Climb the building to the right of the hunting store (when viewed from the gas station). There are heating units on the sides of the buildings and you can jump from the right building onto the left one. You can see a handgun on top of the air conditioning unit that you're supposed to jump to. From there simply drop onto the small slanted roof and make your way to the roof of the hunting store.
I could drive around on the bike during the credits, I don't think that was meant to happen..
:lol
I have to say - this has really put the game on my radar. I loved the first game but never owned it (shocking I know), but I loved the micro-management aspect of it. The whole 'oh shi- I need to be there in ten minutes but that geek in the department store needs saving' schtick really resonates with that whole 'emergent gameplay' thing.
PS3 footage looked rougher than 360's, but this was from an offscreen build from months back I believe (comic-con I think).
Might be some Gamescom footage out there somewhere...
Caveat: This has been one of two games that has been day one for me, whilst having to wait over four years for them to turn up...
Thoughts after my third playthrough:
D, F, A and C endings (C & D are the same btw), wonder what B and E are?
If I have to run around searching / buying / getting Zombrex for Katey, that shit is going to get real old, real quick.
Kids are for people who can't have cats.
Would anyone else like a, say, 10 space locker in the safehouse for cool items? Combo system could be a bit crippled having limited stuff in limited areas.
"Go long...." Chuck can't throw to save his life. Can't run either... the pawn shop geezer moves quicker.
AI seems improved on survivors, or at least they move better/quicker.
Didn't like Chuck's "discovery" of Queen's... would have preferred he just stepped on it and figured out from the results.
Turn the audio trigger rate down on the survivors, the'yre driving me crazy with their little quips and giggles.
Noticed that you can't switch weapons with a survivor? Or is that just me? (i.e. can give them a weapon, but not give them a second weapon, and take back the first like in DR1)
Loading in C0 sucks... will reserve judgement on DR2... It may be attenuated based on the smaller area / how often you're running back and forth between the safe house and cut scenes... I seem to recall DR1 was not that bad, only when moving into different areas (though that last leg back to the maintenance room was a pain)
Apart from that, doesn't seem that bad, but then again, I've been plaing a lot of Fallout 3 lately
(Enter Megaton [Loading...], enter house [Loading...], leave house [Loading...], go to Craterside Supply [Loading...], leave Craterside Supply [Loading...], leave Megaton [Loading...])
At the end:
My god is that fixed camera angle on the bike horrible, guess I will only be riding a bike in DR2 if necessary for the story
Found
a food book (x2 Found) and a weapons book (x3 durability), but forget where I found the weapons book... I'm getting old
:lol
Coxswain said:
The save system is a little pussified, but you can actually start a genuinely new game at level 1, which is a pretty good tradeoff - and it's built in such a way that if you make yourself stick to a single slot per game, it's exactly like the first game, time limits and all. I'd have to call it an improvement, overall.
. As much fun as it is to return to the world of Dead Rising, I have to say that the performance of the game seriously hampered what is otherwise a very faithful continuation of the franchise. With a framerate that is constantly fluctuating, blurry textures and a general early-gen look to it (no motion blur that even DR1 had), the game feels like so much lost potential as next-gen Dead Rising. Regardless, I'll still be buying 2 and hoping that all these issues are somewhat mitigated by the disc release.
If it runs this poorly on 360, I'd imagine the PS3 version will be an unplayable mess.
Engine's got problems like every other engine out there. Clearly Capcom felt it was good enough to replace their own MT, as that's why they hired BlueCastle.
I'd say it was more a case of there being a lack of English documentation for MT Framework than anything else. MT is a better engine for sure, but it may not have been possible for BlueCastle to use it. Every Capcom game this gen developed outside of Capcom Japan has used a non-MT Framework engine which supports the above point.
Still can't get over the fact that both people have to play chuck in co-op. There are so many character models, seems a shame not to have access to the other survivors especially after you rescue them.
But nonetheless, looks like it'll be an awesome sequel.
Still can't get over the fact that both people have to play chuck in co-op. There are so many character models, seems a shame not to have access to the other survivors especially after you rescue them.
But nonetheless, looks like it'll be an awesome sequel.
