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Replay Games for May 2010
Poll ended at Thu May 06, 2010 4:24 pm
Alone in the Dark (360/PC/PS3) 10%  10%  [ 2 ]
Sensible World of Soccer (XBLA) 25%  25%  [ 5 ]
Marbleblast Ultra (XBLA) 10%  10%  [ 2 ]
The Club (360/PS3) 15%  15%  [ 3 ]
Dead Rising (360/Wii) 40%  40%  [ 8 ]
Shadowrun (360/PC 0%  0%  [ 0 ]
Total votes : 20
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 Post subject: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Sun May 09, 2010 2:50 pm 
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Yup :) looking forward to destroying the hordes of zombies once again!

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Sun May 09, 2010 4:02 pm 
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Finally managed to install Sensi 96 on my Win 7 PC, not the easiest thing to do :crazy:

Controls are a bit ropey but its still fun. The ball 'physics' are interesting. Worst thing is that once you know what beats the keeper once its extremely easy to repeat killing any challenge.

I wish they would bring back a few arcadey style footy games. Its all been football simulation since the PS2 days.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Sun May 09, 2010 10:39 pm 
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Right, gonna go and buy Dead Rising then (never played it before!). I've also heard it has some major difficulty spikes and a strange save system? Can anybody elaborate? How is the game overall?

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 12:27 am 
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I personally didn't have any issues with the save system at all, I do believe that the lack of an auto-save does rub some people up the wrong way as well as the fact you have to reach specific save locations. It's a challenge, personally I was quite a big fan of the way it was set up.

Difficulty wise, the game can get harder depending on what you want to do, some ways are hard, some ways are easy, if you want all the achievements then it's very challenging. It's quite an open ended game, if you really wanted you could sit in the safe area, wait for the 3 days to pass and make a run for the helicopter to escape or you can get really stuck in, the game will always have a level of difficulty to challenge whatever you wish to do. Getting 5 survivors out can be quite tough depending on who you try, sometimes it can be easy, getting 50 survivors out is incredibly difficult, but (I assume) incredibly rewarding.

It is a really fantastic game, easily one of the best games of the generation. It's funny, it's hard, it's enjoyable and it's frustrating, it has action, it has RPG elements. It's a real mix of types but it works so brilliantly well that I find it hard to believe anyone could dislike it.

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 Post subject: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 7:40 am 
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NokkonWud wrote:
I personally didn't have any issues with the save system at all, I do believe that the lack of an auto-save does rub some people up the wrong way as well as the fact you have to reach specific save locations. It's a challenge, personally I was quite a big fan of the way it was set up.

Difficulty wise, the game can get harder depending on what you want to do, some ways are hard, some ways are easy, if you want all the achievements then it's very challenging. It's quite an open ended game, if you really wanted you could sit in the safe area, wait for the 3 days to pass and make a run for the helicopter to escape or you can get really stuck in, the game will always have a level of difficulty to challenge whatever you wish to do. Getting 5 survivors out can be quite tough depending on who you try, sometimes it can be easy, getting 50 survivors out is incredibly difficult, but (I assume) incredibly rewarding.

It is a really fantastic game, easily one of the best games of the generation. It's funny, it's hard, it's enjoyable and it's frustrating, it has action, it has RPG elements. It's a real mix of types but it works so brilliantly well that I find it hard to believe anyone could dislike it.

And you can smash zombies upside the head with a giant lipstick whilst wearing a ladies dress and a Lego style mask :mrgreen:


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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 8:05 am 
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Thanks Nokkon, real good insight into the game. I feel more assured now. :)

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 8:33 am 
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NokkonWud wrote:
I personally didn't have any issues with the save system at all, I do believe that the lack of an auto-save does rub some people up the wrong way as well as the fact you have to reach specific save locations. It's a challenge, personally I was quite a big fan of the way it was set up.

I can't agree about the save system. A decent level of challenge in games is fine but it it's far too easy to "lose" a whole evening's worth of progress in Dead Rising which really puts me off.
Spoiler:
The section where you travel across the middle of the shopping centre, confront a baddie in the cafeteria and have to do several other things before you can get back to a checkpoint (which may or may not involve running the gauntlet of zombies in a jeep depending on the time of day) is a section just annoyed me no end.

Being able to choose to restart the game, with your levelled up character, when you die (rather than reload a save) is a good feature though so I can see what they were trying to achieve with the save system.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 11:33 am 
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Strident wrote:
Being able to choose to restart the game, with your levelled up character, when you die (rather than reload a save) is a good feature though so I can see what they were trying to achieve with the save system.

I forgot to mention this, it's one of the real RPG features it has, but forgot about it at the time. The idea of 'allowing' your character to die so that you can come back stronger and more skilled is something I really enjoyed, I thought it worked very well.

