Dead Rising
Posted August 21, 2006
Quite possibly inspired by the popularity of the recently revamped Romero zombie flicks, Capcom has incorporated all shock-laden elements of the gore-ridden genre into their new action title, Dead Rising. While similar games, such as Resident Evil, laid the proverbial groundwork, this title is perhaps the first successful attempt at designing a landscape literally filled to the brim with the moaning undead. While the game uses a variety of open spaces in a typical shopping mall, the severe claustrophobic panic that washes over the gamer is wholly credited to the thousands of zombies slowly lurching in your direction. 
The presentation is certainly well produced and artfully crafted. The storyline revolves around a hotshot, freelance photojournalist whose byline reads Frank West. His sources have provided a secretive tip about riots breaking out in the small rural town of Willamette, Colorado and the ensuing military action which is about to occur. Frank's thirst for the exclusive scoop on this story leads him to drop onto the roof of the local mall via helicopter. Per the timetable given to his chopper pilot, he has 72 hours to uncover the hidden truth behind the outbreak of deathly creatures and get the hell out of there. All in all, Capcom expertly weaves a tale laden with fleeing survivors, homicidal psychopaths, and tens of thousands of walking corpses.
Gameplay:
Obviously, the main draw of Dead Rising is delineated by the sheer amount of weaponry floating around the mall. Essentially, every item with a red gun symbol beside it can be used to defend Frank. This includes weapons as dangerous as a chainsaw or a battle ax and weapons as useless as a toy laser sword or a plastic coat hanger. Large objects such as metal shelving or benches can be swung around slowly or thrown. Propane tanks can be fired upon for explosive results. Sporting goods such as the golf club or hockey stick uses balls/pucks to assault the zombie masses. You can even cover zombie heads with the multitude of children's masks in the toy stores as a defensive weapon. Additionally, Frank can beat the zombies senseless with his mighty kung fu and spit in their faces as well.
Frank's unarmed ability to fight increases as you begin to level up. Leveling occurs when a certain level of prestige points (PP) are reached. These points are awarded for completing tasks, taking quality pictures, killing zombies, and other various tasks. As the level increases, abilities such as running speed, total life bars, inventory space, and attack power / moves are leveled up. That first increase in the running speed is a particular godsend as Frank isn't the fastest photojournalist around.
Beyond leveling bonuses, carrying around certain combinations of literature will provide PP increases, weapon durability, healing effects, photo opportunities, and survivor benefits. For instance, carrying around three books that multiply the same weapon will increase the usage from the standard 20 times to over 500 kills. These books are found in the various bookstores throughout the mall.
The zombie AI is particularly effective and surprisingly varied. Many times, zombies slowly wandering around will exhibit a vastly increased pace when Frank rolls by. It's a frightening occurrence that requires constant adjustment in strategy. The psychopath AI is usually unique to a particular enemy and can cause moments of pause during boss battles. On the flip side, the survivor AI ranges from moronic to barely competent. They will stand in one place getting eaten by the closest zombie while Frank attempts to slice and dice the attackers. Additionally, Frank's weapons cause damage to the friendly AI which increases the difficulty. More often than naught, I found myself taking a survivor's hand to lead them through the fracas rather than watch as they become a three course meal for the flesh-eaters.
If an enemy zombie does happen to gnaw on your neck for a while, the food spread throughout the mall will rejuvenate Frank's health. The effectiveness of the food ranges dependent on the particular type and how it's cooked. For instance, a raw steak won't provide the same level of benefits a nuked, well-done steak will. There are microwaves and blenders at your disposal for mixing up ingredients as well. Several drink mixtures provide benefits beyond health as well. For example, the Untouchable mixed drink will drive away the oncoming horde and provide a plethora of time to annihilate them.
Navigating Frank around the Willamette Mall is a breeze. At a cursory glance, combat is a one button affair, but the number of moves increases as the game progresses. Controlling Frank's martial arts skills is particularly entertaining as Capcom uses button combinations to kick some zombie ass. Also, Frank has the ability to jump and climb onto ledges within the environment. The only flaw in the combat controls would be the aiming system for firearms. Honing in on a moving target is difficult due to the sluggishness of the control. Additionally, the control only moves at one speed which makes fine tuning an arduous chore. There is a basic auto-directional fire which targets the closest enemy, but it's not completely competent.
If you aren't comfortable with moving Frank around on foot, there are a few vehicles at your disposal. The motorcycle, modeled after a Harley Davidson, is a beefy zombie smashing hog that provides enough power to roll around the interior of the mall. The red convertible is a speedy ride that rips through the undead masses, especially effective in the maintenance tunnels of the mall. Also, there is a roving military humvee in the park with a mounted gun turret should you ever have the pleasure. While Dead Rising rarely uses vehicles within the main storyline, it's an excellent diversion which can be enjoyed at any point of the game.
