When there is no more room in Hell, the dead will hit the casinos.
The mall-zombie, snarky social-commentary conceit for Capcomâs original Dead Rising⌠well, we had seen it before, hadnât we? Like, literally seen it, on movie screens (twice, in factâonce in George Romeroâs original Dawn of the Dead, and once in the remake). The blatant âinspirationâ provided by the films didnât make the game any less entertaining, of courseâin fact, I would argue that the blaring homage only made the gameâs entertainment factor that much higherâbut you can really only get away with something like that once. Everybody knew there would be a Dead Rising 2, but the question was: âWhere do we go from here?â
[image1]To contrast the dread of the slow, shambling dead, we need a suitable lively, hopefully ironic, set-pieceâan entertaining, hugely-unlikely backdrop to the carnage, something that proudly (or at least loudly) shouts âAmerica!â and then in a macho-yet-mock-fearful voice, happily burbles âZombie Apocalypse!â We can hardly do shopping malls again; the âgangstaâ-fied urban jungle is hopelessly lame and played out; thereâs entirely too much room to easily avoid the Risen around the iconic American environs of Yosemite, Niagara Falls, or the Grand Canyon; and Disneylandâas awesome a zombie-bashing environment as that would beâwould rightfully sue the living Winnie-the-Pooh out of anyone who dares challenge her. What have we Americans got left? Vegas.
Thatâs right, baby: Casino-strip gaudiness, WWE-style, pay-per-view, pyrotechnics-riddled ostentation, and game-show, âreality TVâ shamelessness. Welcome to Dead Rising 2âpraise the Loud, pass the ammunition, and God bless (whatâs left of) America!
Set a handful of years after the original Dead Rising, DR2 posits a near-future United States consumed by the Zombie Apocalypse from sea to shining sea. The game is set in the fictional gambling mecca of Fortune City. Popular knowledge has it that itâs based on Las Vegas, but at Capcomâs DR2 event in Tokyo, Community Manager Chris Kramer assured me that itâs more closely based on Renoâthe Deadest Little City in the World?
Players take the role of Chuck Greene, who is a former motocross championâsure, why notâas evidenced by his nifty custom leather jacket (designed by Japanese motocross-apparel manufacturer Kadoya, a one-of-a-kind replica of Greeneâs in-game jacket was one of the competition prizes at the Tokyo event).
Capcomâs Inafune Keiji describes Greene as âmore interestingâ than Dead Rising protagonist Frank West. Among the human survivors whom Greene is charged with saving is his own daughter, which gives him (and us) all the more motivation for hacking a one-man swathe through hordes of the walking dead. While DR2 wasnât on the show floor at Tokyo Game Show, I did get some hands-on time with both the single player and multi-player experiences at the Zest Cantina in Ebisu, Tokyo (if I happen to be in Tokyo when the big Z.A. finally drops, Zest is where Iâm making my last tequila-fueled stand).
[image2]If you logged any zombie-killing time with the first game, youâll feel right at home here with the comparable gameplay mechanics, picking up weapons that range from the near-useless to the satisfyingly-deadly to the exquisitely-ridiculous. My first taste put me (and at least 600 reanimated dead) on the combined bar/casino floor of some tastelessly-flashy Fortune City resort. You can imagine the sort of setup: Craps tables, tasteless neon, banks of slot machines, a large, trendy circular bar in the central hub, plus enough bar-stools for all of them, ready for use against the zombies as impromptu, last-ditch weapons.
Long before things get that desperate, however, youâll find lots of more effectiveâor at least entertainingâweapons lying around: One of my personal favorites is the good old medieval sword, good for two-handed, round-slash attacks that donât merely fell the zombies in its blade-reach, but actually slice them into the appropriately-proportioned, bloody chunksânot âcannedâ damage-animations, but true wedges, slices, and/or wafer-thin bits as determined by the physics of your swing. There are also pistols, craps-table rakes, golf-clubs, and of course, chainsawsâzombie games do have rules, after all. Still more effective than all of these is the long pole with chainsaws mounted on both ends; itâs inelegant-looking, but does let you go all crazy-pants Darth Maul/Star Wars Kid on anything that moves in your vicinity that ought not to move.
A quick dash to the central, circular bar-area yields the Big Guns, literally: Pick up a light machine gun there and, at least while the ammo lasts, you can really start mowing the lurchers down in serious, impressive numbers. About the only way I can think to crank up the kill count from this point would be to take a properly-timed shot at some sort of (ah, yes) a canister of gasoline, inexplicably abandoned in the middle of the casino floor (keeping the LMGs at the central bar next to the top-shelf vodka, by contrast, at least makes some kind of sense). And yes, here comes a serendipitous clump of mindless shamblers, conveniently clustering all around it like âgrindersâ on a dance-floor. Smile and say âBallroom Blitzâ, everyone!
