![]() I love how most of Dead Rising 3’s collectibles are blueprints for crafting new weaponry instead of meaningless achievement padding. Getting to use something like the Freedom Bear automated machine gun turret takes effort, and that makes them feel special. I never really got a chance to get sick of any one weapon, since they all break after a short period of use, and that forces you to mix it up. Combat is a simple system of light and heavy attacks, but it’s the over-the-top animations and different effects of 300-plus weapons that really sustain it over the course of a 30-hour game. It’s finger-tapping your way through the 45-second loading times. But, since you can now save anywhere (unless you’re playing in Nightmare mode) the worst part about dying in Dead Rising 3 isn’t losing progress. Especially at night, when zombies are at their angriest, fear kicked in whenever I was stuck in the middle of a horde and my health dwindled into the red zone. But you’ve got to know when to quit, because the zombie horde never will. They’re fun and easy to kill - easy enough that charging into the horde and bashing away with a sweet new weapon is a great way to build up experience. ![]() You can chop them in half (horizontally or vertically!) blow off limbs and heads, and even take out chunks of torso. Up close, there are enough distinct character models that I didn’t really feel like I was killing the same one 27,000 times, and I love the many ways in which they fall apart. I have never seen this many zombies on screen at once in any game. Army of the DeadInstead, it’s big on quantity. It doesn’t look a whole lot better than what you’ve probably played on Xbox 360 or PlayStation 3. ![]() ![]() Dead Rising 3 runs at an upscaled 720p resolution, it doesn’t have amazing textures outside of its cinematics, and it suffers from regular framerate stutters and occasional walls that pop in after you’ve driven into them. Play Notice that I didn’t say it was pretty. ![]()
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