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Screw Daxter--DEAD RISING IMPRESSIONS

C- Warrior said:
I will say, SoE like gameplay or not, if this a fully functional onlie-team survival mode, consider me fuckin sold. I'll just playing this online the whole damn time :D

see, this is something everyone can agree on. it's nice when we can reach such a consensus.

MAKE IT HAPPEN, CAPCOM
 
op_ivy said:
dead-rising-20050922043812407.jpg

The graphics are certainly very impressive, but all the gameplay videos I've seen have looked very boring. I really hope Capcom can make something special out of it though.
 
Alright.

I doubt this game, but even I feel the joy-stiq article was seemingly created with the guy expecting a Resident Evil 4.5
 
Mrbob said:
Amirox will get a 360 with Dead Risng....


....and...


CRACKDOWN! :D

i'm not getting any next-gen systems until all 'premium versions' of them are 299 and under :(

but then when i do get a 360, Dead Rising, Oblivion, Mass Effect, Gears of War, Halo 3 and possibly Too Human - purchas'd
 
Goreomedy said:
If the visuals don't match the current screenshots, it means the CES demo is the same one featured at TGS/X05. :(
I think it IS the TGS/X05 demo...same level, same everything...
 
Goreomedy said:
If the visuals don't match the current screenshots, it means the CES demo is the same one featured at TGS/X05. :(

I hope not, but a Matlock Preview next month will come that will address all the concerns that I see in this thread.
 
Amir0x said:
see, this is something everyone can agree on. it's nice when we can reach such a consensus.

MAKE IT HAPPEN, CAPCOM

Indeed :D

The essence of a 8 player team (with all individual players starting off in different shopes) and all trying to reach a unified "exit/safety/clear" point and try to survive would be kickass.

And there are mutliple ways to incorperate the co-op feel in various forms. (CTF, elimination battles, showdown battles etc.)

Some sort of "kill em all" mode would be great too (all players start in same shop) keep killing and working together to survive the on-rush of zombies until time limit ends. Survivors reap the benefit, others reap the shit.
 
C- Warrior said:
In what way?

What element 'discussed' in this interviews with the developers you speak of will separate this game from SoE.

That's all I ask.

About the "human element" surrounding the whole thing. The choices you have to make as a character(save the girl who might be able to help you out of a bind later, or let her get eaten so you can snap a photo for your exclusive). And people you befriend may turn on you later so as to preserve themselves. Paranoia will be a major theme.

Also, the fact that they want this guy to be an average joe, and not a superhuman hollywood fighter. They want him to be vulnerable and to have to use his wits to win in these battles.

For instance: You're hacking away at the horde when your ax handle breaks. 10 zombies are still coming for you. You realize that at your feet, is a zombie police officer you've just beheaded who still has a gun strapped in his holster. You bend down, arm yourself, and have 6 fresh shots to defend yourself. Blam, blam, blam, etc. 5 remaining zombies now have you pressed against the wall. No ammo. No melee weapons in reach. No, wait, there's a fire extinguisher! You break the glass, and blind the last few with a spray of CO2. While blinded, you brain them with the empty extinguisher. The key is you've gotta be aware of your surroundings and inventive to survive.

What more can you ask out of a hack and slash zombiefest?
 
Things we need

+ rag doll corpses that STAY once killed (or rather killed again)
+ lot of weapons. Let's avoid having RE moments where you have to stab 3010 zombies until you find a real weapon
+ perpertual zombie movements. Once you 'cleared out' a area, it will be pretty empty. But with time, wandering zombies will start walking around. Enclosed areas would stay empty until the zombies 'found' a way in (unlocked door, etc)
+ unscripted limps decapitation that would react to strength, angle of impact, etc
+ be able to pick up severed limbs and do whatever with it (zombie head basketball!)
+ environnement you can use! Walk in a Reno Depot, pick up a hammer, start killing!
+ stats!

