kenu12345 said:
AzrealMaximillion said:
The comments in favour are a bit ridiculous. The timer being removed is the best thing to happen to the Dead Rising franchise. It made very little "urgent" for the game and clashed with the free roam playstyle the series has. Dead Rsing 2 was especially bad because of the timers for the optional missions starting as soon as you near the mission. That's a bit unfair.
Let's be honest, the main missions of Dead Rising are mostly fetch quests and the urgency caused by the timer is a false urgency. If you didn't have a timer going the game would reveal to be nothing more than a massive string of fetch quests and zombie mobs. The side quests and survivor missions would be a great distraction from this, but they all run on their own timers that activate when you're near them. And the activation radius is very big on these quests, so its not like your mission will be visible when the timer starts up. So in essence a lot of the optional missions aren't even optional. Its choosing whether or not you fail to save that survivor. That's extra annoying, because missions aren't procedurally generated, they're scripted. And the rewards from a good chunk of the missions are extremely beneficial to the RPG aspects of the game. More so than the main missions.
It just seems like the Timer forces the player to play the game in a more rushed manner when the game is mechanically built to be played by taking your time.
The GTA comparisons in the thread also make me laugh because its a completely different style of game. GTA has no timers because the developers put in a metric fucktonne of stuff in the game for players to discover. More so than most games in general. Having a timer on a GTA game would ruin a major aspect of what GTA is. Being able to roam freely. The way that GTA puts "urgency" (which in reality I think people are mixing with the want to play further) into the game by limiting portions of the make until a certain amount of story missions have been completed.
That makes perfect sense for an open world game. An open world game where the world is all up for exploring off the bat usually gives little inventive for the player to do the actual missions. I think Dead Rising could do with adopting that method for their open world. It would suit the playstyle significantly.
Boss difficulty scaling is another major problem in this series. The bosses don't feel like they belong in the game and ruin a lot of the immersion of the shambling horde of zombie apocolyptica. Especially when they can zip through doors in a small room all Benny Hill style.
I find it odd that you say the dead rising series has little content and that it should remove the timer. And removing the bosses really? Come on they were freaking fun and a radical change of paces from hordes of the same enemy. I think the timer is really the glue that holds dead rising together.Like people before me said it opens up for certain events to happen at specific times (which is cool) and honestly opens up the replayability. It gives you a bit of sense of excitement that keeps you from getting bored from killing the same enemy over and over and lets be honest it really isnt that hard to work around.
I guess you didn't really read what I wrote. I never said that Dead Rising has little content. It has lots, but compared to GTA, it is pretty low on the content. And its missions are very one dimensional fetch quests. Dead Rising has tones of weapon combinations, a few vehicles and costume customization. That's kind of it though. GTA has all of that and is put in a living world where the AI reacts more intelligently to situations. Dead Rising's AI either just stands around or fail at defending itself.
I also never said that DR should get rid of the boss fights. Having the boss fights is fine, but the bosses in the Dead Rising franchise have always felt misplaced. Dead Rising plays like a medium paced open world rpg. You have lost of customization and RPG like stats to build up. Dead Rising's bosses are mechanically unfit for the gameplay of the franchise. They play like a boss from an over the top brawler like Bayonetta or any other beat em up.
And for your point about the timer, there are plenty of games with time specific events these days that don't require the player to hustle due to a fake urgency because of the clock. The clock hold the glue to nothing more than trying to rush the player around an open world in a 10 hour story campaign. And the timers on the survivor rescue missions makes the game even worse in my opinion as they start up when you can't even see the survivors most of the time.
Dead Rising basically forces its replayability instead of actually having reasons to keep playing the game due to the timer. I'd rather play a game's campaign for a long time 3-4 times rather than play the same campaign a bunch of times. The timer doesn't add excitement. Its makes the game feel repetitive because you're doing the same missions over and over again. I'd rather be able to take an in game break from the missions to blow off some steam and swing golf balls at zombies for 20 minutes, but I can't because of the timer.
If there were no timer I think a lot more people would enjoy the game. It also would have sold a bit more to be honest. While Dead Rising 2's sales are decent, they aren't massive which is probably why Dead Rising is back to being an Xbox exclusive.
Dead Rising 2:Off the Record had a much better way of handling things overall by at least having a true Sandbox Mode. That's been the main problem of all Dead Rising games up until Off the Record.