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Dead Rising 3 PC |OT| 5 frames of FUN per second

Is the 2nd half of the game much shorter than the first half? Because I just finished Ch.3 and I'm at almost 14 hours already. Been doing a lot of collectible hunting and all of the sidequests though. Just feels really longer, Ch.3 took me like 3 days irl to get through because it had so many sidequests and main quests before it ended.

Enjoying it, but with most of the blueprints found and weapons/vehicles made at this point I'm hoping it doesn't go on for another 10-12 hours. DR1 & 2 were like 8-10 hour games each run iirc.
The second half is shorter, but you still have a ways to go with how much you have to travel from one end of the map to the absolute opposite side. It makes for a longer experience than DR1 and 2 in an incredibly drawn-out fashion.

I'm glad the map changes. I mean if we're striving for a zombie apocalypse it makes sense for new things happening and having things destroyed or altered, especially in the context of the story.

There's an argument to be made for lack of variation in quests or too much map traversal on the quests, but the game probably still has more content than the older ones despite that.
I'd be all for map changes if done properly, except those in the episodes are not. These map changes weren't around for the main campaign (read: lack signs of having been around previously) and simply don't make sense in its own timeline in some cases, or they don't let you open a door that looks completely untouched (without being barricaded by other means either) just so they can force to delay you by moving around the backside and jumping on a truck in order to reach the roof. At which point you're presented the following because even the developers know their map design is shit:

dr39mq79.png


Also, claiming it has more content than the older games is a redundant thing to say. The majority of DR3's content is the same fetchquest formula repeated ad nauseum throughout an entire playthrough, and the blueprints has dozens of slight variations of existing combo weapons. It's an inflated game and that's without mentioning the multitude of pointless collectibles.
 

Fantasmo

Member
I'd be all for map changes if done properly, except those in the episodes are not. These map changes weren't around for the main campaign (read: lack signs of having been around previously) and simply don't make sense in its own timeline in some cases, or they don't let you open a door that looks completely untouched (without being barricaded by other means either) just so they can force to delay you by moving around the backside and jumping on a truck in order to reach the roof. At which point you're presented the following because even the developers know their map design is shit:

dr39mq79.png


Also, claiming it has more content than the older games is a redundant thing to say. The majority of DR3's content is the same fetchquest formula repeated ad nauseum throughout an entire playthrough, and the blueprints has dozens of slight variations of existing combo weapons. It's an inflated game and that's without mentioning the multitude of pointless collectibles.

They're blocking the areas BECAUSE THE VARIOUS ANTAGONISTS DON'T WANT YOU THERE.

The map changes due to context of the story, do you complain when things or places change in every game or movie or what?

Oh look the terrorists shot out the glass in Die Hard and John McClane has no shoes. Let's make the glass disappear so he can just walk past because I said so!
 

PseudoViper

Member
This game is pure fun! Didn't really like the first two, but I love the third installment. Playing the game a la co-op with a friend currently at Chapter 4.
 
They're blocking the areas BECAUSE THE VARIOUS ANTAGONISTS DON'T WANT YOU THERE.

The map changes due to context of the story, do you complain when things or places change in every game or movie or what?

Oh look the terrorists shot out the glass in Die Hard and John McClane has no shoes. Let's make the glass disappear so he can just walk past because I said so!
What fucking antagonists? The military presence
practically crumbled entirely during the episode in question (thanks to Nick)
, the gigantic concrete god damn blocks on the bigger middle bridge connecting all the cities weren't there when
their chain of command WASN'T utterly defunct
and I sincerely doubt rogue bikers (who are the only ones out to give you trouble) had the means to spawn obstacles larger than anything seen prior. While on fire. And what about the pristine door; did the guy who summoned my assistance for his hacking mission deliberately shut me out, even though he had the means and weaponry to kill any amount of zombies that set foot inside his own frikkin' building?

There are even doorways that were never locked off by anyone or anything in the main campaign now suddenly inaccessible (always the shorter paths to an objective), nor did said passages have any relation to the actions of the opposing faction of a given episode, all for conveniently padding out the Untold Stories for what little content they truly possess.

Take your condescending tone elsewhere. There is no appropriate context.
 

