- Publisher: Capcom
- Developer: Blue Castle Games
- ESRB Rating: “M” for Mature
- Genre: Third-Person-Action
- Pros: Nice presentation; tons of hidden goodies; survivor A.I.; combo weapons; fun, brutal gameplay; huge game world to explore; still feels like Dead Rising
- Cons: Long and too frequent load times; somewhat clunky controls
The story follows Chuck Greene and his daughter Katey a while after the events of the Case: Zero XBLA game. Katey has been bitten by a zombie, but the medicine Zombrex keeps the zombie process at bay. Unlike Case: Zero, however, the Zombrex now lasts 24 hours instead of 12. It is expensive, though, so Chuck has to spend a lot of money to keep his daughter alive, which is why he enters a zombie-killing game show to earn some quick cash. After the show, however, the zombies break out into the gambling oasis of Fortune City, Nevada, and Chuck is framed for the outbreak. Now he has 72-hours to wait for rescue, but also to try and clear his name.
Chuck is awesome. Seriously. He is a great dad, and a nice guy. His daughter Katey is also the least annoying videogame kid ever. She is never a nuisance. And you would think that having to find Zombrex and give it to her every day would be a bother, but it really isn't. You can even go out of your way to find gifts for her and, believe me, it is totally worth it.
The core format of the game is the same as well. You have a 72-hour time limit to try and finish the story and save as many people as you can. You save your game in bathrooms. If you die, you have the option to load a previous save, or restart the story but you retain your XP and some key items you already earned. You aren't really meant to beat the game in one sitting, and are expected to restart and power up a few times. This caused quite a controversy with the original game as some people didn't seem to understand how to play the game correctly (they tried to do everything at once and got frustrated because they were at too low of a level to really do anything).
Still Feels Like Dead Rising
I'm glad not much else has changed, however, because taking out the time limit or fiddling with the XP system would have completely changed the flow of the game. We saw what the game would be like with a different save system and story progression in Dead Rising: Chop Til' You Drop on the Wii, and frankly, it was pretty awful. Dead Rising 2 still feels like Dead Rising, and that is a good thing.
Another major improvement comes in the combo weapon system. Now you can pick up items that have a wrench icon on them and combine them to make new, much more powerful weapons. Pair up boxing gloves with bowie knives, a machete with a push boom, chainsaws with kayak paddles, batteries with wheelchairs, shotguns and pitchforks, dynamite and footballs - there are around 50 combo weapons in total and almost all of them are great fun to use. It can be sort of a pain to round up the parts to actually build these items, but the maintenance rooms you have to use to build stuff are plentiful, so you are never too far away from one when you do ultimately find the pieces you need.