Multiplayer Mode
+ Siege Mode. Players have to survive a zombie rush in various type of building.
+ Soldier mode. Players control soldiers with different classes (medic, sniper etc) with access to real weapons and equipement! Do search and rescue missions, escort missions with a cpu or real v.i.p (on foot or on vehicules)
+Twitcher Mode: A player is controlling a fast running zombie and has to eliminate the team of players. The players will also have to defend themselves from regular zombies
 
shuri said:
Things we need

+ rag doll corpses that STAY once killed (or rather killed again)
+ lot of weapons. Let's avoid having RE moments where you have to stab 3010 zombies until you find a real weapon
+ perpertual zombie movements. Once you 'cleared out' a area, it will be pretty empty. But with time, wandering zombies will start walking around. Enclosed areas would stay empty until the zombies 'found' a way in (unlocked door, etc)
+ unscripted limps decapitation that would react to strength, angle of impact, etc
+ be able to pick up severed limbs and do whatever with it (zombie head basketball!)
+ environnement you can use! Walk in a Reno Depot, pick up a hammer, start killing!
+ stats!

Multiplayer Mode
+ Siege Mode. Players have to survive a zombie rush in various type of building.
+ Soldier mode. Players control soldiers with different classes (medic, sniper etc) with access to real weapons and equipement! Do search and rescue missions, escort missions with a cpu or real v.i.p (on foot or on vehicules)
+Twitcher Mode: A player is controlling a fast running zombie and has to eliminate the team of players. The players will also have to defend themselves from regular zombies


hire this man!
 
shuri said:
Things we need

+ rag doll corpses that STAY once killed (or rather killed again)
+ lot of weapons. Let's avoid having RE moments where you have to stab 3010 zombies until you find a real weapon
+ perpertual zombie movements. Once you 'cleared out' a area, it will be pretty empty. But with time, wandering zombies will start walking around. Enclosed areas would stay empty until the zombies 'found' a way in (unlocked door, etc)
+ unscripted limps decapitation that would react to strength, angle of impact, etc
+ be able to pick up severed limbs and do whatever with it (zombie head basketball!)
+ environnement you can use! Walk in a Reno Depot, pick up a hammer, start killing!
+ stats!

Multiplayer Mode
+ Siege Mode. Players have to survive a zombie rush in various type of building.
+ Soldier mode. Players control soldiers with different classes (medic, sniper etc) with access to real weapons and equipement! Do search and rescue missions, escort missions with a cpu or real v.i.p (on foot or on vehicules)
+Twitcher Mode: A player is controlling a fast running zombie and has to eliminate the team of players. The players will also have to defend themselves from regular zombies

If we get 10% of that we will be lucky as hell.

Excellent ideas all though!
 
Goreomedy said:
About the "human element" surrounding the whole thing. The choices you have to make as a character(save the girl who might be able to help you out of a bind later, or let her get eaten so you can snap a photo for your exclusive). And people you befriend may turn on you later so as to preserve themselves. Paranoia will be a major theme.

Also, the fact that they want this guy to be an average joe, and not a superhuman hollywood fighter. They want him to be vulnerable and to have to use his wits to win in these battles.

For instance: You're hacking away at the horde when your ax handle breaks. 10 zombies are still coming for you. You realize that at your feet, is a zombie police officer you've just beheaded who still has a gun strapped in his holster. You bend down, arm yourself, and have 6 fresh shots to defend yourself. Blam, blam, blam, etc. 5 remaining zombies now have you pressed against the wall. No ammo. No melee weapons in reach. No, wait, there's a fire extinguisher! You break the glass, and blind the last few with a spray of CO2. While blinded, you brain them with the empty extinguisher. The key is you've gotta be aware of your surroundings and inventive to survive.

What more can you ask out of a hack and slash zombiefest?

Heh, you mean story and items? Also, how exactly are you inventive when you go to a locker on the wall, press a button to pick up the item and then press the use button to use it? The situation you described is nothing but supergeneric pick up and use item gameplay.
The being inventive and using your own wits bit is something you hear all too often but that usually means nothing. You can only be inventive if the gameplay is deep enough to allow you to be.
 
Flachmatuch said:
Heh, you mean story and items? Also, how exactly are you inventive when you go to a locker on the wall, press a button to pick up the item and then press the use button to use it? The situation you described is nothing but supergeneric pick up and use item gameplay.

