Dead Rising 2, for PC
Rating: 6.2/10: Above average
Not recommended unless you either: A) Like/tolerate time limits and time management, or B) Will mod the time limits
Dead Rising 2 is a third person action game with controls similar to the old school Grand Theft Auto games (3 and Vice City), though with minimal driving. Now if you don’t know, GTA is geared more towards driving than being on foot, so Dead Rising 2 is already on a bad foot for having clunky less-than-ideal controls. Melee combat forces you to stand in place while the attack animation plays out and it is difficult to determine when and how you should attack. Should you time your attacks, or mash the button? Move away to get some distance, or keep going with the forward momentum? It is hard to tell because the zombies seem to hit and grab you randomly. Are there invincibility frames where you are immune to zombie damage? I can’t tell. It is an annoying and frustrating combat system with little thought or tactics involved (the shooting is ok though). It is made even worse by quick time events to get out of grapples, which randomly choose nonsense input such as waggling the mouse or pressing WSAD.
Frustration and annoyance seems to be the ultimate goal of this game, because nearly everything is designed for that. Looming over it all are the hard time limits; time management is a critical feature of the game. There is a long term countdown until the game ends, though it is reasonably long and not much of a problem (except how every time you zone the timer takes up a large part of the screen for several seconds, nearly blinding you and making shooting nearly impossible). There is another timer for giving your daughter medicine, which has to happen at a specific time every day. It is annoying, though not a huge deal. I understand why it is important to the main character, though I do not see why he can’t give the medicine to one of the other survivors to give to the daughter, even if just as a precaution in case he could not make it back in time. The worst time limits are attached to each mission. All of them (including side missions) have a bar which goes down with time. It seemed to me like the first 25% of the bar went down slowly, and then after that it started going down faster, giving a false illusion of time. If you fail a main mission, then your current playthrough is pretty much ruined and you will have to try again on newgame+. I have heard that the game is designed to encourage multiple playthroughs by making it likely that a player will fail on the first time. That is bad game design.
I spent the entire game rushing around and being annoyed. Failing a side mission is not a big deal, but the false illusion of time can screw you over if you decide to try and get a couple side quests done before starting the next main mission. The entire game then becomes about scumming the clock as much as possible. Exploration? No screw that, you have a deadline to meet. Killing zombies? No, just run past them. Stopping to fight not only uses up time, but you will almost always take more damage than if you had just run/jump/roll whatever past them. Every time a zombie grabs you, it becomes an annoyance because of the extra time taken to deal with it, and stopping to fight tends to snowball into larger battles because of the inability to move and attack at the same time. As much as I disliked rushing past the zombies though, I will say that it created some very tense moments as you try not to die, or at least get through with enough health to complete your objective; especially late game and at night when the zombies are harder.
Side missions are mostly escorts, where you must perform some kind of task for a survivor, and then bring them to base. The tasks are somewhat varied, though are mostly fetch quests. As a bonus you can give them weapons (and healing items to heal them), and they can handle themselves reasonably well in combat. You can even take them to help against bosses, and possibly also main missions (I never tried), though you have to balance that with their permadeath and losing out on the rewards for getting them to base. Keeping them alive by running past zombies is not too hard (except during late game), though you will have to rescue them from grabs. The biggest problem though is friendly fire, especially if you use sweeping melee weapons. If you are not extremely careful, you will end up with them dead or hostile. The story missions are a bit more varied and action oriented.
Bosses are a major part of the game, both side and story. They are very difficult and annoying because of their massive health levels. While zombies most often die from a single headshot from any gun or a few melee strikes, the bosses take ridiculous amounts of punishment. Some even have invincibility frames on top of that, not to mention that their health and damage output greatly exceeds your own. Combine this with the silly nature of most bosses (some of them should have no combat ability whatsoever), frequent knockdown from their attacks, limited durability/ammo for weapons and the random nature of learning new moves when leveling up; bosses are frustrating, though they can be beaten with enough practice and preparation.
