I just died at the first boss b/c I tried using the gun for the first time. Are you telling me that I can't aim and move? Going into the controls menu it doesn't look very good. Is this for real?
edit: Because I died at the first boss and I never found the couch to save at, my progress was completely lost and my zombie kill already reset? But I still have the clothes I put on?.......
Thanks for the feedback. I'm still not sure how I feel about the game.
Went from crazy situation to crazy situation. I picked up someone and couldn't get back to Paradise so I had to go back to the courtyard area and a psycopath appeared and I picked up another woman from that while killing the gunman on the car b/c they were stuck and finally got to save. Still undecided :\
just take it easy and don't try to do every mission that pops up. Focus on the story first and foremost. Your first playthrough should be about learning the mall's layout.
Finally finished Overtime and got Hella Copter (oh lord at the three posts above if they try to get this. :3) and Infinity Mode.
WELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
HE AIN'T MY BROTHA BUT HE
-- time to do Saint in a little while I guess. I'm burned out and I need to backup this save so I can wipe this drive and have my Solid State Drive be the Windows drive going forward. >_>
Finally finished Overtime and got Hella Copter (oh lord at the three posts above if they try to get this. :3) and Infinity Mode.
WELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
HE AIN'T MY BROTHA BUT HE
-- time to do Saint in a little while I guess. I'm burned out and I need to backup this save so I can wipe this drive and have my Solid State Drive be the Windows drive going forward. >_>
The game does feel a little slower, but it took me five minutes to adjust and now it's just as satisfying and weighty. Actually, the jump kick move feels better to me since the recovery time after you land is smaller (I might be wrong on that, but that's how I feel).
Pacing just feels much, much better to me. Granted, Dead Rising 2 benefits from the added experience of the first game, but the first hours of the original can be miserable. I almost dropped the game as it can be very frustrating to clueless new players. It takes a few hours to become fun. I felt Dead Rising 2 OTR managed this better, especially with jump kick and dodge moves unlocked from the start. However, the main thing that improved the pacing was the survivors AI: they are absolutely atrocious in the first game, and this greatly impacts the experience as rescuing survivors is your main source of PP. In OTR they feel just right: they can handle themselves, but you still need to help occasionally.
Now, I'm only 6-7 hours in, but so far psycos are also better. In the first game most of them were incredibly cheap and the best way to beat them was by exploiting their stupid AI. Actually, after beating the game I feel there was no fair way to beat most of them if not by completely overpowering (which made the fights no fun) or exploiting the AI or geometry. In DR2, I feel I do the appropriate damage to bosses and there's a way to beat them by design. Now, I only fought 4 or 5 so far, will see about the rest.
I will admit the mall in Willamette was a more readable, easier to navigate place but on the other hand I feel zombies are better distributed in the sequel as they feel more manageable even on very crowded areas. And while the map is indeed busier, at least now you can set waypoints, which is very very useful.
And the QOL improvements can't be dismissed. They are huge. The biggest one is brought by OTR, where not only you can hear the radio without losing any move, but they are voiced as well, which means your attention can remain on the action. More places to save is also very helpful.
Sandbox is a nice addition too, even if somewhat pointless by the fact you can just restart earlier games anyway.
Aside from the fact you're allowed to use from the get-go, which I'm not entirely a fan of but is irrelevant here, the jump kick is one of those moves I felt was needlessly bogged down. More general recovery in between jump kicks and you have less time to actively use it; unlike in DR2 / OTR, in DR1 you could whip it out fairly late during the jump animation or if you leapt from greater heights. It's the wrong kind of way to lend more weight to the game especially for such a crutch to keep zombies under control in a pinch, since all it really does it make it feel less responsive by comparison. Still a handy move on its own, the aforementioned notwithstanding.