Yes, I'd say inventive is being able to use anything in the environment. Cash registers, watermelon, lawn mowers, mannequins. Everything that fits naturally into the environment is at your disposal, but choosing what to use in what situation is key.

And yes, story is important. I'm not expecting MGS4 caliber stuff here. But an interesting thread, and memorable characters. What they've described is at the very least more inspired than the lame, empty, SOE.

The being inventive and using your own wits bit is something you hear all too often but that usually means nothing. You can only be inventive if the gameplay is deep enough to allow you to be.

No shit. That's what we're hoping for, punchy. The demo Joystiq played is ancient. I'll reserve judgement until I can either play it myself on marketplace, or see an in-depth review of the final build.
 
I still have doubts about this.

Resident Evil Online had an almost the same concept going and then the previews and features sounded awsome but when executed it lacked a lot. Both hardware wise and in terms of what they could've done.

Maybe this is same game but exectued right or......just the same thing with a slap of next gen to it.

Hopefully it's good.
 
I dont know how the game will turn out but I'm sure I'll get it...and I think online play is definitely not in. But I hope it's successful enough that they make a sequel with online play...
 
I got to play it at CES. My impressions:

Dead Rising demo in CES was about reaching a certain place in a set time limit - for example, 7 minutes. On the way you'll have to chop down zombies with a variety of weapons left on the ground. Much like Condemned, you can pick up whatever you see - 2x4, knives, chainsaw and more. You have five bars of energy which you can restore with food, such as raw meat found in a kitchen in the store.

In addition to reaching a certain place, you seem to have non-critical side missions, saving people you see hiding in the mall.

There are zombies - lots of them, like seen in the screenshots. Once you jump to an area within their reach, you'll invite them to chase you. Luckily they seem very dumb, so you can escape them in most cases. However, in the first stage, there are areas with so many zombies that encounters can't be avoided. This is when combat begins. The combat is pretty straight forward hack and slash, and does not seem to have the depth of the combat of Condemded. However, it is a lot more responsive and in that way more rewarding in a classic sidescrolling beat'em up style.

The setting pays some heavy homage to Dawn of the Dead. A mall with lots of variety and different places to run into - although the action seems pretty straight forward Point A - to - Point B.

The demo ended in a boss fight. I don't think this is a spoiler, since it's five minutes from the beginning. The boss was a fat butcher who you'd fight between meat hanging from the roof. He is slow, so you can easily trick him to follow you between the huge meat corpses and run around and smack him. You can find a chainsaw and knives to assist you, and gain energy from eating meat. The boss seems to be extremely durable, as is to underline the excessive beating.

Visually Dead Rising was underwhelming. To me it didn't look as good as I had come to expect from the earlier trailers, or the screenshots posted here. Lacking in geometry like so many initial 360 games, the environment didn't quite have the richness I had expected. Below is a picture I snapped from the screen. Apologies for the quality - it's showfloor and show shutter, I didn't have flash on.

Overall, this game has the potential to shape up to be an interesting, even if visually underwhelming and straight forward beat'em up. Closest descriptor I can think of based on what I saw is "Final Fight Zombie". For those expecting extensive plot or exploration like Resident Evil, the demo at least didn't deliver. Rental at least.

 
Chittagong said:
I got to play it at CES. My impressions:

Dead Rising demo in CES was about reaching a certain place in a set time limit - for example, 7 minutes. On the way you'll have to chop down zombies with a variety of weapons left on the ground. Much like Condemned, you can pick up whatever you see - 2x4, knives, chainsaw and more. You have five bars of energy which you can restore with food, such as raw meat found in a kitchen in the store.

In addition to reaching a certain place, you seem to have non-critical side missions, saving people you see hiding in the mall.

There are zombies - lots of them, like seen in the screenshots. Once you jump to an area within their reach, you'll invite them to chase you. Luckily they seem very dumb, so you can escape them in most cases. However, in the first stage, there are areas with so many zombies that encounters can't be avoided. This is when combat begins. The combat is pretty straight forward hack and slash, and does not seem to have the depth of the combat of Condemded. However, it is a lot more responsive and in that way more rewarding in a classic sidescrolling beat'em up style.

