Say some small percentage of the population gets super-powers instead of brain-hunger. Maybe if the story justified it, I would have been happier.
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#DEAD RISING 2 BOSSES HOW TO#
I can say from experience that defeating Slappy was a thrill, and hilarious to boot, but the fact that I couldn't tee him up like a golf ball with my spiked bat as he roller skated around was frustrating as hell and seemed to contradict all of the rules the game had taught me thus far about how to handle the fragile people and ex-people around me. Each boss in Dead Rising 2 has at least one trick that makes taking him out easy, which further removes it from the real world. But what do you do as a game designer? How else could you handle it? You want to have signature moments in the game that stand out from the rest. Through the bulk of the game you can cut zombies down like grass, but the difficulty spikes dramatically with the psychopaths, and other than them being ginned up on crazy there isn't really any story justification. I think this is what makes the boss fights so frustrating. Put him up against an 18-year-old mall worker in a giant headed costume, however, and he can barely touch the guy. He can swing a baseball bat covered in nails like he's done it professionally, with thousands of zombies getting the beat down without even getting a scratch. Creepier or Creepiest? Frank West from the first Dead Rising covered wars, but Chuck Greene is the one with the motocross experience and chin cleavage required to survive in the sequel. In Dead Rising you have to fight unturned humans, and they are a huge pain in the ass. In the Assassin's Creed series, you're asked to ass assinate (go figure) specific individuals that are holed up in a difficult place for you to access. What do you do then, in a fairly realistic game setting, to create this same boss fight experience without breaking the fiction? In Kane & Lynch 2, which was going for a very realistic vibe, after murdering hundreds of easier bad guys, you'd be asked to murder even more, but all at the same time. In the old days of video games, you fought a bunch of aliens, and at the end of the level you fought a much bigger, tougher alien. Other survivors have come completely unhinged and attempt to battle you to the death. Scattered around the world are survivors of the zombie outbreak, some of which need your help to return to the safe house. People, on the other hand, are a much bigger problem. Mix in some blunt instruments and the ability to combine weapon elements into new configurations, and the shuffling undead don't stand a chance. The player is given 1) an endless supply of zombies to beat to death 2) a large interconnected area of shopping malls, casinos, subway tunnels, rooftops, and a smidgen of open space and finally 3) a loose, time-driven story to keep the protagonist, Chuck Greene, moving. Click here for a list of other gaming subreddits.Might also be an ex-Navy Seal At its core, Dead Rising 2 is a sandbox game. Posts and comments, whether in jest or with malice, that contain racist, sexist, homophobic content, threats, or other forms of toxicity will be removed, regardless of popularity or relevance.įor a more detailed explanation of these rules, click here. No Kickstarter, crowdfunding, et al project "reminder" posts. No referral, affiliate, livestream, and/or survey links. This is not the place to spam your channel or stream. No screenshots of websites or Twitter.įollow the rules of promotion. No general URL shorteners (bitly, tinyurl, etc).
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