Pacing-wise, you might want to play through DR1 again now that you've learned the ropes. The benefit of already being familiar with the series' rules does make a huge difference as you're already aware of, and I'll clarify what I meant specifically. While Dead Rising 1 honestly does give off that vibe of being brutal for a first impression, once you know what to expect and what to do it's not harsh at all. You're even given a substantial leg-up almost immediately via (unspoken of) meta objectives after your first fight with Carlito; three levels that early into the campaign is nothing to sneeze at. Furthermore: something that stuck out in retrospect, is that the difficulty curve in the original has more upfront peaks and valleys in how it spreads tension, an aspect that's been lost in Dead Rising 2 since you're constantly being assaulted one way or another there. Deadlines and survivor cases are handed out more evenly, as opposed to having more distinct lulls in between each batch and (DR2 / OTR spoilers) there are for example no
moments that create a subdued yet unnerving atmosphere like the second half of Day 3 in DR1. It's just you constantly under threat with little in the way of curveballs and it only makes the player more accustomed to this rather than keeping them on edge or have them take a breather on a whim
. DR2's / OTR's final act is also a disaster with its asinine twists, significantly harming the previously brisker pacing and that's ignoring some of the standard quests (from a completionist point-of-view) moving at a glacial pace even with prior knowledge, like most infamously the poker matches.
Zombies distribution is also more bothersome because they're more stubborn in tracking you down without actually ever being dangerous (
barring the third act twist
), so this leads to two bigger issues that Dead Rising 1 even at its most crowded didn't really suffer from once you were more experienced. For starters: there are no (relatively) wide openings for you to consistently squeeze through untouched with faster mobility items like the skateboard in areas you're meant to traverse through on foot. And secondly: if you want to leisurely check out the contents of a given shop when there's no door separating you from them, then they will frequently interrupt you thanks to them not being hand-placed to a degree. The whole 'packed shoulder-to-shoulder' angle (even on day 1) wears thin and ignoring the performance issues this created in tandem, you also objectively have less tools to keep them spaced out before they surround you unless you resort to combo weapons. You're not-so-subtly coerced into using them regardless of your own preferences (i.e. potential purist challenge runs) and frankly the increased zombie count is 'balanced' around these weapons melting hordes of them on a moment's notice. Crowds could easily become an issue in Dead Rising 1 too, but they gave you bees much sooner and more importantly, manoeuvring around them was a far more pronounced gameplay component than it is in 2. Lastly, the jump scare zombies - either those randomly hidden in restroom stalls or pre-determined dead bodies in narrow blind spots randomly coming back to life - are a meaningless addition I'm surprised they even bothered coding, plus the final act makes standard combat noticeably more tedious.
Bosses are a mixed bag in DR2 / OTR as far as I'm concerned. Wonkier hurtboxes on top of the weird hitboxes - which is already saying something coming off of the first game! - with a higher number of BS shenanigans. The pre-Overtime final bosses in both DR2 / OTR were a lot more rubbish than DR1's Brock ever was from a design standpoint (which again is saying something considering his overall patterns) and there's more blatant hijinx like Antoine's curving + homing frying pans. Ignoring their lowered difficulty, I'm surprised you call them less cheap since they generally have more lockdown potential on average. Seperate from this, it's also worth noting that nearly all the DR1 bosses have reliable, consistent strategies to beating them without turning to exploit trickery or a max level character. Besides the convicts getting themselves stuck just fine on their own, Cletus is the one expection to the rule no matter what I tried, because even hiding behind the intended cover inside the shop is iffy at best.
tl;dr - Excluding the QoL tweaks, which I'm 50/50 on when putting them all together, there's numerous steps in DR2 / OTR I felt were for the worse in the long run.
Power weapon that lets me blow through the first two or three cases to get a chainsaw that'll power me through the rest of them until I need said power weapon to take the special forces on in two shots.
Achievement getting/time-management and knowing your routes is far harder than Genocider or other playthroughs.