The setting pays some heavy homage to Dawn of the Dead. A mall with lots of variety and different places to run into - although the action seems pretty straight forward Point A - to - Point B.

The demo ended in a boss fight. I don't think this is a spoiler, since it's five minutes from the beginning. The boss was a fat butcher who you'd fight between meat hanging from the roof. He is slow, so you can easily trick him to follow you between the huge meat corpses and run around and smack him. You can find a chainsaw and knives to assist you, and gain energy from eating meat. The boss seems to be extremely durable, as is to underline the excessive beating.

Visually Dead Rising was underwhelming. To me it didn't look as good as I had come to expect from the earlier trailers, or the screenshots posted here. Lacking in geometry like so many initial 360 games, the environment didn't quite have the richness I had expected. Below is a picture I snapped from the screen. Apologies for the quality - it's showfloor and show shutter, I didn't have flash on.

Overall, this game has the potential to shape up to be an interesting, even if visually underwhelming and straight forward beat'em up. Closest descriptor I can think of based on what I saw is "Final Fight Zombie". For those expecting extensive plot or exploration like Resident Evil, the demo at least didn't deliver. Rental at least.


When you people will understand that HQ touched up pics don't equal game graphics. First you get excited then dissapointed. It's much easier being able to recognize them from the beginning. And I don't know why but touched up pics are a trend with Xbox and Xbox360 games. Is MS releasing them or something?

This for example...

dead-rising-20050922043810579.jpg





...is obviously a fake. It has a certain angle, the blood is fake and almost all the jaggies have been wiped off.
Not to mention the distance effect for the zombies behind.
 
fortified_concept said:
And I don't know why but touched up pics are a trend with Xbox and Xbox360 games. Is MS releasing them or something?

:rolleyes

yeah, they are the only ones
 
thanks chittagong...but it sounds like the X'05 demo...the same two missions. I dont think they are new, since US is the only territory left who havent get the chance to try this demo.
 
op_ivy said:
:rolleyes

yeah, they are the only ones

I'm sorry but except these absurd HQ touched up Silent Hill 3 pics I haven't seen many others from PS2 or PS3. Not that there aren't. Not in every game though. Not to mention Nintendo, which never releases touched up pics.
 
fortified_concept said:
...is obviously a fake. It has a certain angle, the blood is fake and almost all the jaggies have been wiped off.
Not to mention the distance effect for the zombies behind.

First this is the demo from late last year which was already old then.

The certain angle is to make an interesting screenshot, like a replay shot for a car game, the blood is real, the jaggies may or may not be there in the final game and the "distance effect" is called depth-of-field and has already been used in plenty of 360 games already.
 
shuri said:
Things we need

+ rag doll corpses that STAY once killed (or rather killed again)
+ lot of weapons. Let's avoid having RE moments where you have to stab 3010 zombies until you find a real weapon
+ perpertual zombie movements. Once you 'cleared out' a area, it will be pretty empty. But with time, wandering zombies will start walking around. Enclosed areas would stay empty until the zombies 'found' a way in (unlocked door, etc)
+ unscripted limps decapitation that would react to strength, angle of impact, etc
+ be able to pick up severed limbs and do whatever with it (zombie head basketball!)
+ environnement you can use! Walk in a Reno Depot, pick up a hammer, start killing!
+ stats!

Multiplayer Mode
+ Siege Mode. Players have to survive a zombie rush in various type of building.
+ Soldier mode. Players control soldiers with different classes (medic, sniper etc) with access to real weapons and equipement! Do search and rescue missions, escort missions with a cpu or real v.i.p (on foot or on vehicules)
+Twitcher Mode: A player is controlling a fast running zombie and has to eliminate the team of players. The players will also have to defend themselves from regular zombies


Very nice, Id like that.
 
Jerkface said:
First this is the demo from late last year which was already old then.

