The 72 Hour time-frame returns, which should help in the game's replay factor while we were also promised there would be a much deeper story on offer this time around (there's a five year gap in narrative between the events of Dead Rising and Dead Rising 2, but they will tie-in together, according to Blue Castle). I even combined a massive teddy-bear with an SMG which turned him into a sentry gun, firing at any zombies in his immediate fire-zone.Īt the event we were told there were numerous combinations, but it would take a while to collect all the Combo Cards. Combining circular saw blades with an industrial vacuum cleaner made more mess than it was ever intended (with serious suction) while a hard-hat, two beers and some duct tape gave Chuck a ready supply of health to use whenever his energy depleted (this came with a side-effect that saw too much drinking result in Chuck vomiting everywhere - the pay-off: zombies coming in touch with his pools of vomit procedurally slip over). Other examples saw a led pipe combined with fireworks for a home-made bazooka, replete with celebratory fire-power - actually pierce a zombie with one of the fireworks and voila, pieces of him or her shower the area. The end result? An explosive pop of the head in the donned bucket with pools of blood spewing from under it in hilarious fashion. One in particular saw a number of power-drills rigged to a metal bucket find an unsuspecting zombie (well, they're all unsuspecting really), put it on his head and flick the switch. There have been a few examples riddled throughout videos since the game's initial unveiling, such as the Paddle Saw (two chainsaws jimmied onto either end of staff) or the dual SMG-mounted motorised wheelchair, but at Captivate we saw a few other awesome examples. These then allow Chuck, in true MacGuyver-inspired fashion, to fashion his own creative weapons. For those unaware, you're not just given a series of shops to explore and loot for zombie-smashing devices in Dead Rising 2, instead you need to hunt for Combo Cards. While co-op was the major revealing factor at Captivate, another stand-out was the Combo weapon system. Blue Castle's engine is capable of allowing a lot more to happen on-screen, and while we were only privy to two areas of play (in mini-sandbox form), given the pedigree you can likely expect Vegas to fill to the brim with the undead. The zombies have remained marginally unchanged (as you'll learn in the following interview), and are the playthings you remember them being in the first game. The game is much less sluggish, and your combos make much more impact now. He's stronger and more resilient, and this is aptly translated to how he feels through the controller. The game's protagonist, Chuck Greene, is a much more agile character. Their framework was then tweaked accordingly (hence the three year delay between Dead Rising and Dead Rising 2) with all the structural improvements you could want from a Dead Rising sequel. Hailing from Canada, Blue Castle Games' experience prior to Dead Rising 2 was in sports games, but being the creative bunch they are, the team built their own internal framework to allow for additions should the action game green light ever blink in their favour, which is exactly what happened with landing DR2 on their development whiteboard. While the series' creator, Keiji Inafune, is clearly still involved in the project, development has been handed over to relative action genre newcomer, Blue Castle Games. We took Dead Rising 2 for an initial spin at last year's Tokyo Game Show and walked away massively impressed.
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