Dead Rising 2 Review
There is something gleefully rebellious about the way Capcom defies the prevailing trends of the day. At a time when every publisher under the sun is trying to make gaming a family-friendly, gather-round-the-coffee-table experience, Capcom is scowling in the bathroom, shaving its hair into a Mohawk. Watch as Capcom stomps down the stairs in a pair of Doc Martins, kicks over a bowl of pimento-stuffed olives and spits in the face of the assembled casuals. "I AM CAPCOM!" it growls, "AND I WILL ALWAYS BE HARDCORE!"
It probably won't surprise you to learn that Dead Rising 2 is a game that embraces old-school values, and that it's a thumpingly hard one too; this is, as we well know, "the Capcom way". For many of us, this dedication to tradition is something to be praised and greatly admired, but if you're the kind of gamer who's grown used to modern design crutches - things like regenerating health and the omnipresent ability to save your game - then you may be in for a rude awakening. Four years have passed since the release of the original Dead Rising, but while Capcom has handed the development reins over to Vancouver studio Blue Castle Games, this long-awaited sequel is a virtual retread of its predecessor.
Once again the central conceit is that player takes on the role of a lone hero, trapped in an open world packed with zombies. Last time we played photojournalist Frank West, at Willamette Mall; now we're in the boots of Chuck Greene, a former motorcross star who now earns cash by participating in Terror is Reality - a dodgy, Gladiators-like TV show that encourages contestants to butcher zombies in exchange for cash prizes. When the show arrives at the casino resort of Fortune City, someone uses a bomb to free the living dead from their cages. Zombies flood across the surrounding hotels, casinos and shopping malls, chomping on the locals and adding them to their swelling ranks. And just to top it all off, someone frames Chuck for causing the initial attack.
What follows is a 72-hour mission against the clock, with Chuck battling to rescue survivors and to clear his name before the military show up to arrest him. The action unfolds in accelerated real-time, with specific events taking place within set windows. If you're late for one of the appointments that are connected to the main plot, you may lose track of the central narrative thread entirely - preventing you from seeing the "true" ending. Somewhat perversely, the game tries as hard as it can to lead you off the beaten track at every opportunity. In addition to the near-endless array of side-quests and rescue missions, there's also a generous set of mini-games to find and try - from golf swing simulators to a Crystal Maze-style cash-grab booth. Towards the later stages of the story, there's even a rather unexpected (and given the circumstances, rather imprudent) opportunity to enter a game of strip poker.
In addition to all this, there's also the same 'raid any shop, grab anything you like' dynamic that made the first game so memorable. Rather than giving the player a set of stock weapons, your arsenal comprises of anything that you find to hand. You'll find yourself taking down zombies with everything from swords ands fire axes, which lop the limbs off your foes or split them clean in half, to useless-yet-hilarious items like dildos and inflatable hammers. Dead Rising 1's Frank had the ability to take photos of the undead masses, but this has now been replaced by Chuck's uncanny knack for blending items together - a talent that is utilised by bringing specific items to one of the many maintenance rooms scattered around Fortune City. An aerosol can and a traffic cone, for example, can be used to make a klaxon that causes zombies' heads to pop, while strapping a car battery to a wheelchair results in The Electric Chair - a crowd-clearing trolley of death.


Highest Rated Comment
Ghost_Dog
Case 0 would have made perfect sense on the PS3, due to the lack of a previous game on the console.
User Comments
player66
Rickitis@ Wido
Ginger_Jesus
Read the review and what a good read it is. Dead Rising is a game that you can't really take it seriously. I can't anyway. I simply brought this for the amount fun you can have with it. Mean, a electric wheelchair with two machine guns. Come on, you don't get a crazed patient on casualty do that on a Saturday night on BBC1.
Only played it for an hour as the missus wanted to watch her crap on TV. Sod's law I guess.
Mr_Ninjutsu
Looking forward to getting this as it looks fairly fun.
Bloodstorm
Clockpunk@ mydeaddog
I'm absolutely positive I have seen a magazine or two which used such phrases as final indicators of a game's prowess. It might have been 10 years ago, or so, but I know there is still at least one site which follows that system. Can't for the life of me remember what it was, but I'll have a go and see if I can track it down.
I agree with those saying scores are ultimately useless - the summary points should suffice, making the user read the entire review. But I suppose metarating, and the publishers themselves, prefer an industry-standard of comparing themselves against one another...
WhoIsThePresidentNow@ mydeaddog
I don't know like.
It doesn't work for BBC's Snog, marry or avoid. Some of them I just wanna throw off a cliff.
Maybe just actually reading the review will make your mind up like.
Good read as always Neon :)
Wido
@Rickitis - Seeing as in the past you link reviews to IGN a lot. The scoring system you want is what IGN uses. Not having a dig, but I prefer what VG do. I rather have something simple and straight forward than fannying about with 6.5/10 or 9.5/10. Such as; Its one hell of a game but with some flaws, it doesn't warrant the 10/10, so 9.5/10 is what it gets. Easily just put 9/10 and still get very much received than scoring system that you prefer.
Ghost_Dog
This is how it's scoring elsewhere (thanks VG24/7)
• Eurogamer – 8
• MSXbox-World – 9
• Made2Game – 7
• Strategy Informer – 8
• MegaBitsofGaming – Buy it
• NZGamer – 8.8
• IGN – 8
• Resolution Magazine - 8
• GamePlanet – 8.5
• SquareGo – 4/5
• GamesRadar – 8
Clockpunk
I love this game.
It is a shame Capcom have stated they have no plans for really expanding the game with DLC, other than the 4 skills pack plus a few more in the future. I had hoped they could add in a new casino, or some such, with a few new items, perhaps a storage facility, a couple more combos, survivors, a psycho or two... seems like an idea game for such an addition.
mydeaddog
Don't be put off; if you liked Case Zero then you'll like this too. Just be aware that it's going to kick you in the balls every so often.
Rickitis@ mydeaddog
Anyway nice review, I’m going to go check ebay for a cheap version of the original...
mydeaddog
Can't say I agree with you about the 20 point system; if anything i'd rather we used a five point scale. The idea that "more numbers = more accurate" makes no sense, in my opinion, because you're not assigning numbers to anything tangible. Anyone who's been reading game reviews for a while will remember the bad old days of 90s magazines, when everyone used ridiculous percentages.
Cheeky Lee sometimes talks about how he'd like to see a system which just has "Buy It" or "Don't Buy It". I'd orobably throw in a third category, so that you'd have "Definitely Buy It," "Worth Considering" and "Avoid". That's really all you need, but there's not a snowball's chance in hell that you'll ever see sites or mags adopting it.
scaz2244
Rickitis@ mydeaddog
‘The PS3 version (the build tested) is quite prone to the odd visual bug, albeit nothing game-wrecking’
Does that mean you haven’t played the Xbox 360 version of the game? Would you imagine it’s very similar to the PS3 version?