Fantasmo

Member
What fucking antagonists? The military presence
practically crumbled entirely during the episode in question (thanks to Nick)
, the gigantic concrete god damn blocks on the bigger middle bridge connecting all the cities weren't there when
their chain of command WASN'T utterly defunct
and I sincerely doubt rogue bikers (who are the only ones out to give you trouble) had the means to spawn obstacles larger than anything seen prior. While on fire. And what about the pristine door; did the guy who summoned my assistance for his hacking mission deliberately shut me out, even though he had the means and weaponry to kill any amount of zombies that set foot inside his own frikkin' building?

There are even doorways that were never locked off by anyone or anything in the main campaign now suddenly inaccessible (always the shorter paths to an objective), nor did said passages have any relation to the actions of the opposing faction of a given episode, all for conveniently padding out the Untold Stories for what little content they truly possess.

Take your condescending tone elsewhere. There is no appropriate context.
You know what, you're right. Terrible game. Context is useless. I'm just wrong. Thanks man. It's so bad compared to part 1. I'm getting a refund. Inafune forever.
 
Just finished the game. Definitely not in the same league as 1 or even 2. I enjoyed the first half, but the game turns into mindless repetition after that. Shitty side missions paired with the most annoying traversal ever. On top of that, the open world concept doesn't work with Dead Rising. This franchise always had its own style of open world and this new version is a far cry of the tight pacing of the gold games. Drawn out repetitive bullshit. Glad I did not pay much for this.
 
It took me 12 hours to beat the game on Nightmare and I did all the Psycho battles except 1. Did play the game on the One when it came out though so I knew what to do, and what not to do. Driving back and forth in the last few chapters didn't really bother me, takes maybe 2 minutes to get to another part of the city.
 
10mb patch released: http://steamcommunity.com/app/265550/discussions/0/613936039378665194/

Hello Community,

First of all, the team here at Capcom would like to thank you for your patience and support many of you have provided in the original bug report thread.

Without further ado, the first patch rolling out today will address the following issues:
Fixed an issue which caused game progress to not save or load correctly when Steam Cloud is enabled.
Fixed an issue which made it impossible to select native resolutions on some video card / monitor setups.
Fixed an issue which was causing the game to not shut down properly.
 

Bebpo

Banned
One crash I got a few times was checking the survivor board at a safe house. Started saving before I checked it.



What's up with the psychopaths in this one not being psychopaths for the most part? In the previous ones they were horror movie serial murderers that kill civilians in brutal ways and you stumble upon them and have to fight them.

In DR3, a whole bunch of the psychopaths haven't killed anyone. They're just crazy people who get pissed at Nick and try to kill him. Feels less interesting to fight than the totally insane psychopaths from DR1 & DR2.


Also I hit lvl.50 but I'm still gaining XP towards the next level on the bar? But the stat says 294,000 PP out of 250,000 to next level. To get the rest of the stats can I still gain levels through PP experience? Or do I just gain attribute points at the end of each chapter now? I'm early in chapter 6 currently, so would only get the ch.6/7/overtime completion attribute points left and I need about 15-20 to complete all my stats.
 

Nethaniah

Member
Also I hit lvl.50 but I'm still gaining XP towards the next level on the bar? But the stat says 294,000 PP out of 250,000 to next level. To get the rest of the stats can I still gain levels through PP experience? Or do I just gain attribute points at the end of each chapter now? I'm early in chapter 6 currently, so would only get the ch.6/7/overtime completion attribute points left and I need about 15-20 to complete all my stats.

Think you keep leveling in this game if only for more attribute points.
 
In DR3, a whole bunch of the psychopaths haven't killed anyone. They're just crazy people who get pissed at Nick and try to kill him. Feels less interesting to fight than the totally insane psychopaths from DR1 & DR2.

Also I hit lvl.50 but I'm still gaining XP towards the next level on the bar? But the stat says 294,000 PP out of 250,000 to next level. To get the rest of the stats can I still gain levels through PP experience? Or do I just gain attribute points at the end of each chapter now? I'm early in chapter 6 currently, so would only get the ch.6/7/overtime completion attribute points left and I need about 15-20 to complete all my stats.
There's a select few psychopaths who killed people, but there's a mere three that come to mind: the all-you-can-eat lady sporking some fool, the organ doctor and it's only implied with the monk dude. *shrug*

Also yes, you indefinitely gain PP post-50 even when you already upgraded everything in the skill tree. It's stupid.
 
