[Blaugust Day 9]
Game: Dead Rising 2
Recommended price: bundle
Metacritic Score: 78
Completion Time: ~17 hours
Buy If You Like: GTA Zombies, Frustrating mechanics, Improvised weapons
For the record, Dead Rising 2 is the only entry in this series that I played. Coming into this entry, my expectations were fairly minimal, and I knew only that the game featured wacky weapons and… that was it. What I discovered was a title that both exceeded my expectations wildly, and one that almost immediately squandered all the goodwill it generated.
The premise of the game is that you play as Chuck Greene, a father desperately trying to make ends meet and pay for his daughter’s Zombrex, the toxic daily prescription drug that is the only thing standing between her and undeath. Unlike many other titles in this genre, the setting takes the zombie apocalypse as a given – Chuck participates in a televised gameshow with prize money being awarded to whomever is able to kill the most zombies with their chainsaw-motorcycles. After the latest Live event, someone dressed as Chuck manages to frame him for terrorism when they release said zombies into the greater Fortune City casino area.
What follows is perhaps one of the most, if not “authentic,” certainly the most interesting takes on the zombie apocalypse. There are zombies everywhere, hundreds of them. Frankly, there are so many zombies on screen at a time that I’m honestly surprised that the devs were able to pull it off.
Despite said zombies being of the shuffling variety, they always feel like a threat by sheer numbers alone. At the same time… it’s difficult to describe, but the zombies felt like understandable obstacles. By the midpoint of the game, I found myself not just capable of weaving through dense crowds of them without stopping or even taking damage, but it feeling correct for this to happen. In other words, it wasn’t that the zombie AI was dumb or that I “exploited” their behavior, but rather that the zombies followed natural rules in terms of range of motion and the like. If you approach a zombie from behind, for example, it had to turn to its left before it could attempt to lunge, and thus you could escape by passing on the right. And even more than that, said swiveling zombie would act as an obstacle to the zombies that were following behind you.
Another great aspect of the game was the refreshing take on narrative. The game is structured around the inexorable passing of time – your daughter needs Zombrex every 24 hours at a minimum, and your window of opportunity in clearing your name similarly closes with each passing hour. Inbetween the big events, you will get notifications about trapped survivors and such, most of whom will be dead soon without assistance. You might be having fun crafting weapons and collecting cash on one end of the Strip, for example, but unless you book it to the other side in a hurry, those survivors will be zombies themselves right quick. The clock creates a subtle tension throughout the game, without (usually) being too overwhelming.
The problem with Dead Rising 2 are the Psychopaths, e.g. boss fights. Along with survivor quests, you will occasionally get vague quests to head over to a specific location. Once there, some random survivor will have snapped from the stress and be out for human blood. Generally speaking, these fights are total gimmicks and stupidly, inexplicably deadly. Whereas you might be able to sustain 20+ zombie bites across a period of time, Psychopaths will kill you in a few hits or less, especially if you don’t immediately understand the gimmick.
Compounding the problem, the Save Game structure of Dead Rising 2 is that progress is ONLY saved when you go to the bathroom. Psychopath on the other side of the Strip across four screens of zombies and nary a Porta Potty in sight? Guess what you’ll be replaying over and over? This isn’t even taking into consideration that Psychopath fights are scripted to occur at specific locations at specific times, which means you can suddenly find yourself in the middle of one while you were trying to escort some abysmally dumb survivors across a sea of zombies.
Indeed, I remember one Psychopath battle in particular as it was the most god-awful situation I have experienced in videogames. Basically, this encounter was with four redneck snipers who decide to take residence in the central open area of the game. You know, the place with the most zombies per capita? That you had to routinely cross through all the goddamn time? And they never left, even after the end of the proper game. What the literal shit, Capcom? Those snipers hounded me the rest of the game, on into the epilogue, and by that point I did not have the time or ammo to take them out.
The bottom line was that Dead Rising 2 felt and played as an innovative zombie game, with enough cool things going on to make one horribly disappointed with the superfluous bullshit tacked on for no good reason. From what I gather, Dead Rising 2 is actually uncharacteristically serious compared to the other titles in the series – a sort of Saint’s Row to, say, Dead Island’s GTA – and that’s certainly interesting trivia. I didn’t play the other games, and based on my experiences with this game, I probably never will. If you can snag the game on the cheap though, I think it’s worth trying out if only for the first ~5 hours or so, as you steep in the goodness that is a freeform zombie apocalypse.
Is something you never experience special to you?
Is something you experience only special when few other people experience it?
I have seen a lot of praise for ArenaNet’s one-time Halloween event. I cannot be sure whether said praise is coming from the same individuals that lament the obsolescence of last year’s raids, but nevermind. ArenaNet’s tortured logic is pretty well deconstructed elsewhere, so let us set that aside as well. What I am curious about is this fanciful notion that it is a good use of designer manpower to specifically construct one-off events.
To me, it’s redundant.
When I think about one-off content, I remember back to the plague event that lead into Wrath’s release. Players could get infected, eventually turn into zombies, and the go infect other players. The griefing in Shat was immense. As paladins, a friend and I decided to roleplay/grief the players actually trying to infect themselves and/or start those zombie raids against Stormwind. Never before has someone raged so hard at being targeted with Cleanse. “The power of the Light compels you!” Turn Evil was also liberally applied. Around this same time, there was a special boss in Kara that dropped the Arcanite Ripper, and I believe there was only the one reset where it was available. In any case, I was the only person to get it in my guild. I busted it out pretty regularly all the way up until I unsubbed.
Here’s the thing though: how different was any of that from, say, completing Ulduar when it was current?
The Wrath lead-up event was fun because it was fun, not because it was never going to happen again. Similarly, it would not bother me one iota if the Arcanite Ripper was mailed to every player that logged in once in the last four years – nor, incidentally, does it bother me that the Arcanite Ripper is now on the Black Market AH. In many ways, I consider Ulduar (or any raid) to be more “rare,” because while these places still exist, it will never been the same as when it was newly released. Even if Ulduar was still relevant to current endgame progression somehow, it would not be the same as it was when it was new.
It is not the item or the event that matters, it is the zeitgeist. And the people. ArenaNet could have looped the Mad King event like they loop everything else and it still would have been exactly as meaningful for those first players as it is now. Every moment is a one-time event. Ergo, I see little reason to layer artificial scarcity on top of temporal scarcity. The devs could have safely shared their work with a wider audience with no lack of impact to anyone worth caring about.
But, whatever. If you consider content you never see as content, then GW2 has enough content to keep you busy for quite some time.