Zombies! Tens of thousands of ’em! They’re all over the mall, shuffling about and eating people. And there you are, photojournalist Frank West or one of the less good protagonists, treating them like a minor inconvenience while you chase down the story.
I’ve got a lot of time for the Dead Rising series, all the way back to the 2006 original. Initially intrigued by the technology that could put hundreds of zombies on-screen simultaneously with – for the day – respectable 3D graphics and performance, I found myself won over by game design. Frank, you see, couldn’t be everywhere at once, and the Willamette mall was full of survivors who needed saving, psychopaths (…mmm) who needed stopping, and leads that needed following. The game forced decisions and sacrifice on you, and made it quite clear you couldn’t do everything.
Not the most popular design choice, if you listen to people who shouldn’t be allowed to have opinions. Waaah. I can’t do everything. Whatever. Dead Rising was an intense and memorable experience, one that actively rewarded repeat playthroughs, exploring different paths and routes and choices. It actively reinforced this approach through its meta-progression, with character levels and abilities carried over after death, if you opted to start the story again rather than load your last save. It’s a game about experimentation to learn your environment: where certain items can be found, good routes from A to B, what can be accomplished against the relentlessly ticking clock. Or, if you prefer, a game about ignoring that clock and just dicking around, smacking zombies with parasols and trying on stupid costumes.