Aside from the fact you're allowed to use from the get-go, which I'm not entirely a fan of but is irrelevant here, the jump kick is one of those moves I felt was needlessly bogged down. More general recovery in between jump kicks and you have less time to actively use it; unlike in DR2 / OTR, in DR1 you could whip it out fairly late during the jump animation or if you leapt from greater heights. It's the wrong kind of way to lend more weight to the game especially for such a crutch to keep zombies under control in a pinch, since all it really does it make it feel less responsive by comparison. Still a handy move on its own, the aforementioned notwithstanding.
Pacing-wise, you might want to play through DR1 again now that you've learned the ropes. The benefit of already being familiar with the series' rules does make a huge difference as you're already aware of, and I'll clarify what I meant specifically. While Dead Rising 1 honestly does give off that vibe of being brutal for a first impression, once you know what to expect and what to do it's not harsh at all. You're even given a substantial leg-up almost immediately via (unspoken of) meta objectives after your first fight with Carlito; three levels that early into the campaign is nothing to sneeze at. Furthermore: something that stuck out in retrospect, is that the difficulty curve in the original has more upfront peaks and valleys in how it spreads tension, an aspect that's been lost in Dead Rising 2 since you're constantly being assaulted one way or another there. Deadlines and survivor cases are handed out more evenly, as opposed to having more distinct lulls in between each batch and (DR2 / OTR spoilers) there are for example no
moments that create a subdued yet unnerving atmosphere like the second half of Day 3 in DR1. It's just you constantly under threat with little in the way of curveballs and it only makes the player more accustomed to this rather than keeping them on edge or have them take a breather on a whim
. DR2's / OTR's final act is also a disaster with its asinine twists, significantly harming the previously brisker pacing and that's ignoring some of the standard quests (from a completionist point-of-view) moving at a glacial pace even with prior knowledge, like most infamously the poker matches.
Zombies distribution is also more bothersome because they're more stubborn in tracking you down without actually ever being dangerous (
barring the third act twist
), so this leads to two bigger issues that Dead Rising 1 even at its most crowded didn't really suffer from once you were more experienced. For starters: there are no (relatively) wide openings for you to consistently squeeze through untouched with faster mobility items like the skateboard in areas you're meant to traverse through on foot. And secondly: if you want to leisurely check out the contents of a given shop when there's no door separating you from them, then they will frequently interrupt you thanks to them not being hand-placed to a degree. The whole 'packed shoulder-to-shoulder' angle (even on day 1) wears thin and ignoring the performance issues this created in tandem, you also objectively have less tools to keep them spaced out before they surround you unless you resort to combo weapons. You're not-so-subtly coerced into using them regardless of your own preferences (i.e. potential purist challenge runs) and frankly the increased zombie count is 'balanced' around these weapons melting hordes of them on a moment's notice. Crowds could easily become an issue in Dead Rising 1 too, but they gave you bees much sooner and more importantly, manoeuvring around them was a far more pronounced gameplay component than it is in 2. Lastly, the jump scare zombies - either those randomly hidden in restroom stalls or pre-determined dead bodies in narrow blind spots randomly coming back to life - are a meaningless addition I'm surprised they even bothered coding, plus the final act makes standard combat noticeably more tedious.
Bosses are a mixed bag in DR2 / OTR as far as I'm concerned. Wonkier hurtboxes on top of the weird hitboxes - which is already saying something coming off of the first game! - with a higher number of BS shenanigans. The pre-Overtime final bosses in both DR2 / OTR were a lot more rubbish than DR1's Brock ever was from a design standpoint (which again is saying something considering his overall patterns) and there's more blatant hijinx like Antoine's curving + homing frying pans. Ignoring their lowered difficulty, I'm surprised you call them less cheap since they generally have more lockdown potential on average. Seperate from this, it's also worth noting that nearly all the DR1 bosses have reliable, consistent strategies to beating them without turning to exploit trickery or a max level character. Besides the convicts getting themselves stuck just fine on their own, Cletus is the one expection to the rule no matter what I tried, because even hiding behind the intended cover inside the shop is iffy at best.
tl;dr - Excluding the QoL tweaks, which I'm 50/50 on when putting them all together, there's numerous steps in DR2 / OTR I felt were for the worse in the long run.
