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

onken

Member
itsinmyveins said:
I've got a question about a mission during one of the last cases:

Can I give TK the zombrex at once or do I have to wait until they call me back or something like that? It shouldn't matter, but I just wanna make sure.

Fairly sure it doesn't matter, I gave it to him straight away.
 

Mar

Member
Man, I absolutely loved this game all the way up until the
super zombies, second last boss and last boss
. I think all of that part is incredibly awful. I was on such a high over the game only to be taken so low, to the point I had to force myself through it and almost hating the game.

Terrible design.
 

TeTr1C

Member
I just thought the
Sullivan
fight was terribly designed. Half the time I tried to jump up on the platform I would just hit the edge and fall. I ran/jumped through him mid-animation most of the time too. Cool idea, but it just didn't work well, and I had to go through that three times until I beat it. Falling down into the pit of zombies like 3 or 4 times a fight was easily the most frustrating thing in the whole game. :lol
 
Mar said:
Man, I absolutely loved this game all the way up until the
super zombies, second last boss and last boss
. I think all of that part is incredibly awful. I was on such a high over the game only to be taken so low, to the point I had to force myself through it and almost hating the game.

Terrible design.

While i can see your point on the last two bosses, I 100 percent disagree on the super zombies. They really made you think when you went into a giant horde of zombies on your way somewhere. From that point on i was more cautious and less arrogant about my god like zombie killing abilities. It was great design it forced me to change how i was playing. Just my opinion i guess.
 

itsinmyveins

Gets to pilot the crappy patrol labors
Speaking of the fight against
Sullivan..
Any tips? The bastard keeps knocking me down from the platform over and over again.
 

atomsk

Party Pooper
TeTr1C said:
I just thought the
Sullivan
fight was terribly designed. Half the time I tried to jump up on the platform I would just hit the edge and fall. I ran/jumped through him mid-animation most of the time too. Cool idea, but it just didn't work well, and I had to go through that three times until I beat it. Falling down into the pit of zombies like 3 or 4 times a fight was easily the most frustrating thing in the whole game. :lol

I had him down to half health, got an uppercut and landed INSIDE THE GEOMETRY of the platform... and was fucking stuck and had to reload.
 
elrechazao said:
double leg jump kick
Yeah do this then give him the ole 1 2 1 2. (punch*) Also the wolverine claws do some serious work on him. And there is a billion food items on the floor, Load up on food and jump down to the smaller platform when you are down to 2ish health. Not 1 because the fall could kill you if you missjudge the landing. And make sure you arent walking to the end of the smaller platform where he can shoot you.
 
kafka rock opera said:
While i can see your point on the last two bosses, I 100 percent disagree on the super zombies. They really made you think when you went into a giant horde of zombies on your way somewhere. From that point on i was more cautious and less arrogant about my god like zombie killing abilities. It was great design it forced me to change how i was playing. Just my opinion i guess.

The super zombies made overtime a much more fun experience than the army in the first game for the reasons you mentioned, I can't see why anybody would think making zombies a legitimate threat in the closing hours would be a bad idea. The only thing I don't appreciate about them is the shitty green filter that comes with them.
 

itsinmyveins

Gets to pilot the crappy patrol labors
Alright, finished the game and I've got a few more questions:

So obviously I haven't finished the game, instead it's overtime mode now. How long does that take to play through and what's the main difference from the regular gameplay?
 

Pooya

Member
itsinmyveins said:
Alright, finished the game and I've got a few more questions (double leg jump kick worked quite well!).

So obviously I haven't finished the game, instead it's overtime mode now. How long does that take to play through and what's the main difference from the regular gameplay?

it takes like 30-40 minutes or something, you need to go to all the ? marks and grab the plot item located there and return to TK, there is a time limit but you won't have any problems, it's quite long, make sure you have a good path with minimal backtracking in mind and get all of them on your way, just do a circle around fortune city! that's it basically , you don't need to find any Zombrex and there are no psycho or survivors out there.
 
itsinmyveins said:
Speaking of the fight against
Sullivan..
Any tips? The bastard keeps knocking me down from the platform over and over again.
This is the way I did it:

I brought a bunch of heavy weapons (like defilers), a bunch of food, and hung out in the space between the platforms used to get up to him. Then I'd just count off the shots (7) until he has to reload, quickly jump up the platforms, toss a defiler at him, and run away.

