Dead Rising games have always been difficult, but gamers havenât always been happy about that. Whatâs a fair way to make a game tough, and what isnât? With each new Dead Rising release, the game creators at Capcom have been tweaking their answer and reconsidering what players want.
With Dead Rising 2: Off The Record, a remake of the last Dead Rising game sporting a new lead character, theyâre tweaking their seriesâ difficulty again.
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âThe game definitely is a demanding game,â Jason Leigh, executive producer of Dead Rising 2 and Dead Rising 2: Off The Record studio Capcom Vancouver told me after unveiling the game last week in Miami.â
He promises a game that features âa tougher Frank West and a deadlier Fortune City,â a faux Las Vegas filled with more aggressive zombies than those featured in the same city in Dead Rising 2.
Leighâs team and their colleagues at Capcom in Japan arenât simply intensifying the difficulty in an already-tricky series. Theyâre having mercy on players in other areas, allowing gamers to use multiple save slots â a feature from Dead Rising 2 that wasnât included in Dead Rising 1 â and by finally check-pointing the playerâs progress after loading a new area or right before the start of a new boss battle.
âPeople expect an experience, whereas in the past they expected challenge.â
Compare the tension from the first Dead Rising vs. that of this Off The Record re-make: in the former, youâd walk through the game world perpetually worried that if you died, youâd be bounced back to the last save point in the game; in the new one you can rely on checkpoints to catch you. In the original, if you didnât like where youâd gotten your character stuck, you couldnât load an older save file. Youâd have to bring your hero back to the beginning of the game (though heâd be more powerful, mercifully.) Even aggravations of the second game, like having to re-play the parts before a boss battle, will be gone in Off The Record.
Leigh knows that many players today arenât looking for murderously difficult games, so these features may please them. âPeople expect an experience, whereas in the past they expected challenge,â he told me. âI think one of the reasons a lot of modern games do well is that they deliver an incredibly well-executed experience and put you in [a] setting. Because of that, perhaps, players are more forgiving about difficulty and, even if they sail through, theyâll go, âWell, it wasnât that hard, but did I ever enjoy the ride along the way!â
âIn the past, it was more hardcore: âDid I ever get challenged?â And now itâs more of a: âDid you impress me with the visuals, the voice-acting and the story? Did I feel like I lived a cool experience along the way?'â
When I heard Leigh put it that way, I took him for a man who is building his house against the wind. He hears the howls for easier games or at least detects the breezy acceptance of painless pleasures. Yet here he is helping to lead the development of another Dead Rising. The series may not be as sadistic in difficulty as a Super Meat Boy, but itâs more of a hair-puller than most. The easier systems in Off The Record may meet modern gamersâ expectations, but I pointed out to Leigh that his team is in a prime position to push gamers to toughen up, if they want to.
âOne of the great things about the sandbox with the zombies,â he said, referring to the open world, go-anywhere design of Dead Rising games, âis you can choose to barrel through [the zombies] or you can choose to skirt them. You still have to fight them eventually. Thereâs no one path where you canât fight them, but it almost a choose-your-own-difficulty kind of game, depending on how you play it.â
Choose your own difficulty, Dead Rising gamers. Whatâll it be?