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Dead Rising 2 to feature full 2 player co-op!!

It shouldn't be a surprise that they casualized this game guys. On the upside making it way easier will hopefully mean that more people will buy it (assuming it's half as good as the first).

Swittcher said:
I love people trying to defend the horrible design flaw of the save system, to make themselves look like teh hardkore.

It wasn't a flaw. That's like calling Majora's Mask flawed because of the time system. It was very intentionally built that way to make the game actually difficult. Some people were up to the challenge and some weren't. Not shocking with how "hard" modern games are.
 
Just: Shit.

Really, this is terrible. There are so many great games coming out this year it isn't even fun anymore. Coop humor zombie slashing with all kinds of stuff that you can find while dressing like a transsexual is as a wet dream cuming true.
 
The save system with its 3-day cycle was original, but I don't think it was the right choice for a game like Dead Rising. It was a constant burden for me, and while I did beat the game and completed that Unlimited (or whatever it was called) mode that followed, I only did it the one time and didn't replay it - well, other than getting the Mega Man gun by killing the 50,000+ zombies in the parking garage. It was a ridiculously fun game that felt seriously hampered and limited by the arbitrary 3-day thing.

I'm happy that the sequel is going to ditch this, and I hope that they can add in more challenges for killing zombies, and try and stay away from those horrible escorts. Crazy boss fights, though, are very welcome.
 
3) New interactive combo/environment kills system that replaces the old camera picture taking system to gain EXP.

This is not gaining a feature, it's losing one of the most enjoyable parts of the first game. As much as I'm looking forward to DR2, I'm really sad to see they took this out.

I know it can't just be another Frank or photojournalist, and I respect them for changing it up a bit. But I'm really going to miss the photos :(.
 
Swittcher said:
I love people trying to defend the horrible design flaw of the save system, to make themselves look like teh hardkore.

You dont understand the game. It has nothing to do with trying to act "teh hardkore". Damn ,who uses that sort of shit anyway :\.
 
MMaRsu said:
You dont understand the game. It has nothing to do with trying to act "teh hardkore". Damn ,who uses that sort of shit anyway :\.

The types of people who call other people "pussies" for not liking the same games they do?
 
Mar said:
I know it can't just be another Frank or photojournalist, and I respect them for changing it up a bit. But I'm really going to miss the photos :(.
The great thing about the photo element was that they'd put your saved pics in the load screens. That really encouraged you to take better pics.

The one thing really missing from Dead Rising was a free mode where you could just muck about. I really hope the new one doesn't turn out as a standard sandbox game, with no time element at all. I will still play it no matter what though.
 
2p co-op is the right move for this game. Can't wait.

I don't think the save system was bad in the 1st game. The Otis calls were annoying and the human bosses were overly difficult, those were the biggest flaws in my eyes.
 
I honestly thought it was co-op for the longest time, so I thought this was a bumped thread.

It just makes me wonder where the fuck I heard [a hint of] that it would be co-op o_o
 
Honestly, it wasn't so much the save system was bad, so much as it was "at odds" (as Gamespot would put it) with the real time system. Changing the system was for the best.

And if there's something even remotely resembling the convicts in the sequel, I'm taking a toy sword to the developers. That shit was stupid.
 
I still don't understand what people didn't like about the save system of the first game. So it didn't have multiple save slots....so? What else was wrong with it? I played through 3 times and can't see how it's any different from other games.
 
Marrshu said:
Honestly, it wasn't so much the save system was bad, so much as it was "at odds" (as Gamespot would put it) with the real time system. Changing the system was for the best.

And if there's something even remotely resembling the convicts in the sequel, I'm taking a toy sword to the developers. That shit was stupid.
Oh yeah that was terrible. Running into them once was bad enough. Twice or more, that made no sense.
 
Shig said:
"Professional" critics also largely gave God Hand, Deadly Premonition, and every shmup released after 1998 a review score of under 5.
But Deadly Premonition is a piece of shit. The giant bomb endurance run proves this.
 
MightyHedgehog said:
I figured they'd relent to give not-so-good gamers a shot at having fun with it, but multiple save slots is just dumb when you think about it. It's about intensifying the danger and challenge of accomplishing and importance of saving. It made the zombie hordes and other stuff more than just something that sends you off to respawn or reload. It made you think about what you would do a lot more by putting a lot more weight on your choices and performance. As long as there's the old way of saving available (with some gameplay alterations to suit), I don't have a problem with weakling mode. :) The two-player co-op news rocks.