It's impossible to read anything about Dead Rising without hearing a mention of the insufficient save system. Basically, you can save at any point in the game in a bathroom or the security room. Unfortunately, Capcom doesn't allow for multiple saves unless you have multiple save devices. The gamer has to decide when the optimum time to save is which becomes tough at the later stages of the game. Additionally, Capcom deceptively allows for saving your stats when killed, but doesn't save the progress in the game. Saving after death essentially destroys your game progress save and requires you to start at the beginning. The poor condition of the save structure increases the difficulty dramatically. I recommend picking up a cheap memory card in combination with your hard drive of optimum saving capability.
The achievements are broken into the maximum 50 task limit for a grand total of 1000 gamerscore points. Every achievement is equally weighted at 20 points each. Immediately, the creativity of said achievements jumps out as Capcom's strongest selling point. Additionally, the achievements effectively promote replay value. Achievements such as escorting a certain number of survivors, killing psychopaths, or knocking down zombies with specific weapons are all entertaining to complete. Tougher tasks such as trying on every clothing item in the mall or killing 53,000+ zombies are challenging, but never impossible. The addictive nature of the achievements speaks to Capcom's dedication toward inventive usage of the intangible points. Kudos to the developer!
Graphics:
At first glimpse, the graphical quality doesn't leap out as next generation material. After spending hours upon hours with the title, it's obvious Capcom somewhat sacrificed detail in exchange for an obscene amount of moving characters on screen. A trip into the mall's underbelly is an obvious example of this amazing feat. Personally, I never noticed any severe lack of detail in the backgrounds or characters as the fast paced nature of the gameplay doesn't allow for such luxuries.
Every store in the building is accurately designed to the same types found in your local mall. The textures are plentiful in terms of variety, but perhaps slightly fuzzy compared to the character models. The sparse fire effects are decent, but certainly not to the quality of Condemned. The facial animations are limited, but the detail is worthy of high definition. Each individual hair of Frank's stubble is a prime example of that. The animations are plentiful and completely believable. Watching zombies attempt to traverse different levels within the mall is utterly comical.
I found the cutscenes to be the most polished when it came to the graphical capabilities. Using the variety of cinematic techniques, the focus always centered on the main characters with their ancillary surroundings taking an out of focus backseat occasionally. Also, I was highly impressed with the fact that Capcom allowed Frank's current costume to be worn during any cutscene. Wearing that silly yellow smiley mask during the majority of the game's cutscenes is inherently hilarious.
Unfortunately, it's not all a bowl of graphical designed cherries. Dead Rising suffers from very slight collision detection issues, massive slowdown problems during the Overtime section of the storyline, and an enormous quantity of short load times. All three hamper an otherwise solid effort at creating the most convincing zombie-filled environment possible.
Audio:
The voiceovers are certainly believable, but Capcom fails to seamlessly intertwine the voice clips into proper conversations. Many times, the pauses are obviously overly dramatic and far too drawn out. While Capcom attempts to cover up their inadequacies with graphical headshakes and blank stares, the quality of the voice acting is taken down a notch because of it. That being said, the voice actors for Frank and the majority of the psychopaths shine as the most well polished talent. The cackling shriek of Adam the Clown is enough to send a shiver down my spine.
Simply put, the sound effects are spot on. The multitude of weapons each has unique noises when swung, shot, or thrown. The slicing sting of the katana, the guttural recoil of the shotgun, or the satisfying thud of a bowling ball breaking several zombie legs keeps my ears coming back for more. Survivors let their presence be known with a variety of attention grabbing methods. Sobbing, screams, or angry shouts all permeate the air in order to acquire Frank's skillful zombie slaughtering techniques. Perhaps the most enjoyment is had when attempting to take a picture of a fearful survivor while they scream at Frank for his assistance.
There is no music to speak of beyond typical easy listening playing from the speaker system inside the mall. While some people may prefer a variety of fast paced metal songs when hacking away at the undead, I recommend sticking with the tunes in the mall for maximum authenticity.
Conclusion:
Despite its shortcomings, Capcom designed a game that's exceptionally enjoyable to play through and revisit for the large quantity of innovative achievements that populate the title. The inadequate save system, voice issues, and graphical flaws are easily overlooked while the visceral excitement of hacking the throngs of incoming zombies takes grasp over the player's psyche.
