Dead Rising
Tuesday, September 19th, 2006
Dead rising on the XBOX 360 has been consuming a fair amount of my time over the past couple of weeks. Its a fascinating game, and is extorting an unusually wide range of emotions in me.
As a game, it doesn’t really match the way I like to play. I like taking my time, exploring areas, and slowly mopping everything up. I’m an explorer and collector. I like to be able to say “Yep, I’ve done that, no need to go back to it”. Dead Rising thinks I play like a pussy and hates me for it.
The save system is utterly horrible. Capcom, as usual, have created an extreme solution for storing your progress. Thankfully falling short of Steel Batallions “wipe your save if you die” system, it only allows you to have one save at any time. If you play a while through the game and decide that your save has left you in an impossible situation, you have to choose start again. Now, while you start at the beginning again, you do retain your status (gained from saving people, killing zombies, psychopaths etc), so will have more health, a larger inventory and new skills. But….. you have to go through everything again.
The second problem is with the clock. The initial game lasts 72 hours (in-game time), and at certain times events will happen. These are setup as either “cases” (the central plotline - where did the zombies come from) and “scoops” (people to save, and random psychopaths doing their thing - this is where capcom have excelled themselves in creating some wonderful characters. love the tubby lezza cop). Anyway - I admit I’m pretty rubbish at the game, but this turns into a complete onslaught when you start playing. There is so much going on everywhere that until you get used to the way the game is structured its overwhelming and its easy to thing you’re playing it wrong. Its also really easy to get stuck in terms of strategies to employ. Most of the human characters are impossible to kill without guns. But guns are really not that common, unless you read an FAQ to find out where the hidden ones are located around the map - or knock-off the gun shop owner (who of course, requires a gun to take out).
I can see why they’ve made these design decisions. The pressure of the pacing and sense of vulnerability that the game creates is hugely effective and helps to create a really unique experience. But, its just so frustrating as it clashes with my playing style so much. I’m about 2/3 of the way through the story mode. I keep playing a bit further then deciding not to save as I don’t think I’m in a good situation. I don’t want to restart the game as I don’t want to have to go through all the sections I’ve already beaten again - so I’m making no progress. I really think they should have created a “pressure off” mode as an option. Let you play through the first time with time passing at half the speed and allowing multiple saves. Get comfortable with the game and then go through it again.
Don’t get me wrong - in many respects I love the game. The joy of driving a bike round the mall, or slicing up zombies with a Katana is extremely good, but I just wish I could make progress a bit easier without all this stress.

I’ve had a bit more of a chance to have a dig through
Once again, 




















