At this point, we know very little about Dead Rising 2 outside of the fact that it's in development for the Xbox 360, PlayStation 3, and PC. Capcom's Keiji Inafune, on the other hand, knows a lot. And he should -- he's produced the original title, and is working alongside North American developer Blue Castle Games to bring Dead Rising 2 to life.
In a recent discussion on the Bionic Commando podcast "Top Secret," Inafune gave up a few bits of information about the upcoming title.
- He explained limitations of approaching a game like Dead Rising from a Japanese perspective, saying that working with Blue Castle has been great. He says they "really understood the Japanese flavor that made Dead Rising so unique."
- They are "planning on fixing problems that we think should be fixed," but he wouldn't say if that included the original game's sometimes-frustrating save system.
- The clock-based mechanic will return, which should have players running all over the place once again, a slave to time.
- Goals will be more varied, not just missions based around escapes or waiting for rescue.
For fans of the original, these little morsels of info are more of a tease than anything. Casino-based zombie-slaughtering mayhem can't come soon enough.
[Via
Eurogamer]
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Me vs the zombie hordes is all I want from this game. Sometimes keeping things simple is a good thing,, Capcom. Why on earth can't you just leave it, to a more Left 4 Dead open style of play?
Oh well...
72 hour time limit, it ticks by in real time, when you save your game by "sleeping" it costs you 1 to 8 hours (your choice.)
Something like that should leave vast amounts of time for dicking around between missions.
I don't know where you are going, mate. After all, I recently defended Capcom over their RE5 controls, because I can see where the RE5 game, becomes somewhat broken with out them. Such a run n'gun approach would destroy if not shake the foundation that game. However its okay to disagree too.
My reason for hating the time system is simple. I hate time keeping and it feels like torture. I'm all for saving survivors from zombie jaws, but asking me to do it in a set time limit takes the piss out me and the fun somewhat out of the game.
Fair enough Capcom, you want it in, fine, but give me the option to switch it off, just like you do the time limit in all SF games out there. This is not hard to do, without adjusting their game design too much.
I'll still buy DR2 though, cause I like zombie mashing. I'm glad to see I can still get my zombie fix on, besides RE5 and L4D.
What WAS a pain about the save system was the fact that you only had one slot, and when combined with the clock, it was possible (and also likely if you were playing for the first time without a guide) to save yourself into a corner where you absolutely couldn't complete any more story missions, because you simply didn't have the time to get to a destination. This was expecially true toward the last few story missions. Personally, I liked the challenge it added.
Lots of options and customizable features, dammit.
The time system could do with a bit of tweeking but I liked it
DO WHAT YOU MUST DO CAPCOM AND GRACE US AGAIN!!!
The clock mechanic however is a bummer. Limiting your ability to explore in a sand-box game seems to go against the idea of sandbox.
its been very frustrating to hear how difficult it's been for Dead Rising 2 to become a reality in spite of it's overwhelming success (it was the 360's first million+ seller).
Satoru Iwata was being kind when he said Japan was the "least robust" games market.
However Necros, I do not think you should be so condescending to those who want a mode with no clock where they can explore and do anything they want. Not everyone wanted a zombie game with a time limit, most just wanted a zombie game in a mall where you could spend as much fucking time as you wanted and slowly progress through the story at your own pace.
I believe an un-timed, non-story, mode would be very useful to you for the Achievements in the real game. Finding secret places, better escape routes, where better weapons are located, etc. an un-timed free roaming mode would be quite useful, not to mention fun.
Please Capcom, make the zombies the threat of DR2, and not the clock.
I mean you guys do realize you could ignore it right? This wasn't GTA this was Dead Rising, the game had an end, and if you ignored the clock you had at least 8 or 10 hours of running around doing silly shit, a game where ALL you do is kill zombies in a variety of ways is gonna get old pretty fast, its like the people that complain about GTA being boring and repetitive when all they do is steal cars.
DR was not a sandbox game. Note the time restrictions.
The save system forced you to make careful choices. Were you going to bother hitting up that save? Did you make enough progress in the time you took to make the save worthwhile? I personally believe that finishing the game without having to start over keeping Frank's levels was intentionally impossible. I made it all the way to the butcher with plenty of power ups and weapons and for the life of my couldn't beat that fat fucker. If I could've reloaded to an earlier save to pick up more shotguns or samurai swords, or trade some weapons for smoothies, I might have been able to pull it off. Unfortunately, I only had sixty some of my seventy-two hours to get there, and one save slot to do it. That meant I got to start over and plan better. (in addition to keeping the twenty some levels I earned the first time around)
Without the "dumb" clock and "horrible" save system, these strategic decisions would never have been made. This is a game with consequences. You either do it right, or you do it all over. That sort of gravity makes the choices you make more significant, IMHO.
And those of you complaining about the aiming, Frank is a photojournalist, not a soldier. Notice he could walk while aiming his weapon of choice: his camera. "I've covered wars," doesn't mean "I'm a mercenary."
I'm going to bet if you didn't like the first game because of it's über-significant design choices regarding time limits, game saves, and firearms, you're probably not going to like the second. Be sure to come back and disagree with the review when the game finally hits.
There is an untimed mode. Ignore the clock. Kill Zombies. Pow: Untimed Mode.
Useful Criticism from the flood of comments: TEXT SIZE. I bought an HD TV so I could read the damned screen, fer fucks sake. At least make it adjustable for those on the mortal-sized screens know what the fuck is gong on.
Lastly: The lack of a camera hanging 'round the new protagonist's neck distresses me very much. VERY much. No photos = unhappy Stripe.
I hope they keep both of them, although additional save slots wouldn't go amiss.
I just hope to God there's no Otis-alike in this one - or if there is, I hope that their scoop notifications will be less obtrusive.
These are just NOT problems that should be addressed. There are two primary things that I think DO need to be addressed though.
The first is Otis and the notifications. There was nothing wrong with the idea of this, it was just implemented badly. And by that, I refer to the fact that you were completely and utterly helpless when talking on the walkie talkie. I mean, you couldn't swing, or even jump anymore when talking? If you got hit, you had to start the conversation all over again? I understand that they tried to make it a little challenge to successfully take the call, but it just ended up frustrating due to the seemingly artificial limitations placed on Frank while listening to Otis. Now, it's 2009. Lets just give the lead character a hands-free bluetooth headset, and be done with it.
The other, is the survivor AI. THIS...is by far my biggest complaint with the original. There are many times felt like I wouldn't have missed deadlines if my survivors weren't soooo fucking retarded. And I don't mean necessarily by running into zombies..that's to be expected really, and I can fuck a zombie up and set them free. But when you had like 5+ survivors with you and made it back to the roof, man that was frustrating. They wouldn't climb up onto the platform before the vent, because they were too busy bumping into and blocking each other. Sometimes it would take a few, very precious, minutes just to get them up on the damn platform, and that was time you often just didn't have.
I had some other, more minor issues with the original (respawning prisoners?) but I will be more than happy with Dead Rising 2 if they fix the above two issues, while leaving the core gameplay intact..
Fuck off. We don't play games for that level of realism. A bad aiming system is simply just poor game design.