I highly recommend picking up Dead Rising at your earliest convenience. Gamers who love action titles, Romero loyalists, and achievement junkies will embrace Dead Rising as the next big title until this fall. While I'm always a proponent of renting games, Dead Rising could easily be purchased as the achievements will take at least 30 hours to knock out, specifically for the infinity mode.

The presentation is certainly well produced and artfully crafted. The storyline revolves around a hotshot, freelance photojournalist whose byline reads Frank West. His sources have provided a secretive tip about riots breaking out in the small rural town of Willamette, Colorado and the ensuing military action which is about to occur. Frank's thirst for the exclusive scoop on this story leads him to drop onto the roof of the local mall via helicopter. Per the timetable given to his chopper pilot, he has 72 hours to uncover the hidden truth behind the outbreak of deathly creatures and get the hell out of there. All in all, Capcom expertly weaves a tale laden with fleeing survivors, homicidal psychopaths, and tens of thousands of walking corpses.
Gameplay:
Obviously, the main draw of Dead Rising is delineated by the sheer amount of weaponry floating around the mall. Essentially, every item with a red gun symbol beside it can be used to defend Frank. This includes weapons as dangerous as a chainsaw or a battle ax and weapons as useless as a toy laser sword or a plastic coat hanger. Large objects such as metal shelving or benches can be swung around slowly or thrown. Propane tanks can be fired upon for explosive results. Sporting goods such as the golf club or hockey stick uses balls/pucks to assault the zombie masses. You can even cover zombie heads with the multitude of children's masks in the toy stores as a defensive weapon. Additionally, Frank can beat the zombies senseless with his mighty kung fu and spit in their faces as well.
Frank's unarmed ability to fight increases as you begin to level up. Leveling occurs when a certain level of prestige points (PP) are reached. These points are awarded for completing tasks, taking quality pictures, killing zombies, and other various tasks. As the level increases, abilities such as running speed, total life bars, inventory space, and attack power / moves are leveled up. That first increase in the running speed is a particular godsend as Frank isn't the fastest photojournalist around.
Beyond leveling bonuses, carrying around certain combinations of literature will provide PP increases, weapon durability, healing effects, photo opportunities, and survivor benefits. For instance, carrying around three books that multiply the same weapon will increase the usage from the standard 20 times to over 500 kills. These books are found in the various bookstores throughout the mall.
The zombie AI is particularly effective and surprisingly varied. Many times, zombies slowly wandering around will exhibit a vastly increased pace when Frank rolls by. It's a frightening occurrence that requires constant adjustment in strategy. The psychopath AI is usually unique to a particular enemy and can cause moments of pause during boss battles. On the flip side, the survivor AI ranges from moronic to barely competent. They will stand in one place getting eaten by the closest zombie while Frank attempts to slice and dice the attackers. Additionally, Frank's weapons cause damage to the friendly AI which increases the difficulty. More often than naught, I found myself taking a survivor's hand to lead them through the fracas rather than watch as they become a three course meal for the flesh-eaters.
If an enemy zombie does happen to gnaw on your neck for a while, the food spread throughout the mall will rejuvenate Frank's health. The effectiveness of the food ranges dependent on the particular type and how it's cooked. For instance, a raw steak won't provide the same level of benefits a nuked, well-done steak will. There are microwaves and blenders at your disposal for mixing up ingredients as well. Several drink mixtures provide benefits beyond health as well. For example, the Untouchable mixed drink will drive away the oncoming horde and provide a plethora of time to annihilate them.
Navigating Frank around the Willamette Mall is a breeze. At a cursory glance, combat is a one button affair, but the number of moves increases as the game progresses. Controlling Frank's martial arts skills is particularly entertaining as Capcom uses button combinations to kick some zombie ass. Also, Frank has the ability to jump and climb onto ledges within the environment. The only flaw in the combat controls would be the aiming system for firearms. Honing in on a moving target is difficult due to the sluggishness of the control. Additionally, the control only moves at one speed which makes fine tuning an arduous chore. There is a basic auto-directional fire which targets the closest enemy, but it's not completely competent.

If you aren't comfortable with moving Frank around on foot, there are a few vehicles at your disposal. The motorcycle, modeled after a Harley Davidson, is a beefy zombie smashing hog that provides enough power to roll around the interior of the mall. The red convertible is a speedy ride that rips through the undead masses, especially effective in the maintenance tunnels of the mall. Also, there is a roving military humvee in the park with a mounted gun turret should you ever have the pleasure. While Dead Rising rarely uses vehicles within the main storyline, it's an excellent diversion which can be enjoyed at any point of the game.