Couldn't you just use the same save slot for every save, and have the same experience ? :lol
 
Either get rid of the timing system or completely revamp escorting (or remove it). Those two factors made it impossible for me to finish DR1. I don't care about any other features, DR2 will still be shit if they don't improve the base gameplay.
 
DeadFalling said:
Now you can have one save at 5 hours in, one at 6, one at 7 and one at 8 hours, just in case you prioritize the wrong case and wouldn't have enough time to complete them both or something. Or one before a huge decision and one afterward and then one after the NEXT big decision, so you can undo any of your choices made. Breaking the save system also breaks the whole time limit thing imo
Multiple save slots or not, as long as 1) You can still only save manually, at save points, and 2) The time limits are in place, and just as stringent, then I don't think anything's been sacrificed. To complete the game, you'll still need to plan routes that maximize the effectiveness of your time, execute them without taking too long, dying, or just screwing up, and play enough of the game in one shot to go from manual save point to manual save point. That's the essence of the game, and it hasn't changed.

The only thing that it changes is that a player who makes a poor decision and saves himself into a situation where the game is unwinnable, is not forced to restart from the very beginning of the game. The player will still, ultimately, have to roll back to an earlier state of the game, and to win, the player will still need to create and execute a plan good enough to overcome the challenge. That earlier state is just, say, an hour earlier, rather than five hours.
While I had no problems whatsoever myself with the first game, there's a very valid argument you can make that a player who has successfully managed to reach the five hour mark in the game will, as a given, be able to reach that point again. You're not providing additional challenge to that player by forcing him to repeat five hours of something he's already done - you're just wasting five hours of his time. There's a logical limit to that argument (which is why I insist that the game should still require the player to play in 'chunks' long enough to last from one manual save to the next), but wasting a player's time is hands-down the biggest cardinal sin in game design, so I don't think the argument that it potentially can make the game easier for some players is enough to keep multiple save slots out of the game.

And apart from that, there's at least one tangible benefit that a multiple-save system brings that directly benefits people who want the game to be challenging: You can start a fresh game from level 1, without wiping out everything that you've ever done and collected in the game. That was my number 1 complaint about Dead Rising 1, so if this fixes it, I'm all for it.
 
FutureZombie said:
I still don't understand what people didn't like about the save system of the first game. So it didn't have multiple save slots....so? What else was wrong with it? I played through 3 times and can't see how it's any different from other games.

It's really different from other games just because it is built around replaying it. There are a lot of different ways you can go through the game based on being at a certain place at a certain time; it is impossible to see everything once. What does get saved are the abilities and upgrades as you level up making each playthrough after your first easier. Even ignoring the extra abilities Frank retains, replaying it has a similar appeal to older games where you would memorize the little tricks in every area.

It's easy to understand why people wouldn't like it, even saying this as a defender of the save system. It is right there with Demon's Soul as games that try to make the player more aware of their actions instead of just repeating the same motion, dying, loading the last checkpoint, etc. And again, you have people that complain about the difficulty in classic Mega Man or Castlevania games like they're entitled to get through the game in their first go instead of learning the games and honing your skills.
 
WarLox said:
Couldn't you just use the same save slot for every save, and have the same experience ? :lol
Later in this thread:
MightyHedgehog said:
IF there's a gameplay bonus related to restricting yourself to just one save slot, I'll agree to this logic. In practice, the issue being forced on you makes all the difference.
To me, you could try to abide by self-imposed rules, but modern games are about options and when you have the option, you can end up having very different experience than if you didn't. I'm not saying that there shouldn't be an optional way to play the game, but I want it legitimized as a built-in mode. As much as I enjoy what the more restrictive save system from the original brings to the experience, I know I would get weak if I were given the choice and give in...later regretting it. To me, it's like wanting a higher difficulty mode or option in a game that doesn't officially offer one...sure, you could make it more difficult by adhering to some principled structure to make that happen, but I think it's still better to have the game enforce it by actually offering it and making you stick to it by giving you no other choice but to deal. Again, if others don't want it, they can start by playing the other optional modes of save and difficulty.
 
Garcia el Gringo said:
I hope they just mean control wise and not mechanic, story and humor wise.

