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Dead Rising 2 |OT|: He knows his way around a zombie or two.

Alex said:
If the bosses were easy or simple it's really undermine a lot of the game systems, IMO. Having them there to stress caution, preparation and the crafting is good since it's not like the common infected are going to do that.


Exactly. People who are having problems with them just lack imagination and preparation strategies. You have a whole fucking mall of weapons and helpers at your disposal for every psycho fight. You can leave the fights at any time to go find advantages. This is what you are supposed to do. Not sit there trying to spam melee attacks them with crappy weapons. If you do that, of course you are going to find them frustrating and not fun. The fun comes in the preparation. If you are smart about using the resources available to you in the mall, you can dominate all if them.
 

Ridley327

Member
It's possible to snipe them, but it's so much of a hassle because you have to worry about the zombies while trying to dodge their shots. It's really not worth it when there's such an easy way of dealing with them directly.
 
EternalGamer said:
Exactly. People who are having problems with them just lack imagination and preparation strategies. You have a whole fucking mall of weapons and helpers at your disposal for every psycho fight. You can leave the fights at any time to go find advantages. This is what you are supposed to do. Not sit there trying to spam melee attacks them with crappy weapons. If you do that, of course you are going to find them frustrating and not fun. The fun comes in the preparation. If you are smart about using the resources available to you in the mall, you can dominate all if them.

If the designers intended for you to leave the bosses mid-fight, they're doing a bad job. It's bad for game play, bad for pacing and just forces the player to work around a poorly designed fight. Just put a maintenance room next to every fight and load the arena up with somewhat decent weapons that way you have to improvise new ways to fight the guy as the battle progresses. Again, it's good to prepare, but you don't always know you're getting into a fight and even when you do it's really lame to expect the player to just stock up on five tenderizers (or whatever) for every fight.
 

Gigglepoo

Member
Tkawsome said:
If the designers intended for you to leave the bosses mid-fight, they're doing a bad job.

The game is about survival and preparation. It's great game design to force you to be prepared at all times, and give you the option to run away if you're overmatched. Handing you the tools to victory rather than making you work for them would undermine these encounters.
 

Ferrio

Banned
Gigglepoo said:
The game is about survival and preparation. It's great game design to force you to be prepared at all times, and give you the option to run away if you're overmatched. Handing you the tools to victory rather than making you work for them would undermine these encounters.

If the game is about being prepared, then they sure hammer that fact in with the time limit! "You have to be prepared, but we don't give you time to prepare. EAT IT FUCKERS"
 
Gigglepoo said:
The game is about survival and preparation. It's great game design to force you to be prepared at all times, and give you the option to run away if you're overmatched.

The way I see it it's about survival through improvisation. At least that's the idea I'm getting through the core concepts of turning common items into weapons, having a time limit that forces you to think on your feet and exploring huge environments with constant threats. The boss fights are the only thing you really need to prepare for, and even then it's more like you have to "game" the game, if that makes any sense.
 

eek5

Member
Tkawsome said:
If the designers intended for you to leave the bosses mid-fight, they're doing a bad job. It's bad for game play, bad for pacing and just forces the player to work around a poorly designed fight. Just put a maintenance room next to every fight and load the arena up with somewhat decent weapons that way you have to improvise new ways to fight the guy as the battle progresses. Again, it's good to prepare, but you don't always know you're getting into a fight and even when you do it's really lame to expect the player to just stock up on five tenderizers (or whatever) for every fight.
I've never broken a weapon in a boss fight. I'm not sure why you would need five weapons for any of the psychopaths..

and fwiw, there is:

1x fireaxe
1x sledgehammer
1x mma gloves
2+ boxing gloves
1x bowie knife
2x bats
2x nails
2x bucket
1x drill

within 30s of the safehouse and all around the maintenance room there.. there is really no excuse for not having weapons on you at all times
 
eek5 said:
I've never broken a weapon on a boss fight. I'm not sure why you would need five weapons for any of the psychopaths..

I was exaggerating, but I did go through a nail glove and a boxing glove/knife combo during the CURE fight. That motocross guy took a ridiculous number of hits though, especially when you're fighting off a massive amount of zombies during the fight. Me and my co-op buddy were searching everywhere for a half-way decent weapon.

