Articles BADCP
"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?
Click for full-size. 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?!
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