Double Down- Dead Rising 2 Review

One of the irrefutable highlights of the 2005 of the Electronic Entertainment Expo was the original Dead Rising. The game was an ideal showcase of the capabilities of the soon to be released Microsoft 360, displaying dozens of reanimated corpses shambling around a series of well-detailed environments. For someone who grew up worshiping George A. Romero’s Dawn of the Dead, the concept of being able to direct a character through an undead-overrun mall was nothing less than awe-inspiring.

Sadly, Dead Rising‘s aspirations were impeded by a number of enigmatic design decisions. While slaughtering hordes of zombies with provisional hardware was suitably visceral, the title’s prohibitive save system, inept AI characters, and  insipid protagonist often diminished any primal pleasures. Despite a pan-Pacific shift in development studios, Dead Rising 2 corrects many of the nagging problems of its predecessor. While the game still has its share of blemishes, those troubled by the first game’s design might want to consider a brief sojourn to Fortune City’s expansive landscapes.

Professional motocross racer and reluctant reality television star Chuck Greene’s plight presents a far more resonant impetus that Frank West’s journalistic intentions. A vicious siege in Las Vegas left Green’s wife dead and his daughter infected by the virus. Transitory hope exists in Zombrex, a drug which has the ability to delay zombification, but the remedy is in extremely short supply. Although Dead Rising 2‘s subtext isn’t as powerful as Romero’s riffs on race or consumerism, it does offer a cursory examination of human behavior. Beyond using the game’s apocalyptic setting to show a variety of coping styles (typically ranging from opportunistic to psychotic ), the game serves as a litmus test for players. Do you feel a moral obligation to rescue as many survivors as possible or is the lure of obliterating the undead in increasing perverse ways more of a temptation?

Beyond this moral quandary, Dead Rising 2 rarely takes itself too seriously. Like its predecessor, the game presents a series of interconnected maps brimming with a myriad of comical methods to annihilate the undead. From children’s toys, hardware, weaponry, and furniture, most environmental objects can be reappropriated into tools for gratuitous zombie bloodletting. Players may even generate certain devices out of two found objects. Take a Blanka mask and car battery to the workbench, and you’ll generate a morbidly amusing death shroud called Roaring Thunder. Unlike most of the title’s equipment which has a woefully abbreviated life span, these amalgamated contraptions last longer, as well as grant players additional experience points. 

While players may experiment to uncover different death-dealing devices on their own, specific blueprints for some of the more unusual devices are sporadically offered by rescuing a survivor. Fortunately, Dead Rising 2‘s helpless denizens display little of the foolishness displayed by the original title. No longer do gamers have to escort belligerent half-wits; NPC’s do a much better job at keeping pace with the player. With the additional assistance of a co-op partner, the tedium of saving survivors is rarely exhibited. The synergy of having one player play offensive linesman while the other directs the AI, proved to be enduring. Too bad the same can’t be said of Terror is Reality, the online multiplayer competition- while do you get to transfer your winning into the campaign, the component’s slack controls and simple mechanics won’t hold a players attention for long.

Although Dead Rising 2‘s faults are spare, they are conspicuous. Some will bemoan the often rigid time limits, which forbids players from fully exploring the fascinating landscape their first time through. At times the title can feel like going to Disneyland with an obsessive-compulsive scheduler, as you race around each of Fortune City’s locations without taking the time to appreciate them. Performance-wise, the game’s occasionally pixelated textures and recurrent load times are no match for more contemporary engines.

Players habituated to the ‘play-beat-abandon’ cycle of gaming might be disappointed by Dead Rising 2. Most likely, a single play-though will only reveal a fraction of Fortune City’s intricacies, as participants are shepherded through the game’s locations. Despite access to armaments like a teddy bear sentry gun, persistence might just be the more formidable weapon of all.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

40 Comments

  1. I didn’t know you were a zombie nut, Desert. Have all the game with Zombie in them (yes even that one) made you like them less?

  2. The same problem with time is making me not want to buy this one. Why can’t they just give me a big playground mode to kill zombies in. I hate trying to beat the clock.

  3. Good review, but I could have used it like a week ago.

    Already bought it and beat DR2 twice now. My complaint is the that attacks feels loose. Sometime you’ll swing at zombie and hit the survivors.

  4. TRU buy 2 get 1 free get! I was playing FIFA 11 to I didn’t get a change to open this up yet.

  5. Just remember- you’re never forced to buy it. SSFIV costumes don’t really add anything to the game.

  6. Sorry, but this hasn’t changed enough to get my $60. Maybe when it get to $30 or so.

  7. Why didn’t they improve the engine at all in the last 5 years? Same crappy closeup textures, slowdown (which gets bad in co-op) and no voice over for NPCs.

    No thanks.

  8. Nope not at all- two different incidents in two different locations. I’m thinking DR2 takes plave long after the first game- that way they had time to set up Terror is Reality.

  9. I’ve heard it still feels like a mall, and not really like a Vegas-style open world true?

  10. Sorry, but the Left4Dead series walks all over Dead Rising. The game is cool, but it doesn’t give you the satisfaction of surviving a rush of zombies/infected.

  11. I could be alone, but I’ve had more fun with Dead Rising 2 than other game this year.

  12. What? really? I don’t see how they can say that- but I often disagree with GB opinions more than I agree.

  13. I was surprised they pissed all over this for 15 minutes. Actually, it’s Giant Bomb- I’m not surprised.

  14. Bought it today, and I’m hooked. It made by 30 minutes late for school, and all I can think about is getting home to play some more.

  15. I don’t understand the mentality behind a game that forces you to rush thru the thing, forever worrying about ye olde father Tyme, to the point where your immersion into the zone is constantly trammelled, (the same goes for the extraordinarily long load times, even for cutscenes(I’m sick of looking at the “actresses” all looking like botox freaks, even Chuck’s ewokly featured daughter has the look as she oh so slowly makes a grunted comment(Crapcom should slow the pitch down abit on her voice, to go with the non-plus line delivery)). I mean save us the pain, give us a disable cut-scene button in settings after the first playthru, or an option before it begins each Heraklian load up to skip). Another teeth grindingly oathsome frustration is that they do not seem to be aware of a checkpoint, illogically not even before the awful boss battles. I’m moaning I know, but I just don’t geddit. How much say-so did Blue Castle get when it came down to the making of these illogical decisions? Reason being is that I wonder how much Capcom thought they would be catering to western gamer’s expectations, if at all, viz. these bizarre misdecisions. As bizarre as Sony only giving ps3 256 MBs of RAM, a gutless amount even four years ago. I WANT to ENJOY this game, but I can’t myself & my usual co-op buddy are brought to heated words because we have to yet AGAIN stop having or fun, just because we have to dash across the partitioned map, with the bloody long load-screens tempering our frustrations farther, in order to report back yet again to the bowels of the game’s safehouse, because Rebecca back with news we dont want to be failed for NOT being there IN time, ON time for not seeing what weve seen umpteen times before. WHY CAN’T WE DISABLE THE CLOCK, would that be making life too easy? Hell, we might even get caught out having some fun. And this brings me to my final point. I sometimes wonder if devs actually PLAY these kind of games which we know & love to enjoy gaming on, the WAY that we play them, and for or including the same reasons we play them. Is that partly why they get it so wrong, when it nearly could have have been so right? I think the Houser brothers do, that’s why every Rockstar game is a gem in a sea of glass spheres. Patch DR2 Capcom, so we can turn the blasted clock off and start really PLAYing this game. peace…

  16. I got to admit, disabling the clock is a great idea.Maybe Capcom could sell us the ability…

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