P.S. I hope people don't think I'm harping on the game. I'm loving it, but the boss fights just made me think about the design philosophy of the game for some reason and I thought it would be a good discussion.

eek5 said:
within 30s of the safehouse and all around the maintenance room there.. there is really no excuse for not having weapons on you at all times

Well, I'm not always entering these fight from the safehouse. Plus the only useful combos there are the nail bat and the glove combos (for bosses, anyway).
 

eek5

Member
Tkawsome said:
I was exaggerating, but I did go through a nail glove and a boxing glove/knife combo during the CURE fight. That motocross guy took a ridiculous number of hits though, especially when you're fighting off a massive amount of zombies during the fight. Me and my co-op buddy were searching everywhere for a half-way decent weapon.

P.S. I hope people don't think I'm harping on the game. I'm loving it, but the boss fights just made me think about the design philosophy of the game for some reason and I thought it would be a good discussion.



Well, I'm not always entering these fight from the safehouse.

That's 5 weapons you make from the safehouse. The examples you brought up, I have beaten the CURE guy 4-5 times now and I never broke a weapon on him. I mainly used knife glove and spiked bat. The motorcycle boss basically runs away from you after the cutscene which says to me "engage me when you're ready"..


Tkawsome said:
Well, I'm not always entering these fight from the safehouse. Plus the only useful combos there are the nail bat and the glove combos (for bosses, anyway).

defiler would wreck motorcycle from behind a rail

you can either make 2 bats + knife glove or bat, knife glove, nail glove which puts you are 4 useful weapons + all the maintenance rooms along the way. It's not all about "useful weapons for bosses" though because, like you said you don't engage every psychopath from the safehouse so any other weapon you make will just allow your "boss fighting weapons" to last longer. ;) Also if you head from slot casino from safehouse you can make a drill+spear combo and get 5 OJs before you even leave the plaza which is great for bosses or if you head towards the americana casino you can get 2 additional broadswords.
 

Gigglepoo

Member
It bums me out when people try to compromise the elements that make Dead Rising unique. People who want the time limit removed, powerful weapons everywhere, easy boss fights, and/or no punishment for failure are missing the point.
 

Ricker

Member
Finally made a useful run,after loading a save several times...I have 2 Zombrex now and gained 2 levels,up to 11,in the first day still...never thought I would play this far in this game hehe... :D
 

Gigglepoo

Member
Himuro said:
What the fuck are you talking about? We don't want to compromise what makes Dead Rising unique at all. We're merely saying that the bulk of the boss fights SUCK SHIT, not because they are truly challenging, but because the engine cannot is not good at one on one fighting and the fact that there are honestly, TOO MANY of them. I don't think anyone has really suggested that the game should be any easier.

Oh, I agree with that completely. Dead Rising clearly wasn't developed with one-on-one combat in mind, and it's an issue in both games. But this problem wouldn't be solved by tossing powerful weapons in every boss area. That would just make them so easy as to be inconsequential.

Dead Rising 2 is exactly what I wanted in a sequel: a bigger, better version of the original. But I hope they overhaul the core gameplay mechanics for the next iteration.
 
For those playing this on PC, just HOW bad are the load times? Whenever I have watched this streamed on JTV it seems that 75% of the game is just waiting for the next scene or section to load.
 

Salsa

Member
LovingSteam said:
For those playing this on PC, just HOW bad are the load times? Whenever I have watched this streamed on JTV it seems that 75% of the game is just waiting for the next scene or section to load.

Not bad at all, and im on 2gb of ram
 

Gigglepoo

Member
Himuro said:
And where have the people saying the bosses are shit saying that the game ISN'T what they wanted in a sequel?

My post was in response to the guy who wants powerful weapons located in every boss area (and referenced the umpteenth poster complaining about the time limit). I was explaining why I think that would be a lame solution to the problem.
 

Ricker

Member
LovingSteam said:
For those playing this on PC, just HOW bad are the load times? Whenever I have watched this streamed on JTV it seems that 75% of the game is just waiting for the next scene or section to load.


I`m playing on the 360 and yeah they are pretty bad...is it worth it to install it on the HDD? does it help by a few seconds those loading?
 

