It's OK, pro-timer friends. We can just replay the first one if we're not feeling limited enough!
I dunno why but I loved the timer. Added a sense of urgency I guess.
you can buy it digitally on 360Except you can't find the first game anywhere and its not on pic
you can buy it digitally on 360
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
The demo is so damn fun. The weapons are crazy. That powersuit is soooo awesome! My fav of the show.
Some things I learned talking to a Capcom Vancouver rep:
1. They will not be talking exact resolution nor framerate at E3, but frame rate is already improved from DR3.
2. Game is already running more zombies on screen than DR3.
3. There will be more variety of zombies than DR3.
4. DR4 uses improved version of DR3 engine. Development started 8 months after finishing DR3.
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
Except you can't find the first game anywhere and its not on pic
Different publishing deal could mean PS4 port I hopeThe demo is so damn fun. The weapons are crazy. That powersuit is soooo awesome! My fav of the show.
Some things I learned talking to a Capcom Vancouver rep:
1. They will not be talking exact resolution nor framerate at E3, but frame rate is already improved from DR3.
2. Game is already running more zombies on screen than DR3.
3. There will be more variety of zombies than DR3.
4. DR4 uses improved version of DR3 engine. Development started 8 months after finishing DR3.
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
So this is the same kind of exclusive SFV is as well?
It's OK, pro-timer friends. We can just replay the first one if we're not feeling limited enough!
I dunno why but I loved the timer. Added a sense of urgency I guess.
its the crux for the entire design of the game in terms of adding challenge and urgency to the game rather having it just be a zombie killing themepark that could be easily replicated by any moron
specifically, it's used as a method of generating importance to your actions as items have effectively unlimited stores (this is why that's changed in infinity mode btw)- learning the environment, planning routes and dealing with surprises that change up your plans in terms of supplies and routing all relies on the timer existing. without it always being a factor everything loses meaning and the game becomes a boring sandbox with little interactivity or consequence- it's the effective equivalent of playing RE1 or 2 with unlimited ammunition and infinite health because the challenge doesn't lie in survival given ideal circumstances, it's about adaptation and flexibility given increasingly dire situations.
DR1 at it's core is an evolution of the survival horror genre in a brilliant way that is actually like, unbelievable in it's design. there's a very deliberate and well thought out placement of items (both out in the world and in terms of stores), locations and general pacing- it's not nearly praised enough as it should be due to these key factors being 'unfun' since folks feel pressured by incredibly basic consequences
edit:
DR2 actually follows these principles but with pretty heavy loosening on consequences through a pretty large loosening of the timer alongside removing a lot of the factors of adaptability due to crafted weapons and environmental enemy changes being less prevalent- the abundance of crafted weapons and workrooms lets players always have lots of powerful weapons onhand
Yeah that's sad to hear. Dead Rising 1 was incredibly clean and smooth looking. It was that MT Framework gold. It got worse with two which dropped the motion blur and framerate, and then 3 was just a total mess tech wise.4. DR4 uses improved version of DR3 engine. Development started 8 months after finishing DR3.
wut? It isn't UE4?
Fuck.
Yeah that's sad to hear. Dead Rising 1 was incredibly clean and smooth looking. It was that MT Framework gold. It got worse with two which dropped the motion blur and framerate, and then 3 was just a total mess tech wise.
The demo is so damn fun. The weapons are crazy. That powersuit is soooo awesome! My fav of the show.
Some things I learned talking to a Capcom Vancouver rep:
1. They will not be talking exact resolution nor framerate at E3, but frame rate is already improved from DR3.
2. Game is already running more zombies on screen than DR3.
3. There will be more variety of zombies than DR3.
4. DR4 uses improved version of DR3 engine. Development started 8 months after finishing DR3.
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
The demo is so damn fun. The weapons are crazy. That powersuit is soooo awesome! My fav of the show.
Some things I learned talking to a Capcom Vancouver rep:
1. They will not be talking exact resolution nor framerate at E3, but frame rate is already improved from DR3.
2. Game is already running more zombies on screen than DR3.
3. There will be more variety of zombies than DR3.
4. DR4 uses improved version of DR3 engine. Development started 8 months after finishing DR3.
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
This guy gets it.its the crux for the entire design of the game in terms of adding challenge and urgency to the game rather having it just be a zombie killing themepark that could be easily replicated by any moron
specifically, it's used as a method of generating importance to your actions as items have effectively unlimited stores (this is why that's changed in infinity mode btw)- learning the environment, planning routes and dealing with surprises that change up your plans in terms of supplies and routing all relies on the timer existing. without it always being a factor everything loses meaning and the game becomes a boring sandbox with little interactivity or consequence- it's the effective equivalent of playing RE1 or 2 with unlimited ammunition and infinite health because the challenge doesn't lie in survival given ideal circumstances, it's about adaptation and flexibility given increasingly dire situations.