In DR3, a whole bunch of the psychopaths haven't killed anyone. They're just crazy people who get pissed at Nick and try to kill him. Feels less interesting to fight than the totally insane psychopaths from DR1 & DR2.

you could say that for almost every character in the game, the only ones that i feel really "belong" in a dead rising game are nick, rhonda and maybe dick
every survivor that you meet acts like a crazy person "hey sir can you bring me fuel for my RV ? oops nvm killed myself" "hey, let's tour some shops minion" "bring me 5 rotten hands so i can eat them". in dead rising 1&2 most survivors were looking for safety and you had a few who had a warped sense of priorities (like the dude looking for nice pictures in DR1 or the diva in DR2), when every survivor you meet acts like a crazy person it 1) soften the impact 2) you only end up doing stupid fetch quests or other crap like that
then there's the illegals which feel like baby's first edgy character, i don't know what's wrong with some western devs but i find that this is just horrible character design right up there with donte&co. and the majority of the watch doge cast

of course this is 100% my personal opinion and then again i'm a fanboy of the series so maybe i just care too much
 
Lowering the shadows really helped me with the framerate. Game doesn't look great either way but I wish I didn't have to lower them.


GGame is fun as hell though.
 
you could say that for almost every character in the game, the only ones that i feel really "belong" in a dead rising game are nick, rhonda and maybe dick
every survivor that you meet acts like a crazy person "hey sir can you bring me fuel for my RV ? oops nvm killed myself" "hey, let's tour some shops minion" "bring me 5 rotten hands so i can eat them". in dead rising 1&2 most survivors were looking for safety and you had a few who had a warped sense of priorities (like the dude looking for nice pictures in DR1 or the diva in DR2), when every survivor you meet acts like a crazy person it 1) soften the impact 2) you only end up doing stupid fetch quests or other crap like that
then there's the illegals which feel like baby's first edgy character, i don't know what's wrong with some western devs but i find that this is just horrible character design right up there with donte&co. and the majority of the watch doge cast

of course this is 100% my personal opinion and then again i'm a danboy of the series so maybe i just care too much
Hell, Dick needed more screen-time if anything. Nick was a push-over for the majority of the game and Rhonda... Forced romance with out-of-nowhere melodrama surrounding her ex, whilst also dismissive of Nick's actions / decisions even though he's bailing everyone out, coupled with insults towards illegals (which could've been an interesting angle if executed correctly) and "stupid-ass" museums among other things? I just wanted to feed her to the zombies.

And yes, you're absolutely right about the survivors. Doesn't help that some of their fetchquests are located right next to a safehouse (especially Jose the "hunk of meat" guy), plus there's no stopping you from acting like a sociopath and killing them immediatedly after their scavenger hunt with how the game rewards you with PP bonuses BEFORE you escort them to safety. I also miss survivors being thankful (usually) of you getting them out of a pinch, needing some extra convincing that wasn't all about collecting numerous items or even being an unexpected nuisance upon salvation; it added some much-needed personality and diversity to that whole mechanic.

Lowering the shadows really helped me with the framerate. Game doesn't look great either way but I wish I didn't have to lower them.
To be fair, on max settings Dead Rising 3 does have its moments where the graphics hold up nicely. For starters, the dynamic lighting provides some cool visuals even if the game is a little heavy on the contrast and the character models usually are far from bad in cutscenes. Poor performance notwithstanding, it's of better overall quality than I'd expect from a game filled to the brim with zombies unlike any other open-world title.
 

Seyavesh

Member
nick being a goober is fine until you do the survivor missions

because he is just 100% fine with all kinds of massively fucked up shit and helps people with them instead of trying to get them to safety or stopping them

also the several missions where you murder people

i think the lack of survivors who aren't just 'regular' people is tied to the open-world mechanic too, specifically the tedium of escorting a character across that massive map and how they revamped the survivor system as a whole

because the popup fluff survivors basically fulfill the 'same' role of those characters beforehand who were just regular folks trying to make it through an outbreak. the attachment that would be built through whatever quest you gotta do and the escort back (and possible rules to the escort back) is completely lost and they ultimately are represented as the disposable chaff they are gameplay-wise

contrast this to DR1/2 where they are the most vital part of judging your play and are one of the most significant factors (if not the absolute most significant) of the scenario design
 
DR1&3 spoilers

how come isabella is working with the bad guys ? does it have to do with the case west DLC in DR2 ? i haven't played it, can someone sum it up ?
 

pa22word

Member
DR1&3 spoilers

how come isabella is working with the bad guys ? does it have to do with the case west DLC in DR2 ? i haven't played it, can someone sum it up ?
Not really. IIRC said person is involved at the tail end of the dlc, but that particular element was 100% pulled from the ass of some overworked writer in canada for a last min "OMGZ TEH SHOCKERZ" moment that fell flat for pretty much everyone.
 
