Zombies, psychopaths, and questionable parenting skills all came to Xbox Live Arcade this week in the form of Dead Rising 2: Case Zero. It's a new main character, a new story, new survivors and the same old zombies all in a neat, focused package.
Read on for our review.
Dead Rising 2: Case Zero (Xbox 360)
Developer: Capcom
Publisher: Capcom
Release date: August 31, 2010
MSRP: 400 MS Points
In Dead Rising: Case Zero, we're given the first opportunity to play new series protagonist Chuck Greene. Case Zero doesn't reveal new details about the character or really any details at all. The introductory cutscene sets up the scenario wherein Chuck's truck is stolen with his infected daughter's anti-zombie medication still inside and only twelve hours to go until her next required dose. That's all. Hell, the only way you would know that Chuck was a famous motocross racer without foreknowledge is through a comment made by a survivor more than halfway through the game.
The only things we have to go on then are that Chuck is a man with a daughter that he loves enough to brave hordes of the undead to keep her alive. That's enough. Cutscene interactions between Chuck and his daughter Katey are equal parts touching and cruel. Katey is convincing as a child, unaware and unable to understand what has happened to her world, serving her role well as the game's main objective. Chuck is believable as well, if a bit melodramatic, and an easy character to get behind as a player.
Beyond the initial situation there is very little resembling plot development in Case Zero, which is easy to understand considering its brief running time of about two hours (including cutscenes; there is, at the absolute most, an hour and twenty minutes of actual gameplay in a playthrough). The game is still effective at telling its story of a man and the lengths he's willing to go to for his daughter, there just isn't much story to tell.
That doesn't prevent there from being a lot of cutscenes, however. The game seems utterly riddled with them and loading times both going into and out of cinematics feel a bit on the long side. This is fine for the first playthrough. But, by the third time you start over and have to skip through three cutscenes before being able to kill a zombie, it becomes annoying.

That's what Dead Rising is all about, after all: killing zombies. Case Zero offers in the neighborhood of forty different items that you can use to defend yourself against the undead masses. Some items are only good for killing on their own, while others, indicated by a blue wrench icon, can be combined at workbenches to produce deadlier weapons or more potent items. Case Zero has nine of these combo items to build.
The combo items are the only practical way to earn experience points. Simply killing zombies won't reward you with points. Significant quantities of points are only accrued through rescuing survivors and killing zombies in creative ways. Not that earning experience matters all that much in the context of Case Zero. You can progress Chuck through five levels of experience but there's nary any value in it. You'll only earn an additional inventory slot and a defensive move used when grabbed by zombies so there is not a whole lot of incentive to do so.
Chuck and the zombies aren't alone in Still Creek, either. Some humans are holed up and in need of rescuing. Only one specific survivor needs to be rescued in order to complete the game, though you will have to interact with others to achieve Chuck's goals. A central survivor is Bob, who appears on a rooftop near the center of town after a short time of playing. Bob's vantage point allows him to see people moving through the town and he'll flag down Chuck if he has information on the location of new survivors. Thankfully, he has neither a radio nor an over-developed sense of helpfulness with which to annoy you.
Getting this information is essentially the same as receiving a quest, complete with an objective and a guide arrow to lead you to it. These missions are timed and their timers start whether or not you ever receive the quest. Because of the small size of Still Creek and the limited number of things to do in the short game, it is at no point a problem to rescue everybody. In fact, it's easy to wind up with hours to spare for mindlessly killing zombies while waiting for Katey to be ready to take her next dose of Zombrex.

If you played Dead Rising, you can probably recall a moment at which you honestly wished the survivors would just get themselves killed before you got to them. The AI used for survivors was utterly wretched and treks across Willamette Mall became exercises in torture and babysitting. Things are much, much better in Case Zero. In playing through the game half a dozen times, in only three instances did I have to go and free a survivor from a zombie's grip and, when told to go to a specific point, living people actually follow the instruction and don't foolishly try to kill things along the way.
Pyschopaths, however, have not changed one bit. These survivors were one of the most frustrating parts of the first Dead Rising game, as there was really no difference between killing a psycho and killing a zombie except that the psychos are faster, usually have ranged weapons and apparently have a greater resistance to pain than something which cannot feel pain. They were annoying before and that hasn't changed, as evidenced by the sole psychopath encounter in Case Zero. There is no joy in fighting the game's boss whatsoever, just frustration, annoyance and misery.
I've tried to avoid referring to Dead Rising 2: Case Zero as a demo in this review. I don't judge it as such. It's a nice little slice of Dead Rising which stands perfectly fine on its own and I can honestly recommend it to people who want to kill zombies for a few hours but would not otherwise enjoy the time-based mechanics and rigid scheduling necessary to complete a longer Dead Rising title. And for those who are already planning to purchase, it's an inexpensive and inoffensive way to slate your hunger for zombie decimation while offering something extra (though not much) to take with you when Dead Rising 2 comes out.
Score: 7 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)