I dunno, two Chucks running around seems hilarious to me. Imagine if they had EIGHT Chucks running around all with that deadly serious expression. Awesome.
Still can't get over the fact that both people have to play chuck in co-op. There are so many character models, seems a shame not to have access to the other survivors especially after you rescue them.
But nonetheless, looks like it'll be an awesome sequel.
I'd say it was more a case of there being a lack of English documentation for MT Framework than anything else. MT is a better engine for sure, but it may not have been possible for BlueCastle to use it. Every Capcom game this gen developed outside of Capcom Japan has used a non-MT Framework engine which supports the above point.
I'd say it was more a case of there being a lack of English documentation for MT Framework than anything else. MT is a better engine for sure, but it may not have been possible for BlueCastle to use it. Every Capcom game this gen developed outside of Capcom Japan has used a non-MT Framework engine which supports the above point.
Isn't this running on MT framework 2 ??
Game does look a bit less polished than DR1 and it certainly runs worse, but i thought that's because the area is much larger and more varied than anything in DR1. There's more zombies onscreen too i think.
I'm not too keen on how Chuck saves everybody just to leave them to die. Would have been better if he was fixing up a bus or something and then have them all carry over into safe-room in DR2. Still, it's sold me on getting the game.
Isn't this running on MT framework 2 ?
Game does look a bit less polished than DR1 and it certainly runs worse, but i thought that's becauxse the area is much larger and more varied than anything in DR1. There's more zombies onscreen too i think.
I'm not too keen on how Chuck saves everybody just to leave them to die. Would have been better if he was fixing up a bus or something and then have them all carry over into safe-room in DR2. Still, it's sold me on getting the game.
The only people who would have been in trouble would be those who are infected. It's not like the military wasn't going to arrive and sort things out...
Yeah, it's running on a custom Blue Castle games engine, they've referred to it as the "Forge Engine".
I think if there is any downgrade in visual quality from DR1, it's because of the massive amount of zombies on screen. In Case Zero you have just as many zombies on screen as some parts of the mall on Day 3 in DR1. Sure it's not maintenance tunnels size crowd, but Blue Castle has said that their engine can display over 6k zombies on screen.
For me though, the graphics are more than acceptable, the animations very much improved and the physics seem much better as well.
Played about an hour. Definitely got me interested in DR2.
Gotta say though... is this game severely lacking a finishing move while zombies are on the ground or did I miss something? I thought I remembered being able to smash knocked down zombies in DR1...
Played about an hour. Definitely got me interested in DR2.
Gotta say though... is this game severely lacking a finishing move while zombies are on the ground or did I miss something? I thought I remembered being able to smash knocked down zombies in DR1...
Played about an hour. Definitely got me interested in DR2.
Gotta say though... is this game severely lacking a finishing move while zombies are on the ground or did I miss something? I thought I remembered being able to smash knocked down zombies in DR1...
The only people who would have been in trouble would be those who are infected. It's not like the military wasn't going to arrive and sort things out...
Greedy American companies were trying to find a way to mass-produce cattle for insatiable American appetites, using a poor South American village as a test bed. Somewhere in this process they accidentally created bees that inject parasitic larvae which zombifies people.
It makes NO SENSE and is SO DUMB. And it is glorious for it.
Greedy American companies were trying to find a way to mass-produce cattle for insatiable American appetites, using a poor South American village as a test bed. Somewhere in this process they accidentally created bees that inject parasitic larvae which zombifies people.
It makes NO SENSE and is SO DUMB. And it is glorious for it.
using the bugs to make zombie cows I believe (because Americans eat so much meat), and the bugs escaped into Santa Cabeza. The Government said "um... oops" and torched the place.
Restarted 3 times last night and I'm now maxed out. I am now way ahead of schedule as I can't get the bowling alley hotties or the bikers to spawn and I already have the other 4 pieces of the bike along with the bar survivors and their gems. That damn moosehead is BADASS.
Restarted 3 times last night and I'm now maxed out. I am now way ahead of schedule as I can't get the bowling alley hotties or the bikers to spawn and I already have the other 4 pieces of the bike along with the bar survivors and their gems. That damn moosehead is BADASS.