Not really. IIRC said person is involved at the tail end of the dlc, but that particular element was 100% pulled from the ass of some overworked writer in canada for a last min "OMGZ TEH SHOCKERZ" moment that fell flat for pretty much everyone.

I haven't finished the game but read that spoiler anyway as the story has been so utterly fucking dull I didn't care about spoilers. But damn that stupid.
Isabella
was working with Frank to try and stop the outbreak, that's just retarded.
 
Yeah, this game really is quite disappointing after the novelty wears off. DR2 was already a far cry from part one, but I am not sure how it came to this...
 
Total Biscuit made a great point about how the original game was about using improvised, everyday weaponry, and now they've pushed it in the opposite direction completely, where you're using ridiculously overpowered combo weapons 90% of the time. Not necessarily a bad thing, but I'm not a huge fan of it.

Also, the DLC so far has been fucking terrible. Characters with no personality doing shitty fetch quests. And more pointless collectibles that only exist to earn PP and an achievement. Decided not to bother with them after finishing the first episode. I feel sorry for any Xbox owners who actually bought this shit, considering they last about an hour at most if you're not wasting time with collectibles.

At least modding is relatively easy, being able to swap out models is nice.
 
Not really. IIRC said person is involved at the tail end of the dlc, but that particular element was 100% pulled from the ass of some overworked writer in canada for a last min "OMGZ TEH SHOCKERZ" moment that fell flat for pretty much everyone.

i see, well that sucks
not gonna lie, i'm pretty mad at how the series has been treated thus far, i just hope we won't get another lost planet on our hands
then again maybe most of the problems of the game come from the fact that it was a launch title for a next gen console, even the open world aspect feels out of place to me

I haven't finished the game but read that spoiler anyway as the story has been so utterly fucking dull I didn't care about spoilers. But damn that stupid.
Isabella
was working with Frank to try and stop the outbreak, that's just retarded.

DR3 spoilers
it looks like she isn't working with them on her own will though, i was wondering if she was "captured" during case west or that just something that happenned in between the games
it's still stupid anyway because there's no reason she would've left Frank

but hey i guess they threw all that fucking shit through the window when they decided that the ending A was canon instead of S in DR2
 
I think the game makes a few improvements in the way that leveling up and the storage systems are handled. You can argue that the previous games were about utilising what you had but that quickly became a case of running to the best weapon spots whenever you started a run.

With that said I agree with the consensus on the rest of the issues. The way they handle survivors is a huge step down, the environment's characterless in comparison to the last two games and the story is terrible despite the other game not setting any lofty expectations.

I just really wish they kept the main focus of the game on rescuing survivors within your time limits as it added an intensity and strategic elements you don't see in other games. As someone who thought 2 was better than 1 this has ended up being a big disappointment. The game's still pretty fun however it got rid of the things that made Dead Rising games great.
 

Bebpo

Banned
Well, finished it in 22 hours with all side quests done and all collectibles found. Hit max attributes waaay before the end of my first run and without the PP rpg elements you're just left with the game design and oh boy is it pretty poor. Can anyone say overtime is any fun at all? That just leaves seeing the story through and the story sucks.

The game was ok. The DR formula is still fun, beating up zombies with all kinds of crazy weapons while wearing goofy clothes and exploring the game map and fighting occasional bosses. There were some really creative and fun weapons in this one and the music was pretty cool twilight zone-ish.

Now on the negatives, the weapons had a few that were too useful so there was really no point in using anything else since the larger zombie count meant you'd get swarmed more often. Elemental staff, Ultimate Scythe and Ultimate Shout pretty much took care of everything. The vehicles while a little fun, were few and non-varied and with all the driving they got boring real quick. Splitting the city up with driving just added a whole bunch of driving filler to make quests take longer as you went from one mini-city to the next.

The map was ok, but fairly generic and boring and the worst part is even when you memorized it all in your head, it never flowed we'll like DR1 & DR2's maps. In those games when doing quests later on after you got used to the map you'd find more efficient ways of getting from point A to point B quickly. Here, there's no shortcut, it always tedious driving.