It's impossible to read anything about Dead Rising without hearing a mention of the insufficient save system. Basically, you can save at any point in the game in a bathroom or the security room. Unfortunately, Capcom doesn't allow for multiple saves unless you have multiple save devices. The gamer has to decide when the optimum time to save is which becomes tough at the later stages of the game. Additionally, Capcom deceptively allows for saving your stats when killed, but doesn't save the progress in the game. Saving after death essentially destroys your game progress save and requires you to start at the beginning. The poor condition of the save structure increases the difficulty dramatically. I recommend picking up a cheap memory card in combination with your hard drive of optimum saving capability.
The achievements are broken into the maximum 50 task limit for a grand total of 1000 gamerscore points. Every achievement is equally weighted at 20 points each. Immediately, the creativity of said achievements jumps out as Capcom's strongest selling point. Additionally, the achievements effectively promote replay value. Achievements such as escorting a certain number of survivors, killing psychopaths, or knocking down zombies with specific weapons are all entertaining to complete. Tougher tasks such as trying on every clothing item in the mall or killing 53,000+ zombies are challenging, but never impossible. The addictive nature of the achievements speaks to Capcom's dedication toward inventive usage of the intangible points. Kudos to the developer!
Graphics:
At first glimpse, the graphical quality doesn't leap out as next generation material. After spending hours upon hours with the title, it's obvious Capcom somewhat sacrificed detail in exchange for an obscene amount of moving characters on screen. A trip into the mall's underbelly is an obvious example of this amazing feat. Personally, I never noticed any severe lack of detail in the backgrounds or characters as the fast paced nature of the gameplay doesn't allow for such luxuries.
Every store in the building is accurately designed to the same types found in your local mall. The textures are plentiful in terms of variety, but perhaps slightly fuzzy compared to the character models. The sparse fire effects are decent, but certainly not to the quality of Condemned. The facial animations are limited, but the detail is worthy of high definition. Each individual hair of Frank's stubble is a prime example of that. The animations are plentiful and completely believable. Watching zombies attempt to traverse different levels within the mall is utterly comical.
I found the cutscenes to be the most polished when it came to the graphical capabilities. Using the variety of cinematic techniques, the focus always centered on the main characters with their ancillary surroundings taking an out of focus backseat occasionally. Also, I was highly impressed with the fact that Capcom allowed Frank's current costume to be worn during any cutscene. Wearing that silly yellow smiley mask during the majority of the game's cutscenes is inherently hilarious.
Unfortunately, it's not all a bowl of graphical designed cherries. Dead Rising suffers from very slight collision detection issues, massive slowdown problems during the Overtime section of the storyline, and an enormous quantity of short load times. All three hamper an otherwise solid effort at creating the most convincing zombie-filled environment possible.
Audio:
The voiceovers are certainly believable, but Capcom fails to seamlessly intertwine the voice clips into proper conversations. Many times, the pauses are obviously overly dramatic and far too drawn out. While Capcom attempts to cover up their inadequacies with graphical headshakes and blank stares, the quality of the voice acting is taken down a notch because of it. That being said, the voice actors for Frank and the majority of the psychopaths shine as the most well polished talent. The cackling shriek of Adam the Clown is enough to send a shiver down my spine.
Simply put, the sound effects are spot on. The multitude of weapons each has unique noises when swung, shot, or thrown. The slicing sting of the katana, the guttural recoil of the shotgun, or the satisfying thud of a bowling ball breaking several zombie legs keeps my ears coming back for more. Survivors let their presence be known with a variety of attention grabbing methods. Sobbing, screams, or angry shouts all permeate the air in order to acquire Frank's skillful zombie slaughtering techniques. Perhaps the most enjoyment is had when attempting to take a picture of a fearful survivor while they scream at Frank for his assistance.
There is no music to speak of beyond typical easy listening playing from the speaker system inside the mall. While some people may prefer a variety of fast paced metal songs when hacking away at the undead, I recommend sticking with the tunes in the mall for maximum authenticity.
Conclusion:
Despite its shortcomings, Capcom designed a game that's exceptionally enjoyable to play through and revisit for the large quantity of innovative achievements that populate the title. The inadequate save system, voice issues, and graphical flaws are easily overlooked while the visceral excitement of hacking the throngs of incoming zombies takes grasp over the player's psyche.
I highly recommend picking up Dead Rising at your earliest convenience. Gamers who love action titles, Romero loyalists, and achievement junkies will embrace Dead Rising as the next big title until this fall. While I'm always a proponent of renting games, Dead Rising could easily be purchased as the achievements will take at least 30 hours to knock out, specifically for the infinity mode.

