|
"Separating
The Real From The False" |
Dead
Rising 3 was already a huge game, but Dead Rising 3 Apocalypse Edition
splits the game wide open, exploring each and every passageway (big or small)
of the game's many locales. One critic of a big media site reviewed DR3
and said that the locales all look the same, lacking any distinguishing
attributes. The reviewer supported this cop-out by claiming that places
in DR2 stood-out because they were unique, and that the places in
DR3 are the opposite. This is not only untrue, but a really lame
"flaw" to hold against the game. Los Perdidos (where the game
takes place) is divided into districts, and they're all distinguished by
their own stores, shops, restaurants, offices, entertainment, homes, local
government buildings, and even dilapidated aircraft! How does this make
each area the same? |
|
Like
everyone else who reviewed the first game, that reviewer didn't play through
enough of the game to see how expansive it really is. It has become apparent
that reviewers have not reviewed it "without bias". This was among
other strange complaints that made little to no sense, and each one of them
focused on petty, meaningless points while the game's only real flaws went
completely unnoticed. It's a flaw that has been with the game since its
inception, and unfortunately made it into the the third entry in all of
its forms. I've always thought of Dead Rising as a manic side-scrolling
fighter, or a manic brawler. In the same way manic shooting games (or manic
"shmups") are characterized by the massive excess of aircraft
fire on the screen, the DR series is similarly characterized by the
massive excess of weapons and items (virtually anything can be used).
The massive excess of zombies actually defines the series, but they're not
the problem. |
|
The problem is
a slight bug with picking up items. DR3 requires you to seek items
in times of need, get to them, and quickly claim them before a zombie
or horde catches up with you. Unfortuntely, this reocurring bug makes
that task an incredibly frustrating affair in all three entries. Picking
up the item you actually want becomes a sort-of item roulette, as you
get caught in a vicious cycle of picking up random items, passing them
back and forth between teammates, then picking up three or four more before
you actually pick up the one you want. Escaping it requires you to pan
the camera at different angles in hopes of highlighting that one item
you want, and it's not a quick process. It occurs less in 1-player, but
it's still there, and it's disappointing. Even Capcom's almighty Alien
VS Predator suffered from this, though, and it's a timeless classic.
Another thing was time, which is more of a minor grievance, but still
ultimately a flaw in the series' own design from the beginning.
|
|
Many reviewers
claimed that the whole time system used in previous games only reared
its ugly head in the Nightmare Mode, but that it clearly not the case
once you get going in the game and realize that it's annoying as shit
how everything is still being timed. Yeah, Nightmare Mode is timed, and
it's a lot more strict in that regard, but its annoyance factor just basically
makes it a "master" or "extreme" difficulty. The item
roulette bug has actually always exaserbated the difficulty of the series,
and it's no different this time around. Will it ever change? That's pretty
much it, though, and the game is solid in so many areas that these issues
seem trivial in comparison. DR3 controls better than its predecessors,
falling somewhere in between the overly-loose DR and overly-tight
DR2. The control is responsive-enough for jumping during the few
platforming parts, yet loose-enough for wading through the seas of zombies
that flood the streets.
|
|
The
last of its short list of flaws comes in the form of excess darkness.
The series lends itself to horror, and much of horror literally comes
with darkness, but DR3AE is literally too dark. The series has
always had night-time parts, but it seems like they last way too long
in DR3AE. I say DR3AE because this is something they could
have fixed from the original DR3. It feels like you're playing
the majority of the game at night, which kinda sucks because you can barely
see anything. The
developers worked so hard to put an
incredible amount of painstaking detail into the game, but
it's hard to to see it all when most of the game seems to be
set at night. Even the four new characters added to DR3AE have
storylines that take place mostly during the night-time; would it have
killed them to make more of the game day-time?!
|
|
|
|
|
|
|