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YEESSSSSSSSSSSS! I have always wanted this game but being a PS3 and Wii owner means I never played it...so glad a sequel is set to hit.

 

Ditto, is their any news of a release date? Boy, this is gonna be an expensive gaming year when I cant really afford it. Good time to be a ps3 owner methinks

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Dead Rising 2 Multiplayer Confirmed

 

Capcom has been very tight lipped about facets of Dead Rising 2, with much of the information about the zombie killing action sequel released in one press release and a few screens. We were keeping our fingers crossed that there would be something – anything – released about the upcoming game at GDC, and luckily, we managed to glean a few little nuggets from the show. During the Platform Independent Shader Development with mental mill – Making of Dead Rising 2 panel, Izmeth Siddeek, the character art lead from Blue Castle Games detailed how the development team needed to focus on creating large amount of characters that had to be lit and shaded properly, as well as a number of other design hurdles overcome with the mental mill program. Thanks to the program's shaders, the Blue Castle team was able to create unique eye and cloth shaders, as well as skin shading that looked natural and realistic that could be applied to large numbers of characters and zombies on screen at one time.

 

However, it was Laura Scholl, the Product Manager of mental mill, that made some of the largest bits of news out of the panel. Mentioning a conversation that she'd had with Siddeek about the use of the program, she stated that Siddeek confirmed that Dead Rising 2 will frequently track at least 800 separate clothing textures to provide the sense of unique zombies onscreen. What's more, thanks to the elements that Blue Castle are using from mental mill to quickly mass produce characters for the game engine, players could experience as many as 6000 characters onscreen during multiplayer sessions.

 

That last stat bears repeating for two separate reasons: first, there was no prior admission of multiplayer within Dead Rising 2, which will be a pleasant surprise for Dead Rising fans. Secondly, to face off against up to 6000 separate zombies at a time will definitely be a daunting, but thrilling prospect. Although no other details on multiplayer or the game were provided, it definitely was an exciting statement to hear. We contacted Capcom for comment, but did not receive any word as of publication of this news piece.

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Dead Rising 2 introduces you to a brand new location, the Vegas-like Fortune City, and a new hero, motocross champion Chuck Greene. The demo we saw started out on a street where 1,000 zombies were enjoying a night out on the town, and moved into a small gaming lounge filled with rows of slot machines, card tables, and undead patrons. Taking control of Chuck, Brody picked up a baseball bat and begun laying into some hapless undead. Chuck will have plenty more weapons at his disposal, and we saw him taking hold of an electric guitar, machine gun, chair, roulette wheel and even a slot machine.

 

 

Ka-ching!

If that's not enough, you'll be able to don a moose head and use it to head butt, sweep and charge through zombies which looks to be as much fun as it sounds. Another make-shift weapon is the aptly-named "drill bucket"--a bucket with three power drills attached to it that face inwards, making light work of anyone unfortunate enough to be wearing it. Meanwhile the "paddle saw" is essentially a mop with a chainsaw affixed to each end. You can also attach these to the handlebars of a dirt bike and use it to make light work of the crowds milling about outside the casinos. Driving at full speed through the zombie-filled street resulted on complete mayhem, with bodies flying and splattering in every which way to amusing effect. Inafune hinted that some weapons, such as the drill bucket, may need to be constructed rather than acquired as is. Another weapon that can unleash plenty of satisfying carnage is the katana blade. Dead Rising 2 features plenty of dismemberment and you can slice and dice heads, and limbs--and even bodies in half.

 

Dead Rising relied on Capcom's internal MT Framework engine, but Dead Rising 2 uses a completely separate engine developed by Blue Castle. The first instalment was capable of drawing 500 zombies at once, but the sequel is able to draw up to 7,000 zombies on screen at once, all staggering, leering and drooling in real-time. The graphics look promising, with plenty of crisp textures and vibrant colours lighting up the neon-filled town. While blood pools left behind by your hapless victims looked a bit unrealistic, other effects such as water reflections on asphalt and body dismemberment look great.

 

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Dead Rising 2: 7,000 Zombies and Plenty of Chainsaws

"I'm

pretty happy today because finally, finally, I can show you Dead Rising 2." — Keiji Inafune, head of research and development at Capcom.

 

The original Dead Rising may have been a technological breakthrough, a wonder of body count and open-world exploration, but what really sold it for me, and for many, was the game's heart.

