FeedMeAStrayCat
Member
This is my most wanted 360 game. Definitely. 
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![]()
op_ivy said:
Matix said:Sounds fucking hot, but after reading this.....
http://www.joystiq.com/2006/01/06/ces-hands-on-with-dead-rising/
I'm kinda confused/worried" ?!
Mrbob said:Amirox will get a 360 with Dead Risng....
....and...
CRACKDOWN!![]()
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.![]()
Goreomedy said:If the visuals don't match the current screenshots, it means the CES demo is the same one featured at TGS/X05.![]()
Amir0x said:see, this is something everyone can agree on. it's nice when we can reach such a consensus.
MAKE IT HAPPEN, CAPCOM
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.
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
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
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?
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.
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.

jj984jj said:Why Capcom WHY?!??? Why not PS3/360?![]()
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.
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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?
op_ivy said::rolleyes
yeah, they are the only ones
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.
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
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.
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.
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.
It looked the same to me. I think this effect looks stupid though.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".
Fallout-NL said:Yeah but the man has a point though. Fable sounded pretty good to me before I actually got to play it...
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.
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?
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.
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.
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.
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.
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.
However, you go 180 degrees and say 'item variety' in an 'adventure' title is not important?![]()
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).