I guess we'll have to agree to disagree in some parts, but I can't really say much about other parts you mentioned since I haven't finished the game yet. But boy, I sure hope I don't find the pacing too bad towards the end.
Power weapon that lets me blow through the first two or three cases to get a chainsaw that'll power me through the rest of them until I need said power weapon to take the special forces on in two shots.
Achievement getting/time-management and knowing your routes is far harder than Genocider or other playthroughs.
A mannequin takes out Special Forces in two hits as well, like I said these weapons aren't necessary. I was 95% of the way to Saint without following a guide on a fresh playthrough.
Hey everyone, I need down advice. I'm trying to breeze through the case "Bizarre Group", but the thing is after beating the tar out of Sean and then getting all the survivors back to the security room. What is the best way to do that?
Hey everyone, I need down advice. I'm trying to breeze through the case "Bizarre Group", but the thing is after beating the tar out of Sean and then getting all the survivors back to the security room. What is the best way to do that?
There are several female mannequin torsos in the various movie theatres prior to the boss fight, grab a couple of those and go to town on the boss. Pick and choose when you attack, he telegraphs his attacks pretty easily and the mannequin torso staggers him.
There's actually another survivor hidden away in the storage closet in the room with the boss, make sure to grab her.
I don't know if this makes it easier, but I cleared out all the other movie theaters prior to taking on the boss.
Something to look out for, is watch the other yellow rain coat guys as you are clearing them out. They will reach behind them and throw some smoke which will stun you and cause them to drag you away. You get an achievement for not allowing this to happen and it burns a few hours. It's a fairly protracted animation so be on the look out for it.
Hey everyone, I need down advice. I'm trying to breeze through the case "Bizarre Group", but the thing is after beating the tar out of Sean and then getting all the survivors back to the security room. What is the best way to do that?
In terms of how to get them through the crowds when you get back to Paradise Plaza? It never hurts to have a queen or two to thin out the horde, but it's really not much more complicated than taking point and cleaving through the path of least resistance. If you don't have the mini-chainsaw, the sword that Sean drops is actually really good for crowds. You could also potentially game the system somewhat by leaving the theater and re-entering it to respawn the sword to have extras or even get them on the survivors that can use them (I think that four of the five can use weapons) for extra coverage. The book that Sean drops is also pretty useful in that scenario, since it makes survivors more competent in combat.
Don't forget to save in the theater just in case. Most people forget that there are restrooms in the theater (and right by the entrance, at that), so it makes any potential resets much easier.
I played OTR for the first time last month, and I'm replaying DR2 now. I prefer DR2. I like Chuck more than Frank. And Frank is pretty different from his DR1 self (for story justifiable reasons), anyway. I never really cared for the photo element either. Although I enjoyed it more on my recent DR1 playthrough. I also like the element of giving Katey Zombrex to Frank having to take it. It forces a little more planning into the game. DR2 is more forgiving that DR1 and OTR is even more forgiving. It's too forgiving really. The checkpoint system is just too much. I don't know how I feel about the story changes. It's different but not any better or worse. I boss at the end of 72 hour mode is a bit too ridiculous.
OTR does have a whole new area, the Uranus Zone and it's a pretty good addition. I also like the bank vault. There are also more combo weapons, but I didn't really use them much.
Original still feels like the tightest out of the bunch (warts and all) while also offering the most challenge. DR2 / OTR are still good in their own right though, even if they made too many concessions in some areas and have some pacing issues.
I've played and completed Dead Rising 3 on PC when it came out in September 2014. I can say that I've enjoyed Dead Rising 1 way more than third, even if it's ten years old game. I don't know how to describe, you just slice through zombies and everything from gameplay to plot seems so flawless, pacing is great, and I never got bored during my play, which happened a lot with Dead Rising 3. Don't know about second game, cause I'm only starting it.