 

It had personality, most of it packed into gruff photojournalist lead Frank West. So when the curtain was raised on Dead Rising 2 last week, I was hoping for a glimpse at the game's soul. What we got instead was a detailed run through of its engine.

 

Dead Rising 2 wasn't built on the shambling corpse of Dead Rising. Instead, Canadian developers Blue Castle started from scratch creating a new engine written specifically for the new game.

 

"What we are showing you today is something completely new," said Dan Brady, CEO of Blue Castle Games. "It is not based on the engine used in Dead Rising one, this is a completely unique and original engine written specifically for Dead Rising 2."

 

 

Brady said that making a sequel for Dead Rising had some interesting challenges, most of them fueled by gamer expectations. They knew that people would expect that any sequel would not only deliver the ability to use any and everything as a weapon and fill the screen with zombies, but that it would have to one-up the original title.

 

Brady opened the demo with a view of the center of Fortune City, a typical small town casino. The game's new lead, Chuck Greene, stands in a yellow motocross racing jacket under a giant Fortune City sign that stretches across a wide road. The road is teeming with zombies. The zombies mill about, hundreds of them.

 

There are, Brady says, currently 1,000 zombies on the screen, or double what you could have in the original game. He picks up a bat and Greene home-run swings into a small clutch of the undead. The fidelity of the zombies are also significantly higher than in the original, he says as he picks up a guitar from the ground and starts slaying.

 

In the original Dead Rising, he says, the idea of density was explored. You could also go in a place and have access to anything and everything, it was really a hallmark of the game.

 

Brady picks up a chair, throws it at a zombie, and then, now inside one of the casinos, dislodges a roulette wheel from a table and slaps it into a couple of enemies.

 

The thing is, he says, the access to everything in the original game was sort of an illusion, because you couldn't really use everything on screen as a weapon.

 

 

In Dead Rising 2 they have an "awful lot more props and an awful lot more physics." The items, at least during the demo, are all marked with a little icon, so you know you can go and pick them up by pressing the B button. As he talks, we see Greene use furniture, a cash register, bats, a dice stick and even a moose head as a weapon.

 

"Being that we are a Canadian developer we had to include a moose head," Brady says.

 

Greene plops the head on his head and then charges through the crowd of undead killing them. He stops and swings his head back and forth sending zombies flying with the antlers.

 

"As a western consumer, I like guns a little more than Capcom likes guns," Brady said. "Capcom has a history of maybe not spending as much time as they should with guns."

 

Brady has Greene pluck a machine gun from the ground and starts emptying it into the wall of seething zombies. Blood sprays everywhere. While holding the gun there is a large targeting reticule on the screen and Greene can strafe as he fires.

 

"Guns are not the prime weapons of Dead Rising 2," Brady says. "It's a sandbox game about playing the game your way. If you are a gun fan, we have some big surprises for you."

 

Brady moves Greene over to a propane tank sitting on the ground, it is wrapped in nails. The character swings it around killing zombies with it. He throws the tank into the crowd and shoots it, there's a startling explosion and a wave of light roils out, embedding and killing zombies with the nails.

 

As Brady works his way through the demo and the crowd of zombies I notice the kill number rolling up in the bottom right corner of the screen. The top right corner shows the weapons. Greene's level is displayed and, to my surprise, so is a number for how much cash Greene has.

 

Brady works Greene over to a samurai sword lying on the ground. Dead Rising 2 will introduce procedural cutting o the game, he says as he slices a zombies arm off, and then turns and neatly cuts another in half, vertically. Another he chops horizontally, a fourth he cuts half of their head off.

 

The zombies, I notice, seem to disappear within seconds of hitting the ground. I count, it's about five seconds. Despite the zombies that fade and vanish before your eyes, the screen is still littered with bodies. I'm not sure if this is a trick of the demo, or a permanent plan for how death in a zombie filled casino town will be handled.

 

"What you are looking at right now is roughly 2,000 zombies, four times than what was in Dead Rising One," he says.

 

One of the most popular weapons in the original Dead Rising, it turns out, was the simple bucket. Blue Castle decided to improve on the bucket's design in Dead Rising 2. Now it features a bunch of drills and when slapped onto a zombie's head, they go to work.

 

Brady demonstrates. The bucket snaps over the zombie's head, the drills kick in, loudly, blood begins to shoot from under the lid, eventually the zombie falls to its knees and then topples on its side.