DR1 at it's core is an evolution of the survival horror genre in a brilliant way that is actually like, unbelievable in it's design. there's a very deliberate and well thought out placement of items (both out in the world and in terms of stores), locations and general pacing- it's not nearly praised enough as it should be due to these key factors being 'unfun' since folks feel pressured by incredibly basic consequences
edit:
DR2 actually follows these principles quite well but with pretty heavy loosening on consequences through the timer being less important alongside removing a lot of the factors of adaptability due to crafted weapons and environmental enemy changes being less prevalent- the abundance of crafted weapons and workrooms lets players always have lots of powerful weapons onhand, rendering those tight situations rather rare and toothless
Does that mean no Steam version for a year, too?
I just want confirmation that this isn't W10 Store only...
its the crux for the entire design of the game in terms of adding challenge and urgency to the game rather having it just be a zombie killing themepark that could be easily replicated by any moron
specifically, it's used as a method of generating importance to your actions as items have effectively unlimited stores (this is why that's changed in infinity mode btw)- learning the environment, planning routes and dealing with surprises that change up your plans in terms of supplies and routing all relies on the timer existing. without it always being a factor everything loses meaning and the game becomes a boring sandbox with little interactivity or consequence- it's the effective equivalent of playing RE1 or 2 with unlimited ammunition and infinite health because the challenge doesn't lie in survival given ideal circumstances, it's about adaptation and flexibility given increasingly dire situations.
DR1 at it's core is an evolution of the survival horror genre in a brilliant way that is actually like, unbelievable in it's design. there's a very deliberate and well thought out placement of items (both out in the world and in terms of stores), locations and general pacing- it's not nearly praised enough as it should be due to these key factors being 'unfun' since folks feel pressured by incredibly basic consequences
edit:
DR2 actually follows these principles quite well but with pretty heavy loosening on consequences through the timer being less important alongside removing a lot of the factors of adaptability due to crafted weapons and environmental enemy changes being less prevalent- the abundance of crafted weapons and workrooms lets players always have lots of powerful weapons onhand, rendering those tight situations rather rare and toothless
Dead Rising 1 and to a lesser extent the second game already shared a somewhat similar underlying design philosophy though, so Chinner's observation isn't the odd one out.nobody wants the same game philosophy of dark souls in this series but you. keep that shit out of here.
seems like people are forgetting the general idea of DR. Now its the Dynasty Warriors of Zombies but it wasn't when they had an achievement to kill 53,594 zombies in the first game?
It really was asinine character development. The justification behind it all was thatFor those that played through DR3, I have a question about the plot. I played the first two games but never played the third. However, I read that in one of the endings for DR3 it's revealed thatDoes that make any sense in regards to the plot?Isabella is apparently behind the outbreak in 3?I really haven't been super happy with Capcom Vancouver's handling of the series to be honest.She helped Frank in the first game to stop her brother and was looking for a cure to the outbreak in the Case West DLC. Then all of a sudden she turns heel? It sounded really stupid and kind of pissed me off when I heard about it.
I can wait for it to hit Steam.
Dead Rising 1 and to a lesser extent the second game already shared a somewhat similar underlying design philosophy though, so Chinner's observation isn't the odd one out.
That achievement remark (a joke or flavor objective at the most) is also reaching, considering you didn't have an abundance of kill count grind spots + mass killing weaponry / vehicles in spades at this level of potency:
So I take it after the ending of Dead Rising 3 Frank has been cured and won't have to take zombrex all the time in this right?
I really hope that this isn't exclusive to the damn Windows 10 Store on PC.
There won't be a timer in game.
are you confusing Frank with Chuck?
I thought Capcom Vancouver were working exclusively with UE4?
Don't get your hopes up for a PS4 version people. It could simply mean it will only hit Steam after a year. Similar to 3.
Correct me if i'm wrong.
good deal. 1yr will go by like nothing with all these games comin out
Me too. From that Press Release.
I hope the guy got something wrong.
I think this is what it means, too.
Amidst the chaos, photojournalist Frank West returns 16 years after the events of Dead Rising.
5. Capcom Vancouver is developing, MS is pubilishing. 1 year exclusive with MS. Slightly different deal than DR3.
Is it coming to PS4?
edit....
http://www.videogamer.com/xboxone/d..._by_microsoft_in_partnership_with_capcom.html