You have to enter the safehouse area and come back into Still Creek. Sometimes if you just stay out in Stillcreek, when the game thinks you should have been into the safehouse and back, the survivors wont appear.
I was typing that as I was messing around with the bike in the credits. I didn't get past the credits! I did the worst thing possible and assumed an S rank was for all survivors etc.. I continued my save just now and got an A.
I was typing that as I was messing around with the bike in the credits. I didn't get past the credits! I did the worst thing possible and assumed an S rank was for all survivors etc.. I continued my save just now and got an A.
You have to enter the safehouse area and come back into Still Creek. Sometimes if you just stay out in Stillcreek, when the game thinks you should have been into the safehouse and back, the survivors wont appear.
I've done that a few times now. I think maybe the sidequests are triggered on a timer. Usually when there is a survivor spawned, guy on rooftop will wave to let you know where to go. I step out of the gas station, and he's just sitting there shooting.
I've done that a few times now. I think maybe the sidequests are triggered on a timer. Usually when there is a survivor spawned, guy on rooftop will wave to let you know where to go. I step out of the gas station, and he's just sitting there shooting.
Yea wondering that too because I was going for time here on this run and already had 4 parts in no time and yea after the first couple he hasn't said anything. Last time this happened I had to just go get the handlebars before time was up.
In the first game, you could only have up to 8 survivors in the mall at one time from scoops. If you have 8 survivors, then the next scoop would not appear period.
Not sure how it works. Due to the way money rolls over I already have 2 doses of zombrex, I can buy as many mooseheads as I want, and the broadsword is just waiting in my inventory for the "Viking Warrior" to spawn. I cannot wait to get home and see the ending.
In the first game, you could only have up to 8 survivors in the mall at one time from scoops. If you have 8 survivors, then the next scoop would not appear period.
No that's not the problem at all here. What happens in Case Zero is that survivors won't appear in the main area until a certain time, and they won't appear if you stay in the main area all the time.
Let me give you an example. Let's say that 2 survivors appear in the bowling alley at 5PM (completely made up time), and you're running around in the main area at 4:55PM. Unless you go in to the safe zone and then back again after 5PM, they won't appear at the bowling alley.
And I can safely say that they all appear on specific times, because I spent a whole playthrough just going back and forth between the main area and the safe zone until they spawned. They all spawned at full hours. Usually 2 hours between each group of survivors spawn times.
EDIT: The survivors spawned at specific times in the first game as well. And yes, having 8 with you at once caused new ones to not spawn. This gives me terrible flashbacks to when I got the achievement for rescuing 50 people...
Ok so the Bowling Alley doesnt have its own load time/separate room? That would make sense as well.
In Dead Rising 1, you had to be in any place BUT where the scoop starts. Example - if a scoop starts in Wonderland Plaza (Jo the Cop), be anywhere but Wonderland Plaza, wait for the scoop, then you can go in Wonderland Plaza and she would be there.
So I am assuming the Bowling Alley is part of "Still Creek" and not its own separate area, like the Safe Room.
Man, the engine powering this game is so bad. Right off the bat (during the intro cutscene) I knew something was awry when the framerate was unable to hold 30 fps during a cutscene with basically one character one screen and minimal detail. The framerate seems bad at almost all times. It's a complete mess.
It also looks quite a bit worse than Dead Rising 1. Inferior textures, models, and effects (no object motion blur?!?). The bad performance and slow loading times are like a kick in the groin.
MT Framework was still early back when Dead Rising was released and I definitely feel it could have ended up better had Capcom given it another chance. Loading issues were cleared up with MT Framework and data loads extremely quickly in all other games based on the tech.
It's a shame as the game seems like it could be fun and possibly better than the original. Hopefully they can create a competent PC port.
Lets hope so. If worst comes to worst brute force + 30fps framerate cap + 720p + triple buffering should at least be able to give us something better than the 360 version.
Thanks for the impressions Dark, as I know I can trust your word on stuff like this. Creating their own engine for a big budget title like this always seemed rather ambitious to me for such an inexperienced studio.
Any word on a PC demo (or benchmark)? Its so stupid this thing was restricted to just one platform, makes no sense at all, if its there to build hype you want it available to as many gamers as possible.