 

"Zombies are about a force, a pressure, almost a raging river," Brady says, They are not, he points out, about taking down individual enemies.

 

What better way to deal with a raging river than with a paddle saw? Greene picks up a paddle with a chainsaw duct taped to either end of it. He starts the saws and then starts cutting his way through the living river. The kill count is now at 202.

 

"Our guy is wearing a bike jacket," Brady says. "Chuck Greene is a motorcross guy. We plan on making vehicles a much bigger part in this game."

 

Greene hops onto a dirt bike and guns it into the crowd of zombies, working his way up the crowded street. When he hits zombies they fly into the air. It's an amazing spectacle to witness: A man on a dirt bike parting a sea of zombies.

 

At the end of the street, Greene does some impressive donuts, sending more zombies into the air, and then turns and comes back down the street. The kill count is now 410.

 

"The user is going to have fun playing in this sandbox world," Brady says. Next he shows off a dirt bike with chainsaws duct-taped to its handlebars. Hopping on, Greene tears through the crowd, cutting zombies in half as he goes. Blood splatters on the screen.

 

There are now 7,000 zombies on the screen, the game and its new engine's max.

 

Greene drives through them at full speed, bodies and body parts fly everywhere, it's just absurd, a solid wall of zombies. He cuts through them as if they were grass. When he hits the clearing, the kill count is now at 1,646, and he's at level 22.

 

"This game is about more zombies that it has ever been before," Brady says.

 

Inafune says that the original idea for Dead Rising 2 was to make maybe two or three times more zombies than in the original game.

 

"Capcom has pretty good technology, I didn't think they would be able to make any more than that number, " he says. "And you saw the end result here."

 

He said that Capcom was also worried that Blue Castle would have to lower quality to hit the high numbers, but says that they actually managed to raise the quality for each mode.

 

"It's not just about if you make a lot more zombies it will be instantly fun," Inafune added, "But with that many zombies on screen the sort of experiences you can have, the variety, will increase."

 

And what about the game's heart, the personality?

 

Inafune promises that what we saw last week was only the tip of the undead iceberg.

 

"What you saw here today is only a very, very small fraction of what will be in the game," he said. "There are things like the story, characters, bits and pieces you don't know about that will also be in the final game as well. "

 

Inafune wrapped up the presentation by apologizing that the game wasn't yet playable to the gathered press.

 

"I've played it myself and I really like it," he added.

 

Online Mutiplayer has been confirmed!

 

"We're at a point in game history that you need to have some form of multiplayer component in a game," Inafune told journalists at Captivate 09 in Monaco last week.

 

"Single-player alone is not going to cut it. So rest assured we are going to put multiplayer in the game, but I can't go into specifics about what type of multiplayer as that directly relates to some of the game systems that we don't want to talk about at this event. It will be online multiplayer, so keep that in mind."

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Guest Jordan

7000 enemies? Check.

Online multiplayer Check.

Insane weaponry? Check.

 

 

Now all we need is co-op and a save system that works... And this could be one of the greatest games to grace consoles this generation.

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  • 3 months later...
Hahaha that was awesome. It's the game, in case you hadn't realised Dante..

 

I did after the four time as I watched it in full.

I was stopping it at 0:30 and reloading it again.

 

Gameplay Demo Videos:

 

Part 1

 

Part 2

 

Part 3

 

The wheel chair video

 

Football Video

 

F-Shot Video

 

Ramsterball Video

 

Video: TGS 09: Keiji Inafune dumps on Tokyo Game Show 2009

 

At a hands-on event for Dead Rising 2, producer Keiji Inafune (father of Mega Man) had some not-so-nice-words about this year's Tokyo Game Show.

 

After asking the crowd of attendees what they thought of TGS this year (and urging them to be honest in their responses), Inafune expressed disappointment in this year's show and its games line-up.

 

"Personally when I looked around [at] all the different games at the TGS floor," Capcom's Ben Judd translated Inafune, "I said 'Man, Japan is over. We're done. Our game industry is finished.'"

 

However, he then uses Capcom's upcoming titles as an example of "kick ass" games coming from Japan. An interesting remark, as Dead Rising 2 is being handled by Canadian studio Blue Castle Games.

 

While Inafune's remarks may seem harsh, he's not alone in his feelings -- many we've spoken to have told us they were underwhelmed by this year's shows. It's certainly smaller in size, and many Japanese developers (some due mainly to financial reasons) have chosen not to attend this year's show.

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