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Allen

Member since: May 23rd, 2007

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Joystiq1 Comment

Getting deep on Dead Rising

May 23rd 2007 7:20AM (Joystiq)
"And also I agree with Robochocobo. I understand if they wanted to have a mission mode where you are racing against the clock, but why couldn't there be a gametype where you could fool around?"

I think that the presence of the clock is causing you (and so many others) to overlook the overall sandbox nature of Dead Rising. I was in the same boat, once upon a time.

The thing about Dead Rising--yes, there is a clock in place, and for good reason. But it really isn't important unless you want to find out what's going on in the plot. In the time you're given, you can do anything you want. If you want to get to the bottom of the story, you can. If you want to rescue survivors, you can. If you just want to ignore all that and explore the mall, you can. Anything you want to do. Yes, there's a timer--but there are a lot of real life hours that pass in those 3 days. Plenty of time to get your wander on.

The save system... I love it. Honestly, I hope that DR2 uses the same save system--controversial as it may be. It's brilliant. Inevitably it makes how you play the game the determining factor in the difficulty of the game, rather than some arbitrary difficulty "setting". The more experience you net--from photo taking to zombie killing to psycho killing--the more skilled you becoming and the easier the game gets. In this game, one which starts so difficult, it only serves to become more fun as it becomes easier. By the time you hit max level, the mall is your play place--and you can -really- do anything you want. (and those boss fights aren't so hard).

I've logged a lot of re-play hours in Dead Rising and expect to log many more--it has risen to be one of my all time favorite games. It just takes a while to settle in to -- takes some learning to love.

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