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Dead rising 2 gamestop
Dead rising 2 gamestop




dead rising 2 gamestop

I kept wanting to do the special moves that you get for leveling up in the first game, but of course I couldn't.Ĭombo weapons are cool, I like them.

dead rising 2 gamestop

It took me a little bit to get used to how the game works again, but soon I was beating up zombies like I was still Frank West. Maybe make it go a lot slower, but let there be an option to speed it up by "waiting" or something if you felt you did everything you wanted to until the next mission start.Ĭase Zero was enjoyable for me. Perhaps they should have just improved the way time works. I had to follow a very strict Gamefaqs walk-through in order to do everything correctly and on time. It was such a bitch to get the "Saint" Achievement in saving all the survivors. I don't really mind the mission time limits, but the survivors are what made me angry in the first game. I am on the side of hoping there is no survivor time limit. Part of that, of course, is my "gotta see everything" compulsions and my "I don't want anyone to die" compulsions, but even accounting for that it would be backwards from how I would expect it to be (serious playthrough unlocks sandbox). But that also seems like an extremely counterintuitive way to enjoy a game. It might have been different for me in DR1 if I had known/considered the possibility of just saying "screw it" my first playthrough and had fun. It's like they made me a delicious pizza, but then dumped a bunch of iceberg lettuce and cheap dressing on top and told me the pizza's just the plate for this salad.Īlso, yeah. Like I said, I totally understand the conceit and the benefits of the structure- the whole "72 hours" thing was neat- but I felt it didn't really work with what I thought of as the "point" of the game. I remember a few times when the rescue was on the other side of the mall I would have to just completely drop everything I was doing and rush to the other side of the map, and it would completely shoot any "playtime" between the (also obnoxious) story missions. But in DR1, at least, I felt that it was just a bit too constrained. Yeah- I'd agree that there's definitely something interesting in the idea of "you have to rescue so-and-so now, or else they'll die" and that it's a bit more compelling than just "whenever I get around to her" kind've thing. Instead of just playing with whatever toys in my environment catch my fancy, I'm strongly encouraged to constantly craft and use combo weapons.ĭon't think it's a dealbreaker, but it bugs me that if I just play in the sandbox I'm inefficiently earning XP. I don't need to explore everywhere, but because to save all of the survivors (and thus "win" as much as possible) I had to rush all the time I almost never got to truly explore anywhere.Īs Daed mentioned, I'm already bugged by the Case Zero PP mechanic where combo weapons earn you lots of XP and random stuff earns you very little. So, DR1 was frustrating for me but in a different way. Therefore, games in which optimal play is less fun for one reason or another (boring, requires you to play in a less enjoyable way, etc) are problematic for me. However, I always want to try to optimize my resource expenditure and achieve the maximum level of success. Although I enjoy exploration, I don't mind not having explored everywhere closely and often appreciate the extra challenge of timers. I, too, suffer from gamer OCD but in a different way. I typically approach games methodically and with a dash of OCD - exploring every nook and cranny, etc. I just don't care for the added mental pressure of them, but that's just me.






Dead rising 2 gamestop