Won without taking damage.
 

Bebpo

Banned
Quick, anyone know where one hidden survivor is on the last day? I have 4 hours left until last katie shot and I'm 1 survivor below the 50 achievement. I don't have any messages and all psychos are dead. Maybe another message will pop up before then, but in the meantime is there anyone hidden I can go grab and get my achievement?
 
Bebpo said:
Thanks, I should be able to do the last 2. If I want to do the the tape it or die (assuming it hasn't expired yet 20 hours later), where is the easiest place to get cement saw?

At the north end of the silver strip near the bike trailer there's a maintenance room, around there by some scafolding is one on the floor.

There's blades in the maintenance room as well to make the ripper.
 

Sadist

Member
Still one combocard short...

2a69mo7.jpg


Good survivor run though. :D
 

Bebpo

Banned
Ummm, when I am supposed to do the last 2 hidden survivors?

During 6-3 I'm carrying a wounded person and one of the two dudes is moving super slow and limping so he needs to be carried as well. Once I drop the story person off it moves straight to 6-4.

I need these dudes. How do I do it? :X
 
Bebpo said:
Ummm, when I am supposed to do the last 2 hidden survivors?

During 6-3 I'm carrying a wounded person and one of the two dudes is moving super slow and limping so he needs to be carried as well. Once I drop the story person off it moves straight to 6-4.

I need these dudes. How do I do it? :X
If you have time to go get a leadership magazine, that would let the two people walk at normal speed.

Normally I'd suggest a wheelchair for one of them, but that won't work if you're carrying people.
 

Bebpo

Banned
Waited until 7-1, they were still there so got them. No 50 survivor achievement :( I thought someone said you had to have 57 because there are 7 starting survivors? I got 58.
 

Autofokus

Member
Bebpo said:
Waited until 7-1, they were still there so got them. No 50 survivor achievement :( I thought someone said you had to have 57 because there are 7 starting survivors? I got 58.
It´s 61.
 

Chao

Member
Sadist said:
The Bltzkrieg is fun indeed :lol

Still I need to find soms dynamite... for the blam bow I want to test that...
I always carry at least two of them. I fucking love how it disintegrates populated areas such as the exits/entrances to silver or platinum strip.
 

leng jai

Member
So did the new patch add native 360 pad support? My download is almost done and it would be nice to know if I should look up the workaround.
 
leng jai said:
So did the new patch add native 360 pad support? My download is almost done and it would be nice to know if I should look up the workaround.
If you have a wired pad, it should be entirely fine.

Wireless has not been fixed by Capcom yet.
 
The only info regarding wireless pad support is this -

We're aware of the issues. There's discussions internally as to what, if anything, will be done about it.



Wireless controller support isn't part of the GFW TRCs (whereas wired is) which is why it was never tested in our dev process. Wired controllers do work perfectly and I'm sort of baffled why MS uses different protocols for wired/wireless when they're run by the same driver.

http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/25992277/dead_rising_sales,_part_2?pg=7
 

Suairyu

Banned
"What, if anything, will be done about it"
No other developer has this issue; that "if anything" better be a fucking vague, general business statement. You create a product and you make damn sure it works as advertised. If it doesn't, you apologise profusely to your customer, pray they won't demand their legally entitled refund and fix that shit immediately. You don't suggest they might not be getting a fix, or blame another party for something you should have been aware of long before the product shipped.

I came into this thread to post something else and now I can't remember what that was. Goddamnit, Capcom.
 

Mar

Member
TeTr1C said:
I just thought the
Sullivan
fight was terribly designed. Half the time I tried to jump up on the platform I would just hit the edge and fall.