Quests are pretty bad with a huge number simply asking for items so you run to a safe house grab them and come back; boring and tedious. There were a ton of survivors, but none were interesting. Psychopaths were lacking in number, insanity and quality fights; and secrets were mostly now a matter of ubi-soft chase you mini-map collecting hundreds of dots to fill bars (at least the combo plans gave new weapons). Even the hidden psychopath boss fights you would stumble upon are nowhere to be found.

The new casualized mode lacks the time management aspect of the original as quests have near infinite time and auto-saves everywhere take off the tension. Otoh, the old-school styled nightmare mode feels tacked on with not enough time to even do most of the quests and half the save points not marked on the map. In DR1 & 2, as you got stronger and more familiar with the map you'd get more efficient until you could get everything done in a run. Because of the driving tedious aspect, it DR3 again feels lacking there. The game is quite long with all the side quests, approximately 2x the length of the previous games, however the extra length is not brought on by content but by dragging everything out through poor map design and endless driving.

The new leveling up system is also pointless. While you can choose what to prioritize, many skills feel dumbed down like crowd running and being at higher level doesn't necessarily feel more powerful than a lower one until you get to the endgame skills. Then at the endgame you max your level at 50, but for some reason they didn't balance it so you max your stats at lvl.50, so instead you keep playing and leveling while the number is stuck at 50 and then actually max out around 55-60. There's no real sense to stopping the counter when they could have just made lvl.60 the cap. The old games' ways of growing your character level by level and getting stronger in new ways until you hit the max level and have everything is much preferred.

In the end, it's fun because smashing zombies in the Dead Rising formula is still fun, even more so in co-op. However, DR3 really adds little positive to the franchise and instead removes it's well balanced, tight, memorable map design full of secrets and fun to be explored for dull driving back and forth across 4 mini-maps filled with roadblocks instead. The mission design is bad and the story is very weak (although the protagonist, Nick is kind endearing in his meekness). Yet despite all that, even a zombie would have to admit dressing up as disco sharkman and rocket punching zombies is good fun for a while.

C+
 

pa22word

Member

Took me roughly 28 hours and pretty much 100%'d the game, getting every main game cheevo but like 3 (the huge zed killers and a few others). On to the DLC!

Also for anyone worrying about the "time limit", I'd like to reiterate that I had just over a full day left on the clock despite the above. Yeah...

Not to mention if you have narcolepsy or something and fall asleep with the game on, you can reset to any chapter at any time to get more time on the clock.

So yeah...if you're one of those people who wouldn't play a dead rising game without it ripping out the heart and soul of the series' systems and pissing on it to the point it's a laughable irrelevancy, this is definitely the game for you.
 
Took me roughly 28 hours and pretty much 100%'d the game, getting every main game cheevo but like 3 (the huge zed killers and a few others). On to the DLC!

Also for anyone worrying about the "time limit", I'd like to reiterate that I had just over a full day left on the clock despite the above. Yeah...

Not to mention if you have narcolepsy or something and fall asleep with the game on, you can reset to any chapter at any time to get more time on the clock.

So yeah...if you're one of those people who wouldn't play a dead rising game without it ripping out the heart and soul of the series' systems and pissing on it to the point it's a laughable irrelevancy, this is definitely the game for you.

Good luck, the DLC was the most tedious thing I'd played in a looooong time. They don't even try to hide how they're blatantly padding out these shitty stories that have the depth of a paddling pool with insufferable fetch quests that force you to constantly move between the islands collecting shit, generally for characters you're given no reason to give a fuck about, while also putting up arbitary barriers so you have to take alternate, longer routes just so they can further pad out the DLC length.
 
The map was ok, but fairly generic and boring and the worst part is even when you memorized it all in your head, it never flowed we'll like DR1 & DR2's maps. In those games when doing quests later on after you got used to the map you'd find more efficient ways of getting from point A to point B quickly. Here, there's no shortcut, it always tedious driving.
The worst part about the map, aside of the multitude of insignificant blockades that only serve to make vehicular traversal more cumbersome than it needs to be only to shamelessly extend the game length, is that the save points aren't even marked on the mini-map. Not necessarily a big deal on the standard difficulty since there are auto-save checkpoints, plenty of safehouses as well as a manual save option from within the start menu (all of 'em being dubious "improvements"), but it further exposes Nightmare Mode for the shallow and imbalanced afterthought that it is truly is.