NIN90

Member
LovingSteam said:
For those playing this on PC, just HOW bad are the load times? Whenever I have watched this streamed on JTV it seems that 75% of the game is just waiting for the next scene or section to load.

I have the PC and the 360 version and the loading times are MUCH shorter on PC.
 
Gigglepoo said:
But this problem wouldn't be solved by tossing powerful weapons in every boss area. That would just make them so easy as to be inconsequential.

Come on, you know that's not what I was suggesting. I'm not saying they should throw assault rifles or whatever into the fights, just stuff more useful then a road cone or large table. Is it too much to ask for a bowie knife or fire ax?
 
Chef was easiest pyscho I fought. Spiked bat. Run up to him at the start and wail away at him. Take some lumps and heal up with food. Follow him as he goes for food and when he's eating wail away at him. Took me 5 minutes.
 

eso76

Member
Bosses are cool, cutscenes are generally very cruel and i thought they were all interesting encounters, with some very good ideas.
The game does a good job at making you afraid of them, but it's true that most fights seem rather random and more a matter of hitting each other repeatedly hoping they go down first.
It seems you don't really have a lot of chances at dodging their attacks and their patterns are not always clear or even non-existant in some cases, apparently

But maybe, it's just the fact they can kill you in seconds, and you don't really have the time to learn their patterns; coupled with the fact they are generally far from toilets, the next time you'll just go in with huge orange juice supplies and beat them the cheap way. Because while they may be cheap, the game allows you to be even cheaper; maybe if the game forced you to face them with limited food supplies you'd discover there's more depth to those fights, but i don't know since i never really put a lot of effort in them.
 

RichardAM

Kwanzaagator
I'm gonna go against everyone else here, I think the bosses should be harder. At the moment i'm level 40, and they're all down in just under three minutes.

Failing that there should have been a much wider range of difficulty for the psychopaths, optional toughies that we could go after once we reach the upper levels. That's my only complaint, other than that I think there inclusion in the game is fine.
 

Ridley327

Member
Himuro said:
How many redneck snipers are there? I killed three of them along with some crazy cowboy inside the hotel.
There's a total of four on the Strip.

Seymour isn't one of them, but it does elicit Chuck's best one-liner in the game.

"Saw that one coming" :lol :lol :lol
 

NIN90

Member
Himuro said:
How many redneck snipers are there? I killed three of them along with some crazy cowboy inside the hotel.

The forth one will spawn on the cinema after you kill the other three.
EDIT: grammars

Ridley327 said:
There's a total of four on the Strip.

Seymour isn't one of them, but it does elicit Chuck's best one-liner in the game.

"Saw that one coming" :lol :lol :lol

It's "I saw what you did there" :)
 

Gigglepoo

Member
Tkawsome said:
Come on, you know that's not what I was suggesting. I'm not saying they should throw assault rifles or whatever into the fights, just stuff more useful then a road cone or large table. Is it too much to ask for a bowie knife or fire ax?

I've played through the game about 6 times now across three systems and I don't remember ever being stuck at a psychopath without a good weapon. There are items and workrooms everywhere, so there's really no reason to be unprepared.
 

xero273

Member
Ricker said:
I`m playing on the 360 and yeah they are pretty bad...is it worth it to install it on the HDD? does it help by a few seconds those loading?

Installed it on 360 and it still takes awhile to load.
 

Salsa

Member
Man, i gotta say, GAF seems to be pretty bad at this game.

So many complains, ive never played DR1 in my life and i had no issues whatsoever, died only once in my first playthrough. Game gives you a lot of freedom to do what you wanna do, you just have to be prepared. Keep an OJ on you all the time and i seriously cant see how you could die, if it gets tough just walk away from the psychos :/
 

eek5

Member
Gigglepoo said:
I've played through the game about 6 times now across three systems and I don't remember ever being stuck at a psychopath without a good weapon. There are items and workrooms everywhere, so there's really no reason to be unprepared.

I agree; running out of weapons shouldn't really be an issue but I guess I could see you getting carried away and stumbling into a psychopath unprepared. I think a more reasonable solution would just to make psychopath battles more apparent. When the messages come through it isn't really obvious if it is a survivor or a psychopath which is the only thing that really annoyed me with that. It should be more clear what you're running into as well as showing it on the map so you can plan out where to save ahead of time.
 

