addictive in the same way as Call of Duty, but they're amusing distractions that help out the main game.

It's a bit of a downer that while Blue Castle has done so much to make Dead Rising both more accessible and enjoyable to play, it's still ultimately hampered by some severe issues. While the game, by definition, lasts no more than six hours per playthrough, your actual game clock is going to be longer -- not due to more content, but due to loadtimes. Anytime either a cut-scene plays or Chuck goes from a mall to a casino to an outdoor strip, the game takes a good thirty seconds or so to load. By itself, not too bad, but the frequency of loadtimes can get really irritating. Another technical issue is the inconsistent framerate -- it's a bit ironic that the very feature that makes Dead Rising 2 cool (tons of zombies on-screen) can also make the game chug along. Or that any time you have fire on-screen, whether via cut-scene or Molotov cocktail or flaming boxing glove, that also kills the framerate.

   

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See More: Capcom | Dead Rising | Dead Rising 2 | Dead Rising 2: Case West | Dead Rising: Case Zero