Dead Rising isn't for the feint of heart, it can have some incredibly demanding sections, you just have to understand that the above is actually a feature, not a flaw of the system before going into it and getting annoyed and to stop playing the game as many, many people I know did. The game definitely plays in a very Eastern way in terms of the challenge, I think the West are a little more keen on having their hands held a little with game aids, it's just the way we've progressed with our gaming culture.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 1:26 pm 
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People might like to know that the Wii version differs in a number of key ways:

1. It has checkpoints. When you enter an area the game will checkpoint your progress. If you die you can carry on from there.
2. You have more than 20 save slots
3. You can save in more locations
4. The gun play is changed. When you pull out a gun it switches to Resident Evil 4 controls. You can also only do the special moves if you have landed a headshot on a zombie with a gun
5. The Mall is the same but more linear with closed of paths
6. No jump. So all weapons and equipment are at floor level, and some of the shortcuts (like the warehouse) are limited.
7. Fewer weapons. No scythe for example.
8. The outside park is much smaller and bicycles are provided to get around faster
9. There are annoying rabid dogs and parrots!

The Wii version is very much Dead Rising 1.2 with a much streamlined interface, revised gun mechanics and better difficulty curve.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 2:10 pm 
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The Wii version sounds really good. But sadly mine's sold now.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 4:19 pm 
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Xantiriad wrote:
People might like to know that the Wii version differs in a number of key ways:

1. It has checkpoints. When you enter an area the game will checkpoint your progress. If you die you can carry on from there.
2. You have more than 20 save slots
3. You can save in more locations
4. The gun play is changed. When you pull out a gun it switches to Resident Evil 4 controls. You can also only do the special moves if you have landed a headshot on a zombie with a gun
5. The Mall is the same but more linear with closed of paths
6. No jump. So all weapons and equipment are at floor level, and some of the shortcuts (like the warehouse) are limited.
7. Fewer weapons. No scythe for example.
8. The outside park is much smaller and bicycles are provided to get around faster
9. There are annoying rabid dogs and parrots!

The Wii version is very much Dead Rising 1.2 with a much streamlined interface, revised gun mechanics and better difficulty curve.


I'm a bit hit and miss with those, some of those sound beneficial. The idea of a Resident Evil 4 style shooting option would have be great, the shooting aspect of Dead Rising was always its weakest element, especially with the odd controls, thankfully that wasn't the major attacking element.

The more linear Mall is definitely a shame, the design of the Mall is one of the greatest in any game, ever, it's really fantastic and the one thing that worries my regarding the sequel, how do you better what was already amongst the very best.

I'd have liked more save slots, but the checkpoint system doesn't float my boat, I said here that the current difficulty curve is something I quite like (sadistically, I fear), and the cutting out of jumping is criminal, the whole jumping out of the food court, onto the tarp below and then off that to a lower level as a quick get away was very memorable, as were some of the jumps you had to make to pick up the Katana sword or Uzi.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 7:00 pm 
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The Mall is the exact same layout, it's just that they have added choke points (by having "wet floor" signs or planting) so that you can't always walk around groups of zombies. It does make it feel much more claustrophobic; along with the Resi4 controls.

I'll save my opinion for the 'cast

I have managed a few games of Sensi too.

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 Post subject: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Mon May 10, 2010 10:41 pm 
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Awesome! I will be sure to give a few more hours to Dead Rising and post up my opinions!


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 Post subject: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 1:49 pm 
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Snagged a copy on Wii for less than a tenner so looking forward to trying it out.

Is it worth getting a fight stick for playing sensi?


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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 6:57 pm 
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You can play Sensi without but if you have a fightstick or fightpad it is a little easier.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 7:41 pm 
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Just been playing Sensi with my bro :) I'm 7 again! Game is still golden after all this time..i'll let Ostembor tell you a little story though...one I fear may never be forgiven

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 Post subject: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 7:58 pm 
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Just picked up dead rising on the wii. Looking forward to playing with it after reading the comments above.

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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 8:06 pm 
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SWOS is granite on single player, getting my backside kicked

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 Post subject: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 9:43 pm 
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ostemb0r wrote:
SWOS is granite on single player, getting my backside kicked


Absolutley agree, even playing brazil v San marino I seem to struggle.

I cheated and played on the Amiga today in the office on a competition pro joystick, reassuring clicks of microswitches make all the difference.


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 Post subject: Re: TGS Replay May 2010 "Dead Rising + SWOS"
PostPosted: Tue May 11, 2010 10:00 pm 
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Silverfin wrote:
brazil v San marino

I have mopped up a few of the achivements playing Brazil v Papa New Guniea & playing Dits online. There is nobody else playing online so if you go into ranked matches you are virtually certain to get each other.

I am struggling without a joystick. I wish they had implemeted the megadrive version buttons on the XBLA version.
A- Long Pass
B- Short Pass
C- Shoot
Joypad with the original one button Amiga input just doesnt work.

I've got a sensible soccer plug and play given to me a few xmas's ago somewhere, going to find it & give that a go.
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