So I finally figure out that Girl Hunt won't proceed to the next case because apparently I left finishing it too late and I don't think the game makes any mention of this.
After trying to be careful as to stay on time with every other scoop and case, this is sizeable kick in the balls and I'm not sure I can be bothered to start over again.
Fortunately, QA and the dev team were finally able to reproduce the problem on one of the public PSN accounts and found a fix for it. They're working on the patch right now.
It turns out the issue was related to a specific PSN account type and under retail environment that was difficult to reproduce on dev network.
Apologies for the longer wait time, but a fix is on its way.
Do note the game can still be played in offline single player campaign as long as the console is disconnected from PSN.
Take care of the first two Brad missions since (if memory serves) he opens up locked gates. They're not mandatory, but they do make general traversal a tad more convenient.
Just finished DR2 with the S ending. Big thanks to the gaffers that suggested the mma gloves + nails combo weapon. Those things last for quite a while! I found the book that makes the people you're rescuing not completely incompetent. I had that book with me the entire game and managed to save 35 people, but I really don't know how much of it was due to the book. Now on to OTR!
So I beat Sean and was escorting the five survivors. I was doing pretty well, got to the warehouse door of paradise plaza and two of the five survivors got to the door with me. I turn and see the three others dealing with zombies and I realize something:
Better two survivors than no survivors.
You can kinda guess what happened next.
Yeah I know, I know. Dick move. But the zombies though.
So I beat Sean and was escorting the five survivors. I was doing pretty well, got to the warehouse door of paradise plaza and two of the five survivors got to the door with me. I turn and see the three others dealing with zombies and I realize something:
Better two survivors than no survivors.
You can kinda guess what happened next.
Yeah I know, I know. Dick move. But the zombies though.
I've never tried this, but one of the suggestions earlier in the thread was to trigger a loading screen by leaving, then come back. The zombie locations will randomize and your survivors will be free to run.
I recommend using the aiming mode plus your follow command to put a way point on the ground. This causes the survivors to run to that location rather than aimlessly wonder on their own AI.
I've never tried this, but one of the suggestions earlier in the thread was to trigger a loading screen by leaving, then come back. The zombie locations will randomize and your survivors will be free to run.
I recommend using the aiming mode plus your follow command to put a way point on the ground. This causes the survivors to run to that location rather than aimlessly wonder on their own AI.
I think I'll try that next playthrough.
Speaking of playthroughs, I think this is my 4th I think. Man this game is so good when you know what you are doing. The many small parts of this game like cooking items for more health, weapon locations, shortcuts, item management and the fights are awesome. All the while you are fighting against the clock to make sure you don't get there too late. I love dead rising!!
Also mannequin torsos are on some next level shit.
So I beat Sean and was escorting the five survivors. I was doing pretty well, got to the warehouse door of paradise plaza and two of the five survivors got to the door with me. I turn and see the three others dealing with zombies and I realize something:
Better two survivors than no survivors.
You can kinda guess what happened next.
Yeah I know, I know. Dick move. But the zombies though.
Take care of the first two Brad missions since (if memory serves) he opens up locked gates. They're not mandatory, but they do make general traversal a tad more convenient.
So I beat Sean and was escorting the five survivors. I was doing pretty well, got to the warehouse door of paradise plaza and two of the five survivors got to the door with me. I turn and see the three others dealing with zombies and I realize something:
Better two survivors than no survivors.
You can kinda guess what happened next.
Yeah I know, I know. Dick move. But the zombies though.
That stretch is brutal if you beat Sean during the night. Mad aggressive zombies + Paradise Plaza at its fullest = bad, bad times. The survivor book he drops helps to a degree, but you still walk an incredibly fine line between success and failure if you don't come in prepared.
I've never tried this, but one of the suggestions earlier in the thread was to trigger a loading screen by leaving, then come back. The zombie locations will randomize and your survivors will be free to run.