Yeah, there's a lip on there that for some reason knocks you down if you jump at what should be the right time, but instead if you jump a little earlier than you think you should, you grab on and climb up fine.

I don't know how that got past QA. You'd have to imagine someone noticed it and put their hand up. It's not a game breaker but in a fight full of frustrating elements that just compounds the problem. This fight and the next are absolutely horrible.

Spirit of Jazz said:
The super zombies made overtime a much more fun experience than the army in the first game for the reasons you mentioned, I can't see why anybody would think making zombies a legitimate threat in the closing hours would be a bad idea. The only thing I don't appreciate about them is the shitty green filter that comes with them.

I can see your point but I don't agree. The classic George A Romero zombie (which is what both the first and second Dead Rising games borrow so many themes from) is slow and stupid, and only a threat when in great number and you become careless. The humans are the ones to watch out for, as they are corrupt and driven by emotion. This holds up through three quarters of the game but the
super zombies
throw this all out the window. It also makes the world really annoying to traverse through.

I'm pretty disappointed with it mainly because I loved everything about the game until that point, where it all seemed to go to shit. It was game of the year potential for me but now it doesn't even get a look in to be honest. Unless something changes as I try for the rest of the achievements...
 

leng jai

Member
Okay this is doing my head in. I'm trying to do the wireless 360 pad fix but I can't find the Dead Rising 2 install folder. The guide says its program files/Capcom but I can't find this folder. Any ideas??
 

Pooya

Member
leng jai said:
Okay this is doing my head in. I'm trying to do the wireless 360 pad fix but I can't find the Dead Rising 2 install folder. The guide says its program files/Capcom but I can't find this folder. Any ideas??

Do you use 64bit Windows? then it should be in "program files (x86) /Capcom", this is assuming you installed in the default directory though.
 

leng jai

Member
miladesn said:
Do you use 64bit Windows? then it should be in "program files (x86) /Capcom", this is assuming you installed in the default directory though.

Yeah I do. Its not there either. I bought it directly off steam without changing anything.
 
Mar said:
Man, I absolutely loved this game all the way up until the
super zombies, second last boss and last boss
. I think all of that part is incredibly awful. I was on such a high over the game only to be taken so low, to the point I had to force myself through it and almost hating the game.

Terrible design.

Beat it right now, yep, I think the same.

super zombies
would maybe be a good design choice if they were maybe not so many of them, or they appeared in selected areas as fearsome enemies and not in all places, or if they had a flaw, and they have not
they are faster, they hit harder, there are too many, the vomit can stop you and even sometimes after killing them, they can get up
so its rather impossible in that part of the game, have any kind of fun triying to get something from the floor, healing or looking for objects. The game killing mechanics dont help this type of enemies in a game like this, the same with the majority of the psychos.
When you need to try to resort of cheap tricks to beat a boss, and its not the intended way/s that the developers wanted people to beat those bosses... something is wrong with the mechanics.
Placement of save stations and lack of checkpoints (IMO there should be one after the intros with main bosses) dont help the game either and only add to the frustration.

For example boss
Sullivan I got the toy gun that spits fire, killed all the zombies surrounding me and went below him, in a place where he couldnt shot but I could shot my gun and win. It was cheap and im sure it was not intended by the developers but at least it was not frustrating.

Same with the
super zombie
enemies, at the end, the only way I could go around fortune city was by carrying a heavy object like an electric saw and going thorugh the horde, they cant hurt you like this (while you are moving, if you stop you are dead). Its cheap, but after trying to play as probably the game intended I got fed up and did always this.

Maybe some people will defend this by saying that is better to leave the options to the player for beating bosses the intended way or trying to resort to other ways, but its not. The same way it was a design flaw in games like scribblenauts letting people to cheat because the controls made some of the puzzles at the end frustrating (just like the mechanics of DR does with bosses). Thats why they can, with a little of thinking, do new mechanics to make this battles more fun. NOT EASY, but fun and not frustrating.

