|System: Xbox One|
|Release: November 22, 2013|
|Players: 1 (2 Online)|
|Screen Resolution: 480p-1080p||Blood and Gore, Intense Violence, Sexual Content, Strong Language, Use of Alcohol|
by Matt Walker
I’m going to be completely honest. I absolutely love B-horror movies. I do. There is a certain level of magic that goes into those productions I just find fascinating. Most are so bad they turn into comedic features. Let me tell you, after the years and countless hours I have put into those movies, I get a little giddy when it comes to a game that can capture the same essence of this movie genre. Dead Rising has always been a series I could rely on for this transition. Much like Saints Row, Dead Rising never took itself too seriously, and I have always respected the development team for that--for just not giving a damn in the believability of the scenarios.
So when the Dead Rising 3 announcement came along, I felt a certain longing for campy horror inside clichéd plotlines. Naturally, I did what any true fan of the series would do. I began playing the series again, but not Off the Record, ‘cause that is just infuriating. After completing the original entries, I came away with what I wanted to see in Dead Rising 3. I knew what the franchise needed to fix itself, and what it would need to raise the bar, not just for the franchise, but also for the whole genre. Then I began to wait.
The wait is now over, and Dead Rising 3 has been spinning in my Xbox One for some time now. The simple answer to the question of the game’s quality is that it’s a solid experience all around. However, unfortunately (and fortunately), there’s more to it than just a solid experience.
Picking up some ten years after the events of Dead Rising 2, players find themselves in Los Perdidos: a town overrun by more zombies than you can shake a stick at. Literally, it is massive. You play as Nick, a mechanic who has an uncanny knack for making things. At the start of the game, he is amongst a group of survivors trying to find a way out of Los Perdidos. Of course, that just isn’t going to happen, otherwise the game would be over already. After a few quick refresher courses in controls and combining weapons, you find out that the President is somewhere in Los Perdidos, and the government is going to blow the town to smithereens (or at least the organic life forms) in roughly five days. It’s time to get out of Dodge. So with a campy, over-the-top storyline in place, we will dig a little deeper into the game.
Let’s not have any illusions of grandeur here, this is a Dead Rising game. As such, there are certain “series staples” you will either love or hate. Melee weapons are always better than firearms; collision mechanics are not as sharp as they should be (though this can at times be a godsend), and you will often use health items by mistake. Some say the health bar mentality is something we should not be experiencing anymore, but (while it can be annoying) I, for one, find it refreshing to still have the need to monitor your health instead of just sitting behind a wall to regenerate. But this brings up an obvious problem when playing the game.
Trudging through countless gaggles of zombies never feels like much of a challenge. When you are faced with a serious threat, you find yourself not really prepared. I am, of course, referring to the psychos you will face. After all, we all know in the zombie apocalypse, other humans are going to be the biggest threat that survivors will face. Here in Dead Rising 3 though, the problem is not really anything new, it just sticks out a bit more obviously. Seriously, these fights will cause a level of frustration that would cause blissfully unaware babies to start crying. This is only accented more by how damn slow Nick is to stand up after being knocked down.