Welcome to the beautiful city of Los Perdidos! Now strip
down to your underpants and smack some zombies in the face with a traffic cone.
Survival may not be always be pretty in Dead Rising 3, but
it's fun to roam around in this LA-inspired setting for Capcom's latest take on
a zombie apocalypse. You'll be able to hop in a car and traverse from one end
of this city to the other in about five minutes, but the thrill is in the
journey rather than the destination. And if you happen to be making the trek on
a RollerHawg, a combination of a steamroller and motorcycle, that journey will
cheerily mulch a couple of hundred zombies into paste.
The original Dead Rising took place in a shopping mall and
contrasted its zombie outbreak with the everyday sights of clothes shops, food
courts, and pharmacies. Its sequel ratcheted its lens of consumerism up to
Fortune City, its gaudy casino complex freshly built upon the smouldering wreckage
of Las Vegas. Dead Rising 3 now takes aim at an entire city, but the themes are
the same as before, even though its colour palette is certainly duller.
Everything in Los Perdidos is a shop, and you are here to consume.
Dead Rising 3 takes to the the west coast in an environment
large enough to need splitting across the districts of Ingleton, Sunset Hills,
South Almuda, and Central City. But Los Perdidos is built to be a playground
rather than a world, and its shop windows are tantalisingly stuffed with countless
opportunities to bludgeon, slice, and splatter the undead hordes roaming the
streets in their thousands. Few games offer such breadth in their potential
weaponry or number of potential targets, and dismembering the undead with hub
caps, pogo sticks, and coat hangers still feels both novel and hugely
entertaining.
It's all well and good attempting to take out a zombie with
a handbag while wearing a summery dress and medieval helmet, but at Dead Rising
3's core the game takes the idea of combo weapons, introduced in its
predecessor, and runs amok. New hero Nick Ramos is no longer constrained to
stitching together his weapons of mass distraction at a wayward workbench, with
the recipes for these 100-odd combinations found in blueprints scattered around
the city.
This is the first of Dead Rising 3's many efforts to smooth
some of the series' harsh edges, and is ultimately a positive change that
further highlights Dead Rising 3's huge focus on crafting, giving players the
freedom to build new weapons as soon as they become available. The game
justifies this contextually by making Nick a mechanic, one who is ultimately
looking to escape the Los Perdidos by cobbling together a plane, but his
character arc and mysterious tattoo are largely ignored until the latter
chapters of the game, with Capcom instead focusing on the arsenal and body
count.
The opportunities for raucous carnage are immense, though
many of the combo weapons return from Dead Rising 2, and there's a giddy
pleasure obtained from running around in a comedy costume (vintage tennis
get-up, anyone?) and playing around with your new toys. Grab the corresponding
blueprint and then mix some chemicals with a lead pipe to get the Pukes O'
Hazard, a vomit-inducing club. The chest beam, made by combining microwave and
a motorcycle engine, shoots out thick, meaty blasts of energy that can atomise
a nearby crowd, and Street Fighter fans will eagerly unite an engine with some
boxing gloves and shoryuken into the nearest zombie with the rocket gloves. Or,
if you fancy introducing an element of randomised chaos, there's always the
sentry cat.
New to Dead Rising 3 are super combo weapons, themselves
made from taping together two or more constructed weapons. The results are
usually devastating. The Fire Reaper, for instance, first requires you to make
a Grim Reaper (scythe and katana, very good at clearing at groups) and then
further combine that with a gasoline tank. Vehicles, now central to navigating
the bridges and tunnels which connect Los Perdidos' districts, can also be
fused together. These homebrew constructions, such as the
forklift-meets-fireworks display Forkwork, are able to withstand and deal more
damage, and quickly prove to be as invaluable as a good electric crusher,
defiler, boomer axe, or freedom bear.
The outlandish outfits and versatile weapons clash with Dead
Rising 3's ceaselessly dangerous environment, with more and more undead pumped
into the streets of Los Perdidos as the game's five-day narrative progresses.
Nick's swings are sluggish and imprecise, his movement heavy, and his mix of
light and heavy attacks is designed for hacking away at a pack of enemies
rather than individuals, which is fine until you need to take on a straggler or
boss. Fighting is more about crowd control than outright aggression, and
evasion is usually the best option despite having an inventory stuffed with
kooky items.