The certain angle is to make an interesting screenshot, like a replay shot for a car game, the blood is real, the jaggies may or may not be there in the final game and the "distance effect" is called depth-of-field and has already been used in plenty of 360 games already.

The blood effect has been used in other touched up screecs too, and as far as I've seen is fake (iirc it was GoW). As for justifying why the touched up screens are how they are, I want be a part of that. It's like explaining why the Oblivion touched up pics had that certain angle, or something. They're touched up screens, end of story.
 
Looking at the screens from CES, it looks like the demo there is the same as TGS/X05. At least 4 months old build.
 
fortified_concept said:
The blood effect has been used in other touched up screecs too, and as far as I've seen is fake (iirc it was GoW). As for justifying why the touched up screens are how they are, I want be a part of that. It's like explaining why the Oblivion touched up pics had that certain angle, or something. They're touched up screens, end of story.

That blood effect in GoW has been visible in the last couple of videos so I don't see why this is hard to believe? It's just a few high-res animated alpha-mapped textures.
 
Jerkface said:
That blood effect in GoW has been visible in the last couple of videos so I don't see why this is hard to believe? It's just a few high-res animated alpha-mapped textures.

Yeah I've seen these videos you're talking about and that's why I wrote that. The blood imo in the touched up pics looks nothing like the blood on the videos. It has obviously been, well, "touched up".
 
fortified_concept said:
Yeah I've seen these videos you're talking about and that's why I wrote that. The blood imo in the touched up pics looks nothing like the blood on the videos. It has obviously been, well, "touched up".
It looked the same to me. I think this effect looks stupid though.
 
Can anyone capture a couple of screenshots from that video and the pic Epic released with the blood? I really wanna see a side to side comparison. I don't keep game videos or pics in my hdd so can anyone help?
 
I've played this demo. It's crap!

Sounds like fun, killing undead and shit. But your weapons break really fast, the missions have time limits (which, in my experience, were undoable). Plus, it has to load between every other area you enter.

Outside of that it looked nice-ish, the level being tiny, stocked with undead, not giving a good impression of what will be a game with larger levels as seen in the screenshots.

It's one of those games that you think is totally awesome, but then has no point to it. It's fun for a while, slaying this zombies, but there was no point? All there is to do is die because your crappy ass weapons break after you hit a few zombies.

Arguably these impressions are due to a crappy demo, but we'll have to see. I think this will be a let down in all respects for people who think they can actually have tons of fun killing zombies and doing missions. But it's not a GTA in a giant zombie filled mall, at least, not from playing the demo. We'll see! :)

EDIT: Oh, and every third zombie a clone.
 
Fallout-NL said:
Yeah but the man has a point though. Fable sounded pretty good to me before I actually got to play it...

Did you just compare Dead Rising to Fable? *SLAP* Baby, why do you make me hurt you?
 
Id like it to be awesome, but making combat feel good, deep and balanced is not an easy task. And the people who have actually played it, seem to dislike what they've experienced.
 
Fallout-NL said:
Id like it to be awesome, but making combat feel good, deep and balanced is not an easy task. And the people who have actually played it, seem to dislike what they've experienced.

Well they did delay the game after the demo was first shown so perhaps they are working according to the feedback they got.
 
When you people will understand that HQ touched up pics don't equal game graphics. First you get excited then dissapointed. It's much easier being able to recognize them from the beginning. And I don't know why but touched up pics are a trend with Xbox and Xbox360 games. Is MS releasing them or something?

Which released 360 games had touched up pics.
 
Goreomedy said:
Yes, I'd say inventive is being able to use anything in the environment. Cash registers, watermelon, lawn mowers, mannequins. Everything that fits naturally into the environment is at your disposal, but choosing what to use in what situation is key.

Nope, picking up items, however many there are and using them as weapons offers no gameplay depth afaics. Some items you'll be able to use, but most of them are just for smashing zombies, and the player should be able to resolve all situations with most of the items available unless all the situations are specially designed like a puzzle (not really easy for a sandbox game.)

And yes, story is important. I'm not expecting MGS4 caliber stuff here. But an interesting thread, and memorable characters. What they've described is at the very least more inspired than the lame, empty, SOE.

