Saving What, Exactly?
Dead Rising’s save system is oft-cited as the game’s worst feature, and the sequel keeps the original design largely intact. Without checkpoints, the only way to continue progress after dying or failing a case mission is to reload a previous save. And while Dead Rising 2 gives players three generous saves in comparison to the first game’s single slot, newbies will often save at the wrong time. While most games will turn back the clock, refill a player’s health, or otherwise prevent total game failure, Dead Rising 2 relies on the player to decide when to save, where to save, and how often to save. Poor save management leaves players with no option but to restart the story.
This is where Dead Rising’s divisive save system shines. When you restart the story, you’re allowed to do so with all of the character progress you’ve earned on a previous file. Character levels, weapon combo cards, and some achievement status carries over, including any special key items or unlockables the player has discovered. The old save is deleted, and the player begins a fresh game with a definite advantage. In this way, Dead Rising 2 really forces players to learn from their mistakes, coming back into the Groundhog Day game world wiser, stronger, and just a little bit humbled.
Ultimately, players will succeed through trial and error, and while the sting of losing five hours of progress because of a single poor decision hurts, the rush of starting over game with a new approach isn’t something players get to experience often in modern games. It’s a bittersweet experience, but definitely a unique one.
Dust in the Wind
It’ll be interesting to see how the gaming community remembers Dead Rising 2. Its world, where everything is temporary and perishable, is almost a refreshing contrast to the hand-holding that most games employ. Accessibility is one thing, but coddling is another, and Dead Rising 2 definitely does not do players any huge favors. Those that can handle its odd gameplay systems will find an interesting, frustrating, and ultimately rewarding experience. For bold game designers looking for some inspiration, it’s practically required playing. Whether you agree with its philosophy or not, everybody can learn something about game design from a game like this.