Another detriment is that shop names and districts aren't written down on the mini-map either, which naturally was a huge help in planning out your route and memorizing the layout in the previous games.

Took me roughly 28 hours and pretty much 100%'d the game, getting every main game cheevo but like 3 (the huge zed killers and a few others). On to the DLC!
You're going to hate yourself for pushing through with the DLC episodes.
 

pa22word

Member
Holy frank west the third dlc is awful. The first one was completely mediocre, the second just okay at best, and now this third one is just offensively bad. "Uh hey go get me some whiskey", "uh hey go get me some bikes", etc. Even the collectables suck ass. "Hey it's not like there's any more cops to answer anyways!", proclaims hunter. Okay, SO WHY THE FUCK AM I DESTROYING THEM?! Not to mention the awful, shameless padding that is the bike sidequest, which is basically you driving to points on the map and driving back to the same place over and over and over again. Bloody Disgusting gave this dlc a 1/10 and thought he was being generous. After playing this piece of shit, im inclined to agree. What a fucking waste of time this is, good god...

I feel bad for anyone who bought the season pass and had to pay for this garbage, fuck...
 
Holy frank west the third dlc is awful. The first one was completely mediocre, the second just okay at best, and now this third one is just offensively bad. "Uh hey go get me some whiskey", "uh hey go get me some bikes", etc. Even the collectables suck ass. "Hey it's not like there's any more cops to answer anyways!", proclaims hunter. Okay, SO WHY THE FUCK AM I DESTROYING THEM?! Not to mention the awful, shameless padding that is the bike sidequest, which is basically you driving to points on the map and driving back to the same place over and over and over again. Bloody Disgusting gave this dlc a 1/10 and thought he was being generous. After playing this piece of shit, im inclined to agree. What a fucking waste of time this is, good god...

I feel bad for anyone who bought the season pass and had to pay for this garbage, fuck...
Welcome to the entire game's "mission" design, DLC or otherwise.

Also, fun fact about that whiskey bottle fetchquest. If you already picked one up (since there's so many of them) on the way over to meeting the gang leader, you're still forced to run around retrieving another identical bottle a good 300 - 400 metres away. Capcom Vancouver really is shameless.
 

pa22word

Member
Welcome to the entire game's "mission" design, DLC or otherwise.


Not really. I mean yes, at it's core the game's sidequests are mostly either fetch quests or raids, and yes, story mode's recontextualization of the classic dr quest design ripped away from the timer in conjunction with the new combat system completely breaking leveling + the map being 3 times as big simply to make cars a bigger deal makes them not only feel totally devoid of meaning both ludically and narratively, but also a complete fucking chore. This is both because, as I touched on earlier, there's no tension anymore in actually doing them due to the lack of the timer no longer twisting your nutsack, which makes them boring, and because ludically there's no reason to be doing them due to the fact that most people who are any good at the game at all will be lvl 50 by the end of chapter 3 just by simply killing zombies with overpowered combo weapons that can see you leveling up three times in the course of a single combo, so it's not like you need the exp either.

This isn't even getting into how stupidly easy the game is, making leveling at all feel entirely meaningless because the progression feels entirely arbitrary and pointless due to lack of anything making that progression feel either necessary or earned, as even the optional bosses keel over from a few stiff shots of super combo weapons you can pick up as early as a few hours into the game. This breaks the classic design of dead rising 1 (which is repeated here despite the new design decisions made to bring in the casual audience breaking it) because dr1 was specifically designed to punish your ass hard if you chose to simply go the main course because you wouldn't earn enough exp to level quickly enough to keep up with what the game threw at you unless you just rocked at the game or had played it like 50 times, lol. Narratively they're broken too, because the game goes put of your way to show you that the survivors don't really need your help and just run off anyways into even more zeds, so what the fuck is the point of you going off to save them in the first place? Even the ones that tag along for optional back up as you can knock off most bosses in about 30 seconds solo.

So in the end there's no reason to be doing the quests at all as they lack both the ludic context and narrative context of old to make them entertaining. However, the designers did an okay job of covering up how pointless they all were by packing loads of hidden collectables requiring some pretty entertaining platforming setups in the environments around the questing zones, not to mention most of the quests lead to unlocking hidden blueprints to aid in one area the game actually excells in: killing loads of zombies. So while yeah, the quests in the main game feel both boring and pointless in the grand scheme of the main game, they at least still maintained a little sense of ludic context to do them, even if it is curbed by the point that the weapons locker can supply you with endless loads of super combo weapons that can end anything in the game with ease.