I was hoping they would fix that.
"fix" the boss battles? cant handle a bit of a challange?
As for the boss battle comment. It's easy to be unprepared for it since they do kinda spring it on ya but at least there's stuff in the general area to help you beat it. I'm sure once you roll through the game again, knowing when he pops up you'll be carrying all sorts of weapons on you. Frankly, the fact that the boss AI was kinda dim witted kinda ruined the encounter for me. Unfortunately they make up for the AI by having this weapon basically snipe you from pretty damn far away. =/
Actually the rewards you get are randomized. One person could end up with a bunch of extra inventory slots while someone gets extra defense and attack strength. It was the same way in the original Dead Rising.
(By the time you reach the maximum level everyone's character should be the same though.)
Dear video game websites,
Please hire people capable of the job. The psychopaths are, *GASP*, SUPPOSED TO BE HARD. It's a boss fight that you win by bringing the right weapons and health items with you, just like any friggin game. The time constraints make the game what it is, as does the save system.
Also, for the love of god, the purpose of Dead Rising is NOT to kill zombies. It's to rescue survivors while having a bit of fun in the process. Sure, you can choose to avoid main objectives, but then you get bad endings and miss out on the whole purpose.
And complaining about two hours? FOR FIVE FUCKING DOLLARS? Please, please, please have people who understand what they are reviewing do these. He clearly does not, so this is wrong.
And before someone asks, I couldn't care less about the score, I'm arguing his direct content in his review. This is just blatantly false.
So hyped for DR2 after playing this $5 bargain.
Blue Castle Games did me good.
However, the framerate can be a little iffy at times.
You're a fucking idiot.
Well said. If you can't handle the bosses, then go practice. Wah wah.
However, I won't be paying for what is essentially a demo - it sounds good and I'll save my cash for the full game.
BRB downloading
So you are saying that if someone can't beat a game because the game works against you in unfair ways to make an already difficult enemy even harder to kill, then they suck at video games? If you had played the first game, you would know that some of the bosses where absolute bullshit. I have yet to meet a single person who played Dead Rising and didn't make a comment on how retarded the jeep fight in the park was.
I get it... fair enough. Sure the bosses weren't too imaginative in DR, but I always enjoyed tackling them. *shrug* Different strokes, I guess.
The jeep fight was fine. The only thing that was retarded was them respawning all the time.
And yes, the boss fight was terrible. Took 40 shotgun shells to take him down, and the only way I beat him was by having pre-knowledge that I had to fight him.
So overall, good. But it could definitely, definitely be improved upon. I'll probably wait for a price drop now. :/
Agree with the boss fights, but I took him down with assault rifle and sledgehammer. This thing aside, its an improvement over Dead Rising and Chuck Greene is a worthy replacement for Frank West.
@ JagSpring - Achievements yes, but they dont carry over. Its totally seperate from DR2.
Watching ads for videos is one thing, but if I'm going to get inundated with full-screen clickthrough ads, I could be done with Destructoid.
I've played this way too much already, but I really loved the combo weapon part. I guess it's not essential to buy this, since the levelling up and cards weren't that much of a leg-up, it did the job of warming you up for the main game. Oh, and the combo weapons are just spectacular!
I'm really psyched for the sequel now. Especially when he put on his trademark jacket at the end.
Mini chainsaw plus mag stacking is the best way to beat DR, aside from the real mega buster.
To beat Jed:
Get an OJ or two, an get into the hunting shoppe and get some long range weapons. Easy.
That's what I love about DR. It's all about experimentation.
As for the DLC, great value. Highly replaybale, funny, and pretty solid in the story factor.
Just hope that framerate will be fixed up.
Looking forward to this. Dead Rising was my favorite game completely ruined by its obscenely small text (coupled with lack of voice acting for said text). DR2 looks like the same game, but playable, which is nice.
If by challenge you mean "poorly designed psychopaths that require split second control reactions with a clunky, unresponsive control interface" then yes, I can't handle it.
The controls suck. Period. I beat the game. I did not enjoy beating the game.
God forbid I have a differing opinion than everyone else who thinks DR is godlike.
Frankly, I thought the controls were somewhat better than the first game. I'm also not sure wtf you're talking about when you say "split second control reactions". Sounds like you're either playing the wrong game, or you're not playing properly to begin with. Nothing in the demo required much urgency besides making sure you made the case dead lines. Really, it seems as if your dislike for the boss fights in DR probably stem from either a lack of skill or of being properly prepared for them.
A fat shopkeeper and his deadly shopping cart being able to withstand several clips of bullets is kinda BS though. I buy them being stronger than zombies, but being able to withstand more shots than the player?
It'll be interesting to see how the the Daughter/Zombex idea works out in the game. Luckily, she doesn't need to shoot up every 4-6 hours. Creating weapons is a lot of fun, even though I've only made the nail-studded bat.
All in all though, I'm really glad the same feel of Dead Rising is pretty much in tact (from what the demo offers) and I can't wait for the full release. :)