But maybe lots of this problems I have are because keyboard controls are a piece of shit and theres no way to map the controls ingame.


Overall, the game is fun (beating the crap out of zombies thorugh a giant city casino with hand made weapons ala MacGuiver is AWESOME), the story is fun (although a little predictable and didnt like some of the last scenes) and Chuck is a over the top fun character (love the little smile he gives to the camera :lol ), but some of the design choices are not good, and IMO they dont need to be erased, but worked around to be more fun.

I think this game has the reverse problem of the first NMH, the minion battles were at the end boring and repetitive, but the bosses were so awesome that made and excellent game. Dead Rising 2 does the same but the other way round, going around Fortune City, making weapons and killing zombies is INCREDIBLY fun and awesome, but the boss fights are bad (not talking about the intros, but how you fight them).

Its not a surprise that one of the most enjoyable bosses in Dead Rising 2 is
psycopath Bibi, althought Im not saying that all bosses need to be minigames, there needs to be boss fighting, but more fun
 

Mar

Member
SpacePirate Ridley said:
Placement of save stations and lack of checkpoints (IMO there should be one after the intros with main bosses) dont help the game either and only add to the frustration.

Oh man, you just reminded me.

Overtime mode, the TK fight, there are FOUR LOADING SCREENS you have to endure just to get back and attempt another go. Two of which is loading cut scenes. There are no save areas in the zone that TK is in, meaning you have to run from another zone through super zombies, get a loading screen, then run through zombies again, answer a phone call, then open the door to load a cut scene, then skip that cut scene and load another, then skip that and then load the boss fight itself.

Unacceptable. An example of terrible design to the worst degree.
 
Mar said:
Oh man, you just reminded me.

Overtime mode, the TK fight, there are FOUR LOADING SCREENS you have to endure just to get back and attempt another go. Two of which is loading cut scenes. There are no save areas in the zone that TK is in, meaning you have to run from another zone through super zombies, get a loading screen, then run through zombies again, answer a phone call, then open the door to load a cut scene, then skip that cut scene and load another, then skip that and then load the boss fight itself.

Unacceptable. An example of terrible design to the worst degree.
yeah. cutscenes into cutscenes are terrible. This is my favorite game of the year, but it would be perfect if they fixed a few tiny but major details like this.
 
Mar said:
I can see your point but I don't agree. The classic George A Romero zombie (which is what both the first and second Dead Rising games borrow so many themes from) is slow and stupid, and only a threat when in great number and you become careless. The humans are the ones to watch out for, as they are corrupt and driven by emotion. This holds up through three quarters of the game but the
super zombies
throw this all out the window. It also makes the world really annoying to traverse through.

I'm pretty disappointed with it mainly because I loved everything about the game until that point, where it all seemed to go to shit. It was game of the year potential for me but now it doesn't even get a look in to be honest. Unless something changes as I try for the rest of the achievements...

But this is a videogame, not a movie. I really loved the
special zombies
. They were a far better solution to the end game than the Special Forces, which really took away the whole zombie angle. They managed to correct that with the sequel while retaining a strong Zombie element and tougher opponents. I was very pleased.

Quite honestly no matter how many zombies there were they were never a threat, an annoyance more than anything. Chuck can get bit but he won't get infected.
 

Ridley327

Member
To be fair, the Special Forces in the first game did lead to one of my favorite moments of gaming this gen: those last couple of hours before the helicopter pick-up and the mall is completely empty.

I liked the
gas zombies
a lot more, though.
 
Mar said:
I can see your point but I don't agree. The classic George A Romero zombie (which is what both the first and second Dead Rising games borrow so many themes from) is slow and stupid, and only a threat when in great number and you become careless. The humans are the ones to watch out for, as they are corrupt and driven by emotion. This holds up through three quarters of the game but the
super zombies
throw this all out the window. It also makes the world really annoying to traverse through.