The dlc however lacks any sort context where the quests are meaningfull. By the time anyone plays the dlc they will have been maxed out for at least 5-10, if not 15 hours so the pp rewards are laughably pointless, and there is only a single new blueprint per dlc that's totally story based, so it all just plays out as transparently designed padding, which doesn't help matters any that the main plot of each dlc can be ran through in less than an hour a piece if you skip the padding. This isn't even getting into the fact that the collectables are so obviously transparently designed padding that by the third dlc they totally gave up offering any kind of context for you to be doing them and just have you collecting booze and destroying emergency phones for the hell of it even though the main character himself admits it's totally pointless.


Also, fun fact about that whiskey bottle fetchquest. If you already picked one up (since there's so many of them) on the way over to meeting the gang leader, you're still forced to run around retrieving another identical bottle a good 300 - 400 metres away. Capcom Vancouver really is shameless.
Yep. Not to mention it's entirely pointless anyways as mc admits he's only really doing it to get the drop on him despite having the drop on them the entire time before he asked mc to do it...

It really makes me want to replay it up to completing that quest to see what happens if I just shoot his ass with any one of the tenthousand guns laying around both in the police station where the story starts or on the way there, lol...
 
The general nature of the quests nor the collectibles in the DLC episodes hasn't changed all that much from the main campaign though; there's always an abundance of doodads scattered about with at least one type requiring some degree of scavenging or platforming akin to the Frank statues, there's always one type waiting to be destroyed so the only real outlier here is the prevalence of survivors in the primary storyline flimsily masking just how many frivulous fetchquests there always have been all along. You already pointed it out that the game implies they're somewhat proficient at defending themselves, plus it's made worse by them being turned into nutjobs who aren't too far off from the psychopaths you do end up fighting rather than the average Joes who previously could barely scrape by. Never mind that there is no additional flavor post-rescue to keep you on your toes and rarely is there anything on the line other than giving the cold shoulder to their notion of self-importance if you don't bring someone his tarrot cards or if you don't participate in helping an ignoramus blow himself up, making it even more of a paperthin distraction.

Nothing is ever hidden either: everything (barring a select few cherry-picked annoyances) is regularly pointed out to you in an obnoxious fashion, removing all sense of exploration so players can unwittingly experience the eternal 'plight' of Nick Doormat, errand boy extraordinaire. What's worse is that you'll find out that some pick-ups are kept away from you behind to a locked building, only accessible when the game automatically thrusts you inside whenever it deems necessary. No alternate route hidden away to be discovered and only sporadically will you retrieve a key for it elsewhere. Nearly every bit of optional content is an irrelevant carrot-on-a-stick, because (much like you addressed) you already gain enough PP to steadily level up by killing zombies with your overpowered combo weapons alone.

I'd bring up the blueprints as an outlier too when critiquing the DLC, but to me even that is a moot point because eventually those simply retread familiar ground by giving you repeats with minor differences. "Oh, your megaphone now has slightly more kick to it, occuring multiple times! Your staff now shoots fire instead of electricity, now ice, now all three at once! This bear has 10 different variations that are almost the same!" There's too much overlap or needless fluff, whichever you prefer.

In other words: while I don't necessarily disagree with the majority of your arguments, comparatively speaking only the narrative context took a severe hit with the DLC... Which is quite the accomplishment with how blatant the padding was by default, with the main plot being no prize either. Practically every other flaw was already present (clear as day even) prior to the release of the Untold Stories.

It really makes me want to replay it up to completing that quest to see what happens if I just shoot his ass with any one of the tenthousand guns laying around both in the police station where the story starts or on the way there, lol...
You probably wouldn't even be able to harm Spider if I were to guess; in the main campaign I accidentally swung at a storyline NPC before and my flame sword just went right through said character as if no one was even in front of me.
 

nilbog21

Banned
Holy shit, this is my first time playing this franchise, and color me impressed... This game is insanely fun and well made.

Absolutely no problems on the PC.. It runs and looks beautiful on Medium settings on my $700 rig I built 2-3 years ago.

