Separator
Dead Rising 2: Gaining Through Loss
59583_467229896345_615671345_7027350_950079_n
Saturday, October 09, 2010

 

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.

 
Pages: /2
< 1 2
2
BITMOB'S SPONSOR
Adsense-placeholder
Comments (4)
October 09, 2010

I was having lots of trouble grasping what this game was, this pulled it together nicely. Now I understand what I'll be dealing with when I play it.

37893_1338936035999_1309080061_30825631_6290042_n
October 09, 2010

You have managed to get me to take an interest in DR2, something no other person has been able to do. That being said, I'm pretty sure I'm still going to pass it up, but the new perspective you've provided is much more intriguing than the people just saying "it's awesome."

Me_and_luke
October 10, 2010

This really is the mother of all polarizing games.  I played through Case Zero, and declared that it was the least amount of fun I'd had playing a video game from this generation.  The vagueness by which you state "something" in the final sentence of the article leads me to believe that you may also feel many of the game design choices are questionable, if not downright ludicrous.  You really do need to completely change your mindset about what to expect and tolerate in a game to be able to "enjoy" Dead Rising.  I'm glad to see the game garners fans like yourself, but if developers can learn anything from Dead Rising, it is to do the exact opposite of everything Capcom and Blue Castle are bringing to the table.

Redeye
October 10, 2010

I understand a lot of what you are saying in theory, and in pracitce i've put up with a lot of the original dead rising and learned a lot of it's ins and outs, but I just can't finish this type of game well at all. I usually just take a 'to hell with it' approach and just level up and do whatever I feel like until I reach max level in the first game, but the sheer repetition of restarting that often and having to play the same first 5 or so missions over and over again becomes intolerable and I put the game down.


The alternative, learning every in and out of the game and planning an executing a perfect run through it, is too time consuming and frustrating for me with the various hard boss fights and beginers traps.

What i've personally learned from dead rising as a series is that while a game can do a lot of interesting things by ignoring cliche's of playability that people wrongly assume every game has to follow to be fun, the worst sin a game can make to get me to stop playing is to feel like it's wasting my time as a chore instead of entertaining me as a game.

Everyone has their own personal line they draw where a game crosses over from being an interesting challenge to being frustrating or boring. Conversely gamers who like a challenge have a threshold where they can no longer tolerate being babied. It's a tough problem and I don't really think it's even possible to please everyone.

Dead rising should be praised for at least having the balls to experiment and put it's vision first over what everyone thinks will sell,  and i'll probably end up picking it up on the cheap to play coop sometime down the road. Still it's just not a full price purchase kind of game for me.

You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.