Weapons and vehicles degrade and eventually break, and the
game is all too happy to dish out a fatal punishment to players who venture
unprepared into the middle of a horde. Zombies line every corner, constantly
swarm out of vents, and Dead Rising 3 is also very much the kind of game where
the walking dead will also quite happily fall from the skies, or at least off
the top of a nearby building.
While everything in Dead Rising ticks along to its own
in-game clock, the game layers together its plot-advancing story missions with
dozens of other tasks in which you have to save survivors scattered around Los
Perdidos, or dispatch its seven psychotic humans, each based loosely around the
seven sins. These include a crazed physician, someone aggressively tending to a
Japanese garden, and a man so lazy he'd rather attempt to kill you with
automated drones than lift a finger.
Survivors, meanwhile, set Nick another task that needs to be
accomplished, which usually involves either fetching something, such as a pack
of scattered tarot cards, or ferrying someone to a destination. One
surprisingly affecting mission has you guide an elderly woman around the city
while she tells of her bygone years, offering a rare glimpse of life in a dead
city. The game also randomly encourages you to smash through swathes of zombies
in order to clear paths for stranded survivors. While many of these missions
lack the eccentricity and charm of previous games--there's nothing in Dead
Rising 3 quite like carrying a hungover showgirl who was sleeping off a zombie
outbreak--the main incentive behind these acts of benevolence remains the same:
rack up huge amounts of Prestige Points, which levels up Nick and expands his
abilities and moveset.
Dead Rising 3 also siphons off the series' time restraints
and limited saving opportunities into its Nightmare mode, which is optionally
playable from the start. The game's Normal mode provides ample time to
accomplish everything and allows you to save everywhere, making the game far
more accessible in the process. While the series' use of time limits and save
points has always been one of its most divisive qualities, Capcom's efforts to
cater to those who both like and loathe the restrictions will help the game
appeal to a wider group of players. Personally I find that Normal mode also robs
the game some of its brutal edge, neutering the rising tension and pressure
from overcoming its adversities that proved so satisfying when accomplished.
While Dead Rising 3's shift in aesthetic and accessibility
initially suggest a series looking to reinvent itself, the game quickly picks
up from where Dead Rising 2: Case West finished off. By the end of Dead Rising
3 you'll have been reintroduced to many characters and unanswered narrative
threads from previous games. The series' juvenility also survives the
transition, and this is a scruffy game that lacks finesse in both its technical
execution and overall direction, with the wayward tone of cutscenes and
dialogue often combining with unimaginative mission design, and the tedium of
another boring escort mission clashes dramatically with the variety on show in
the weapon crafting. Some of the more boisterous dialogue and lingering shots
on the female characters also feel awkward and unwanted, but ultimately this is
a tongue-in-cheek game that has enough heart to be endearing.
It's also impossible to avoid the game's performance issues.
Dead Rising 3's frame rate is extremely choppy, the pop-in eminently
noticeable, and I encountered many other occasional bugs such as game audio
cutting out, survivors getting stuck on scenery, and one enemy whose mohawk
kept popping in and out of existence. Dead Rising 3's ability to fill its
streets with hundreds of zombies at once is certainly impressive, but the game
is a poor choice if you're looking to show off the graphical power of a brand
new Xbox One. Still, you'll probably forget about all that the first time you
jump and attack at the same time with a bladed weapon, slicing a zombie
vertically in half, and then run around gleefully repeating the move for the next
five minutes.
Dead Rising 3 also finds itself saddled with a suite of
perfunctory Kinect features. Grabbed by a zombie? Shake the pad to free
yourself. In a battle with a boss? Use voice commands to say things like
"that's kinky" or "you're crazy" to distract them. Need to
attract the attention of a zombie, despite it going completely against the
grain of the game's mechanics? Shout at them! The most encouraging thing I can
say about these features is that they work. Far more successful is the game's
addition of co-op play, allowing a second player to seamlessly drop into the
game and take the role of Nick's acquaintance Dick. With many of the game's
vehicles working best when a second player is manning the weaponry, hoofing it
around Los Perdidos as a duo can be a blast.
Despite a wonky presentation and obvious technical hiccups,
Capcom has successfully made Dead Rising 3 a more welcoming experience than its
harsh predecessors. It can be an inconsistent experience, but I choose to
ignore the game's peculiarities and play Dead Rising 3 in the spirit that I
believe it's intended: running around in shark outfit shooting zombies with
deadly dildos fired from a leaf blower.
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