It isn't a classic George A Romero flick and even then the zombies are never a threat when you're that far into the game even when they're in huge groups. The addition of them forces you to tread carefully and think about what you're doing which is how difficulty curves should work in game. If you find that annoying then fine, but I think Dead Rising is based on perfectly fine game mechanics which people consider annoying because they don't know how to deal with them. It never becomes unfair and genuinely annoying like being caught between army fire, locked in hit-stun until you die.
 
SpacePirate Ridley said:
Maybe some people will defend this by saying that is better to leave the options to the player for beating bosses the intended way or trying to resort to other ways, but its not. The same way it was a design flaw in games like scribblenauts letting people to cheat because the controls made some of the puzzles at the end frustrating (just like the mechanics of DR does with bosses). Thats why they can, with a little of thinking, do new mechanics to make this battles more fun. NOT EASY, but fun and not frustrating.

What's this intended way talk? Both games are about multiple solutions. I'm sure the developers are more than aware of the multiple ways to defeat psychopaths. The game prides itself on approaching situations in various ways. It would be awful if there was only one way to beat a boss. Of course gamers are going to find the easiest and fastest way to beat any of them, that's what they're supposed to do.
 

leng jai

Member
1 hour later and I still can't get it to recognise my 360 pad. I tried renaming the dll files and checking/unchecking native mode but it just won't recognise it. I know the pad itself is working because the home button brings up Windows Live.

I hate PC gaming...
 
VistraNorrez said:
What's this intended way talk? Both games are about multiple solutions. I'm sure the developers are more than aware of the multiple ways to defeat psychopaths. The game prides itself on approaching situations in various ways. It would be awful if there was only one way to beat a boss. Of course gamers are going to find the easiest and fastest way to beat any of them, that's what they're supposed to do.

You know im not talking about different ways to tackle bosses giving imagination of player or developer, I explicit said its a design flaw when people start to resort to CHEAP tricks to try to tackle this bosses because the other "real" ways (yep, in plural, because I know this game is intended to do that the player uses diferent solutions) to do it play like shit and are frustrating, and not really fun to play. Maybe for some people are fun, but the majority of people I know who played the game and other echoes through the internet, the same as all those youtube videos showing how to beat bosses using cheap tricks, and people entering those videos to thank the one who did them becuase they started to get frustrated with the boss.

That why I gave the Scribblenauts example, using flying unicorn to beat the majority of levels becuase the controls keep people of having fun and just wanted to beat the game is a DESIGN FLAW. Thats why in the second one they wnated to challenge tha player thinking about the puzzles and improving the controls, so people dont resort anymore to cheap tricks.

Mar said:
Oh man, you just reminded me.

Overtime mode, the TK fight, there are FOUR LOADING SCREENS you have to endure just to get back and attempt another go. Two of which is loading cut scenes. There are no save areas in the zone that TK is in, meaning you have to run from another zone through super zombies, get a loading screen, then run through zombies again, answer a phone call, then open the door to load a cut scene, then skip that cut scene and load another, then skip that and then load the boss fight itself.

Unacceptable. An example of terrible design to the worst degree.

Yep, that shit was insane. And dont forget to heal before the fight, becuase thay are going to take all your objects.
And what about you pressing the button to pass the scene and the fight starts with the fucker hitting you without even giving you a chance to move?!
That shit is unacceptable.
Thats boss is not hard. Is frustarting and not fun to play, why dont put a FUCKING CHECKPOINT so I can enter the fight and learn his patterns better. No! Here I present you mr loading screens, with super zombies as main course and intros as a dessert.


leng jai said:
1 hour later and I still can't get it to recognise my 360 pad. I tried renaming the dll files and checking/unchecking native mode but it just won't recognise it. I know the pad itself is working because the home button brings up Windows Live.

I hate PC gaming...
No, you hate Capcom PC ports.
 
The fight against the Twins
is grade A horsehit. They're fucking ninjas with invincibility frames, also you expect me to believe Chuck is such a lightweight that he can't even hold two beers in?
 
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