After reading that they changed the saving system, i'm assuming it's gonna be in the mechanics as well.
 
So is this coop going to be mandatory?

Will you have an AI partner for the whole game ala RE5?

If so, fuck that shit, I'm out.
 
Lard said:
So is this coop going to be mandatory?

Will you have an AI partner for the whole game ala RE5?

If so, fuck that shit, I'm out.

Lol I doubt that, that would seriously suck ass.
 
ShockingAlberto said:
You think there will be two Chucks in single player?


8cy8u.jpg
 
"Where are you Bro?"

"In a dark stairwell. I am not sure where. OH CHRIST SOMETHING IS COMING UP THE STAIRS BRING WEAPONS AND FIRE!!"

"OH SHIT I DON'T REMEMBER WHERE THE STAIRS ARE!"



So bought.
 
From what I saw from a demo of it Sunday it looks to be pretty sweet. I like the weapons you can create like the paddle chainsaw and the Tesla ball. Co-op sounds nice though.
 
Fantastic, zombie slaughter is going to be 10x more fun in co-op :D Fairly indifferent to the save game changes, I can adapt.

Hootie said:
http://i43.tinypic.com/ye5o9.gif[IMG]

[/QUOTE]

Grow the fuck up.
 
I AM JOHN! said:
There was nothing masochistic about it if you were doing what you were supposed to do. You played the game wrong.

If so many people "played the game wrong", then the game didn't convey how to play the game correctly very well then, did it?

Man, if I had that excuse for any media, I could just make anything seem good. "Oh, you watched that movie? You're supposed to go see it and close your eyes during the first half. You watched it wrong!"
:lol
 
Swittcher said:
I love people trying to defend the horrible design flaw of the save system, to make themselves look like teh hardkore.

It's only flawed if you don't know how to play it...

No worries, it nothing terminal, you can be still cured....
 
cornontheCoD said:
If so many people "played the game wrong", then the game didn't convey how to play the game correctly very well then, did it?

Man, if I had that excuse for any media, I could just make anything seem good. "Oh, you watched that movie? You're supposed to go see it and close your eyes during the first half. You watched it wrong!"
:lol

Can you imagine people watching the movie in reverse. What they should watch the movie from the beginning to the end. That's what "doing it wrong" means.

DRs save system had a good mix of old school and new gen sensibilities.

The game did convey how to play the game I think the wording of "playing the game wrong" isn't exactly right. More like "learn to start over and stop crying you baby".

Problem is that people looked at it and didn't like it...and then out of their stupidity or idiocy or ignorance called it "broken".

People don't like starting games over when they die...so if these same guys played Mario or Sonic...they'd call it "broken" when it isn't.
 
Not getting the second till I learn if bullshit like the Humvee will respawn again, no issue with zombies coming back obviously, but that fucking Humvee took the piss.
 
cornontheCoD said:
If so many people "played the game wrong", then the game didn't convey how to play the game correctly very well then, did it?

Man, if I had that excuse for any media, I could just make anything seem good. "Oh, you watched that movie? You're supposed to go see it and close your eyes during the first half. You watched it wrong!"
:lol

That's something you don't easily convey, it's not like it's something you can teach with a tutorial or a picture with the controls, a game is supossed to tell you how to use the different tools that will let you enjoy the game, not every underlaying mechanic behind that game.Part of the fun comes for discovering by yourself...

The game bases in trial and error, you play the first time to get XP, know the differents locations, think of a schedule, look for shortcuts, knew the location and timing of most survivors, think of the most efficient weapons for each situation and boss, what books should you get, know the best saving spots, etc...

So the second time knowing all that stuff you can improve while new problems and situations appears, it was challenging, fresh and one of the best experinces this gen. It's probably the ultimate expresion of some of the mechanics behind classic RE games (seriously) which to an extent was around trial and error, specially when trying to get S ranks and getting low completetions times....
 
Darkflight said:
Not getting the second till I learn if bullshit like the Humvee will respawn again, no issue with zombies coming back obviously, but that fucking Humvee took the piss.

It was supposed to be a pain in the ass. The courtyard was a shortcut between locations. Don't want to deal with the danger? Don't take the shortcut.
 
Corky said:
doubt it, as much as it pains me to say this but splitscreen is a dinosaur thats been put to death this gen

Because gamers are perceived to be nerds that hide in their room and anti-social. And developers are trying to reinforce that.
 
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