Wiggum2007

Junior Member
Himuro said:
I've killed the other three...

Try exiting the area, enter a casino or something, then head back out. I was in the same situation, for some reason the 4th didn't spawn until I did that.
 

Chao

Member
Game keeps being awesome.

Chuck asking the reporter "Have you covered wars by any chance?" or something along those lines. Made me laugh out loud.
 

Drahcir

Member
Chao said:
Game keeps being awesome.

Chuck asking the reporter "Have you covered wars by any chance?" or something along those lines. Made me laugh out loud.

I just got past the part where Chuck says,
"I saw what you did there."
I have never laughed so damn hard at a line in a video game ever.
 

dorkimoe

Gold Member
Just started the other day.

Only complaint I have is all the time sensitive stuff, I feel to rushed. I want to wonder around and enjoy the game :(
 
Wiggum2007 said:
Try exiting the area, enter a casino or something, then head back out. I was in the same situation, for some reason the 4th didn't spawn until I did that.

I've never seen the last guy spawn along with the others (as in nametage appears, shoots at you). I had to use a guide to find out where he was, and he was there to kill. Dunno if that is meant to happen. I also had a bug with the firearms achievement. I picked up the six shooter off the boss in two games running when he died, but got no achievement. The second game I also came back later and picked up and used it, and that finally unlocked it. Getting it straight off the boss seemed not to count.
 

eek5

Member
dorkimoe said:
Just started the other day.

Only complaint I have is all the time sensitive stuff, I feel to rushed. I want to wonder around and enjoy the game :(

Things are not going to get better for you any time soon :lol If you fail any of the main missions you can continue to play for the 72hrs though
 
I am not trying to engage in hagiography, I legitimately love the sandbox nature of the boss fights and the challenges of the time limits. I understand that others have problems with these elements, but for me, what they want would ruin the sense of reward, exploration and strategy in the game. It seems many people just want the game to play like GTA with zombies.

The weapon locations are mostly NOT random. So you get better at navigating the world and fighting the bosses by remembering where stuff is or looking for a certain type of store. You plot your trips to the survivors and bosses and as you become more familiar with the world, you become smarter about where to go first for what you need.

It may seem frustrating at first, but the result is a rewarding experience where your sense of empowerment, unlike most games, comes from the knowledge you gain while playing and your gradual mastery of the terrain.
 
dorkimoe said:
Just started the other day.

Only complaint I have is all the time sensitive stuff, I feel to rushed. I want to wonder around and enjoy the game :(

Then do it. There is no game over. You can even keep playing if Katey turns. Then, when you actually want to pursue the main plot, you will have a more powered up character and a good knowledge of the world. I personally go about half and half. When I decide I like what I am doing/exploring, I let the mission deadlines go and just figure I will get to whatever it is next play through. But if I want to drop it and go for it, I can do that too. Alternately, you can save and follow both paths if you like. The game really leaves it completely up to you.
 
I can't count how many times I made it just in the nick of time for case missions. The worst is when you show up and the clock is still ticking even though you made it to the "fight".

I've been retrying them a few times just to get it them done, even though I could just pick an earlier save...or do the missions when they first show up. The perfect runs to beat the clock have been really exciting. I guess I like time limits.
 

eek5

Member
Class_A_Ninja said:
I can't count how many times I made it just in the nick of time for case missions. The worst is when you show up and the clock is still ticking even though you made it to the "fight".

I've been retrying them a few times just to get it them done, even though I could just pick an earlier save...or do the missions when they first show up. The perfect runs to beat the clock have been really exciting. I guess I like time limits.
Nothing beats completing a mission after you start with it already red in the meter :lol
 

Chao

Member
dorkimoe said:
Just started the other day.

Only complaint I have is all the time sensitive stuff, I feel to rushed. I want to wonder around and enjoy the game :(
Use the first playthrough to explore the map, kill a lot of zombies, earn PP and unlock awesome combo weapons.

Once you start the second playthrough you will know where the good weapons are, where the most useful shortcuts are, how to avoid/force certain situations and you will have a high level so you won't feel as weak against the enemies.
You will enjoy the game a lot more this way if you feel "rushed" on your first contact.

I'm on my 2nd, and I feel there's a fucking ton of stuff to discover in this game, 2 times won't be enough.
 
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