The Dead Rising universe hasnât lost its sense of humor, and thereâs some goofy stuff, too: Jam a blinding âServebot headâ on a deaderâs noggin just to screw with it; bean a rot-walker or two in the face with a funny, squeaking but otherwise functionally-useless beach ball; and for the ultimate in four-wheeled, handi-capable zombie-dropping, thereâs the wheelchair you donât need. On the other hand, itâs outfitted with the array of strapped-on full-automatic weapons you do need .(And oh Lord, I really, sincerely hope and pray that some sensitive, politically-correct advocacy group out there gets a major wasp up its water-spout over this; itâll be fun to watchâand I can make a lot of easy money writing about it. Donât let me down, media watchdogs!).
[image3]The multiplayer, however, is where DR2âs already-admirable goofiness factor absolutely drunken-missiles its way up into the stratosphere (not The Stratosphereâat least, as far as I know at the moment). In DR2âs story, post-zombie America has dealt with the global horror by making âreality-TVâ entertainment out of it. âTerror is Realityâ is the name of the spectacleâa sort of ratings-bonanza transporter accident between American Gladiators and WWE television, with a little extra fur-coated, blinged-out, hip-hop, X-Games âMCâ gaudiness thrown in for good presentational measureâand the festivities are naturally designed around the creative, competitive, conspicuous-consumption disposal of the worldâs surplus undead.
(I just gotta give it up for Blue Castle and Capcom for some really katana-sharp cultural insight, here. When the Zombie Apocalypse does come, you just know this is exactly where pop-culture America is going to run with it.)
One of the TIR multiplayer competitions, âSlicecyclesâ, is fairly straightforwardâand rather a lucky break for our motocross-ready protagonist. It is a massive, sunken pit bounded by the sloping walls of a skate-park into which is put: A) a snotload of zombies; and B) a number of contestants riding motorcycles equipped with protruding bladed weapons and chainsawsâmay the highest scorer win.
The game called âRamsterballâ is, well, very close to what you probably already think it is: human-sized hamster-balls. Youâre in a slope-walled pit like the one already described, except that its floor is studded with towers, atop which are zombies. Only one player at any given time has the glowing power to activate the towers by ramming themâat which point a big mashing pylon comes down on said platform and makes Jelly-Doughnut Surprise out of said tower-top zombies. Thing is, all the other, non-glowing players are constantly out to tag your Ramsterball and steal the pylon-activating power for themselves. Naturally, the floor of the arena is also aliveâer⌠well, you knowâwith additional target-of-opportunity zombies to roll over.
âHeadacheâ is just sick, even for pay-per-view mass slaughter. You can only carry three âhatsâ of your team color at one time (but you can run and get more from a dispenser). The object is to jam as many of your hats on as many undead as possible, and then run back to hit a switch⌠which activates the blades inside all of your currently-deployed hats at once, instantly Cuisinarting all said heads into sprays of point-scoring gore. If your opponents seem to have crammed more of their hats onto the dead-heads than you currently have, you can use your one stick of TNT to blast hats off the heads they occupyâbut this will take out any of your own nearby hat-wearing point-makers, too, so be careful.
[image4]Finally, thereâs the game where each contestant uses the oversized moose-antlers mounted on either side of his special helmetâand yes, I saw this well before Iâd had anywhere near my âlimitâ of alarmingly-blue drinksâto sort of flip any nearby zombies into a special receptacle, like so many Tiddlywinks from the grave. In fact, if I worked in the appropriate capacity for Capcom, âTiddlywinks From the Graveâ is exactly what I would call this multiplayer challengeâwhich probably goes a long way toward explaining why I do not work at Capcom in any capacity whatever.
(And yes, this is all playable online; offline and network play is still TBD).
Gore-splattered gameplay goodness, familiar donât-fix-it controls, radically increased numbers of on-screen enemies (Capcom spits on your DR1, 800-zombie grave; now try several thousand, at the most recent estimate), hectic multiplayer, and a stepped-up dose of overall goofball humorâDead Rising 2 promises all this and more when it brings its shambling hordes to the bright lights of an all-American gambling meccaâwhere what happens in the grave doesnât stay in the grave. Check back with Game Revolution for our continuing coverage of the Zombie Apocalypse; if itâs important enough to the University of Florida, itâs important enough to you.