I do wish the gun gameplay was better, like RE5 or Max Payne

Also the melee/combat skills you unlock don't really change anything to the gameplay. Shame, I'm afraid things will get repetitive

Not sure if I like merging items.. they are insanely strong, but there are so many to remember I just don't even bother..

fun fun fun =D

edit: also fuck fetch quests.. why do games still do this? i ignore all the side quests because of this
 
I dont generally like or watch Totalbiscuit but his WTF video of this was absolutely spot on. You can tell hes a passionate fan of the original and his views on DR3 pretty much mirror my own.
Spent about 10 hours with DR3 now and i dont really have much of a desire to go back to it really.

The game is fun, definitely. Up to a point. But without a story worth giving a damn about, and with all the time restrictions and laser focused missions of DR1/2, youre just left with a flabby open work sandbox where theres very little to do outside of main missions unless you want to scour for pointless collectibles a la Assassin Creed.

The psychos arent physco enough (a complaint i already had about DR2). Theyre just kinda crazy and like some people have said, some of them havent even killed people or anything, theyre just slightly weird like the Yoga teacher.

And thats another complaint, not that im some politically correct social justice mage/warrior whatever, but alot of the bad/crazy people in it are gay/flamboyant/of ambigous gender. Its almsot liek the game just equates being gay or transgendered with being a raving psycho.

The map is so boring. Im genuinely surprised this is from the same people who made DR2. Cause that had some insane locations, especially in OTR, uranus zone was fucking great fun. But Los Perdidos just feels like any other "me too" GTA knock off. Its not fun, and theres very little of interest to see.

The focus on combo weapons too really does hurt the game. Its way too easy to get uber-powerful shit within like the first hour. And i dont like how as soon as you get a blueprint, well heres your ingredients just handily sitting here ready for you to combine! It means you dont have to learn the map or leanr where items are located. And its even worse when you unlock safe houses. You can just grab any ingredients right out of your locker.

They have completely casualized DR to the point where its really only superficially similar to DR1. Capcom should never have farmed it out to blue castle, they did well with DR2 but even that game had lost some of the charm of DR1. Its only gotten worse with this instalment and if there is a DR4, it has to have Frank West in it and be developed by Capcom in-house for me to be even remotely interested
 
I want to think Microsoft is the one that casualized DR3. It just seems like too drastic of a change for it to have been a Blue Castle decision.

I'm having fun with DR3, but once I 100% it I likely won't come back to it. Off the Record is getting moved to Steamworks soon, so I plan on going back to that, because unless DR1 gets a port, OTR is the definitive DR experience on PC.
 

pa22word

Member
I'll respond to you, CMM, when I have the time to make a worthwhile response! In the meantime, Nvidia just released new drivers which, according to capcom, have specifically designed tweaks from Nvidia to help out with the problems nvidia users are currently having with the game on other drivers.


Capcom PR on Steam forums said:
Hello Dead Rising fans,

First and foremost, I’d like to thank all of you for your patience and tons of helpful feedback you’ve provided while the dev team worked on resolving the crashing issues.

The team has been working very closely with NVidia to find solutions to the crashes that have been affecting certain Nvidia users, and now we are happy to announce that the new 344.11 WHQL driver released today should address most of these problems.

We’ll follow up with additional details soon, but in the meantime please update to the latest driver linked below and give DR3 another spin. It is also highly recommended that you restart Windows upon installation to ensure proper driver initialization.

Direct download links:

344.11 WHQL drivers[www.geforce.com] for Optmus/laptop users
344.11 WHQL drivers[www.geforce.com] for discrete Nvidia GT/GTX cards

Note: the new driver set also includes an updated version of GeForce Experience (Version 2.1.2.0) which now recognizes Dead Rising 3 and includes optimized settings/profile for the graphics chip.

Laptop users: please ensure Dead Rising 3 is utilizing the Nvidia chip through NVIDIA Control Panel.

Open NVIDIA Control Panel and select Manage 3D settings in the left window pane.
In the right window, select the Program Settings tab
Select or Add Dead Rising 3 (deadrising3.exe) from the pull-down menu
Select either ‘Use global setting (Auto-select: NVIDIA GPU)’ or ‘High-performance’ NVIDIA processor’
Click the Apply button and close the NVIDIA Control Panel.


Thank you,

-wbacon
 

Oreoleo

Member
Just played for an hour or two with the new driver. No crashes to be spoken of, and it seemed like the game was running a lot smoother in general; not anywhere near the kind of killer fps drops from swinging the camera around like I was getting before. Running on a GTX660 fwiw.
 
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