Yep, that was me that suggested it, and I absolutely used it on this part. Worked pretty damn well. Basically get the survivors that you can through to the exit, and just keep reloading. Keep survivors that are near the exit there, and go free the in-danger ones as necessary. It can be a little slow going because the survivors will get stuck in more crowds or sometimes in the water fountains.
So I've had trouble finding this online, but is there a decent level recommendation for attempting a full run through and finishing everything? I finished up my first 72 hour run and basically ignored the story after the motorcycle fight outside the supermarket. Saved a decent amount of survivors and got up to level 36. Is it realistic to try and do everything in the game, or should I just focus on completing the main cases with an occasional side quest? I know I was able to complete everything after an initial run through in Dead Rising 2, but I'm not sure if there are unnecessary missions in DR1, since I never beat it when it first came out.
So I've had trouble finding this online, but is there a decent level recommendation for attempting a full run through and finishing everything? I finished up my first 72 hour run and basically ignored the story after the motorcycle fight outside the supermarket. Saved a decent amount of survivors and got up to level 36. Is it realistic to try and do everything in the game, or should I just focus on completing the main cases with an occasional side quest? I know I was able to complete everything after an initial run through in Dead Rising 2, but I'm not sure if there are unnecessary missions in DR1, since I never beat it when it first came out.
Sweet. Can't wait to run through this again and do the story stuff.
The first time I played this was when I was 17, and I just didn't have the patience for it after playing Dead Rising 2. I was convinced the AI ruined the game, gave up after beating the clown several times, and just refused to put the time in to learn the mechanics. It's been a similar experience to Dark Souls, where I put the game down a few times, but something "clicks" after a while and the game really opens up. I've probably enjoyed this more than all the single player games I've gone through in 2016 so far
So I've had trouble finding this online, but is there a decent level recommendation for attempting a full run through and finishing everything? I finished up my first 72 hour run and basically ignored the story after the motorcycle fight outside the supermarket. Saved a decent amount of survivors and got up to level 36. Is it realistic to try and do everything in the game, or should I just focus on completing the main cases with an occasional side quest? I know I was able to complete everything after an initial run through in Dead Rising 2, but I'm not sure if there are unnecessary missions in DR1, since I never beat it when it first came out.
You can complete all the quests on a fresh level 1 save, just like in Dead Rising 2. Can even get to level 50 by the end of it with additional PP bonuses, since all the survivors and bosses push you up to around level 45. Don't even need the 'broken' items like the mini-chainsaw or mannequin torso with books either to stand a chance; sufficient legroom for different routes and overall strategies to pull through with so long as you have adequate knowledge about the game or the timing of cases including the hidden survivors. Not recommended to try and execute this type of run on a first playthrough however.
That stretch is brutal if you beat Sean during the night. Mad aggressive zombies + Paradise Plaza at its fullest = bad, bad times. The survivor book he drops helps to a degree, but you still walk an incredibly fine line between success and failure if you don't come in prepared.
I'm fairly certain I lost one during that section ¯\_(ツ_/¯
I reloaded and tried again
If you go and grab some gems, CDs, or plates from around Paradise Plaza that can help disrupt the zombies as you guide your group.
There are a few mannequins in the theatre area that can be used to brute force your way through.
I just got this ability near the end of my playthrough, but you can grab a zombie and throw them so they run through the horde, knocking everyone down.
I'm fairly certain I lost one during that section ¯_(ツ_/¯
I reloaded and tried again
If you go and grab some gems, CDs, or plates from around Paradise Plaza that can help disrupt the zombies as you guide your group.
There are a few mannequins in the theatre area that can be used to brute force your way through.
I just got this ability near the end of my playthrough, but you can grab a zombie and throw them so they run through the horde, knocking everyone down.
I was thinking that you could throw a zombie through a horde and knock them down then quickly knee drop the bastards before they get up, clearing up some space.