Yep that would help a little bit...but a story better than SOE is not exactly an achievement.

No shit. That's what we're hoping for, punchy. The demo Joystiq played is ancient. I'll reserve judgement until I can either play it myself on marketplace, or see an in-depth review of the final build.

Yeah I was just reacting to the example with the fire extinguisher, which is anything but inventive or deep gameplay, in fact it's as generic as possible. If the game has a good fighting engine like NG or DMC3, it will be good, otherwise it won't - no amount of item usage is going to alter that.
 
The same demo was also at Zero Hour, and was extremely underwhelming. The time limits and simplistic environments were uncomfortably State of Emergency-like. That really is the game I'd say it resembles the most. The primary thing they need to do is expand the hand-to-hand combat. Doing the same three-hit combo over and over gets old long before the 7 minute timer expires.

Granted, it has a long way to go before release and the demo is old, but what was there did not inspire confidence.
 
One way they could quickly offer more combat variety without forcing the players to memorize long-button commands is to do what DMC does.

X,X,X = 1 combo
X (pause), X, X= 2 combo
X, X (pause), X = 3 combo

Very simple, and naturally feeling without having to memorize shit like, X, O, O, X, O, X, O, O, O and on and on and on.
 
Flachmatuch said:
Yeah I was just reacting to the example with the fire extinguisher, which is anything but inventive or deep gameplay, in fact it's as generic as possible. If the game has a good fighting engine like NG or DMC3, it will be good, otherwise it won't - no amount of item usage is going to alter that.

Look at what you're saying though.

What makes the fighting engine in those games good, is because of variety where it matters. Variety in enemies, weapons, special moves, and bosses.

However, you go 180 degrees and say 'item variety' in an 'adventure' title is not important? o_O

It's no secret why a lot of people think those action games are good titles, it's because you can do some flashy shit, on a lot of things with a lot of things. (that's all it really comes down to).
 
C- Warrior said:
Look at what you're saying though.

What makes the fighting engine in those games good, is because of variety where it matters. Variety in enemies, weapons, special moves, and bosses.

I don't agree with this at all. Variety of tools and mechanics in game doesn't necessarily equal depth, although it can increase depth if done well, and of course some basic variety is necessary - but you don't measure the quality of fighting games with number of moves, rpg battle complexity with number of menu options etc. In fact, it's depth in basic mechanics that give rise to variety, not arbitrary variety of mechanics that gives rise to depth.
Some obvious examples: Tetris gives you 4 types of blocks and it is a pretty deep game. Or think of Go, an even better example, the game has a relatively simple ruleset and depth (and variety) follows from there. Most of the really deep and sophisticated classic games have pretty simple rules and no complex special cases, as do lots of sports, and they offer fantastic variety of gameplay. Even fighting games, which imo are some of the most complex games, build on very simple simple mechanics and combine them with reaction times and memorization games, also pretty simple.

However, you go 180 degrees and say 'item variety' in an 'adventure' title is not important? o_O

I'm not saying it wasn't important, just that it wasn't nearly enough. I don't see how you can have the same number of options with items you have to find, pick up, select and use, as with traditional combat, where you have skills that are always available (well...depending on your style/weapon choice etc) - unless you have 15-20 items in any room, multiple pieces of the most useful items with maybe a few "special" ones - and even in this case, it will probably be the items that dictate what the combat will look like, not your skill and fighting preferences.

It's no secret why a lot of people think those action games are good titles, it's because you can do some flashy shit, on a lot of things with a lot of things. (that's all it really comes down to).

I don't agree with that at all. "Variety" in NG and GoW are (at least) comparable, but their fighting engines are not. Balance, combat flow, enemy AI are all part of what makes an engine great, some variety in basic game mechanics is necessary, but definitely not sufficient.
I think variety in options you have at any moment in the game, and frequency of decision making vs execution time (and difficulty) is what makes these games great. Items just perform much worse in that regard, even if you could have a similar number of options at a point, it takes much longer to find, pick up, use an item than to just execute a move that you have available at any time.
 
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