The best part of this game is the fact that you can use almost everything in the environment as a weapon; cash registers, benches, garbage cans etc. The very limited weapon durability and limited inventory mean that you will have to use these improvised weapons to defeat any significant number of zombies. The most fun in this game is in trying to clear out an area, and these kinds of tools you will have to use to do it. It is also cool that you can combine 2 items into a more powerful weapon, even though some make no sense (boxing gloves + flaming oil is a good idea? How about making an unwieldy sledgehammer even more unwieldy by combining it with an axe? And so on).
Time limits, escort quests and quick time events. While the game does have plenty of good features and fun, these 3 mechanics seriously drag the game down to the point where it becomes a niche game. I never tried the multiplayer.
Pro
- Good story, characters, dialogue, voice acting
- Side multiplayer mode that gives benefits for singleplayer
- Newgame+
- Almost every boss has unique abilities not found anywhere else
- Map shows names of stores and types of products they sell, so it is
easy to find weapons and health
- Can change clothing, which shows up in cutscenes
- Almost every object can be picked up and used as a weapon, as well as
thrown as a weapon
- Can combine weapons and healing items for more powerful versions
- Good gore, especially how powerful bladed weapons (like swords) can
cut zombies in half from head to groin
- Progression by way of leveling up, and learning new combat moves
- Interesting locations
- Npc followers can handle themselves, and can be given items and
weapons
- Variety of endings, and you can keep playing if you screw something
up (such as let your daughter die)
Con
- Time limits; for overall game, for each mission and having to get
your girl zombrex each day by a certain time. Too much rushing
- Can’t give zombrex to other npcs to give to daughter
- Quick time events to get out of zombie grabs; shaking the mouse back
and forth is especially bad because it messes up the camera
- No control list (except for special combat moves)
- No changing keybindings
- View map button does not close the map, so you have to press 2
different buttons to check the map
- No mini map or compass; navigation is a pain
- Map sometimes opens off in the corner, showing nothing useful
- Controls and menus are optimized for console, not PC
- Time limit takes up a large part of the center screen every time you
zone
- Mission to save the safe house has extremely short time limit and is
pretty much impossible on the first try (unless I missed something)
- Level up improvements are random, including when you learn the
important dodge roll
- Switching weapons/items is slow; 2 buttons to cycle through the list
with no ability to use a selection wheel, pause, or different button
for each slot
- Makes poor decisions for what weapon to automatically switch to when
current breaks
- Clunky combat; pressing attack locks you into an attack animation.
You are not able to do a quick hit while on the move, or any kind of
running charge. No blocking
- Save points (though they are the coolest save points I have ever
seen; bathrooms)
- Bosses have way too much health and guns do far too little damage to
them
- Some bosses are too silly and should not be able to handle zombies,
let alone fight other people. Others (such as the hunters, soldier
and security guard) should arguably be better at combat than the
player and easily kill the player
- Enemies do absurdly low damage to the player when using guns; getting
shot is not a big deal
- No gameplay benefits for clothing (such as damage reduction or
carrying capacity)
- Most weapons are far too fragile compared to reality
- Some weapons are too heavy and/or bulky to realistically be used by
even a strong person
- Annoying special attacks that change the camera orientation in a mini
cutscene
- Special attacks are done by holding right click, while normal attack
is right click. It is far too easy to accidentally perform the one
you did not want
- Special attack for spear is a throw (you can already throw at any
time!), which makes this a lousy weapon because you will often
accidentally throw it in melee combat
- Some large weapons (like chainsaw) are dropped if you take a hit or
jump down from height
- Hard to pick up the item you want when multiple items are close
together
- Loading screens take too long
- Zombies (and items) respawn every time you zone. This breaks
immersion and gives even less reason to kill the zombies
- Too easy to simply run past zombies, especially while carrying
someone
- No penalty for being bitten other than simple health loss. Why
doesn’t Chuck need zombrex?
- Loading a save respawns zombies and items, and more importantly wipes
any items or vehicles that were on the ground
- Story aspect relating to when the military arrives is bad
- Time does not stop while talking to side npcs, and you have to skip
dialogue multiple times before they finish talking and you can
proceed
- Most side missions are fetch quests leading to escort quests
- Melee friendly fire, which encourages running past zombies even more,
and can be a problem if you have multiple followers and have to get
one out of a grab