Sunday
Oct102010
Opinion: Psychopaths and Dead Rising 2
Sunday, October 10, 2010 at 08:46PM
The new Dead Rising has made huge numbers of improvements in it's simulation of mass zombie genocide. Aside from being released to the PC, Capcom has improved graphics, given the player thousands of new and inventive ways to slice and blow up mobs, and even produced a subplot that makes you care about at least one person in the game, even if every other character is boring. Most of all however, Dead Rising 2 has solved an issue which made the first game unplayable for me. It finally made psychopaths defeatable without the use of adrenaline shots. Certainly there are people who completed Dead Rising, some even complete it in record time, but most people would be hard pressed to claim that there was anything fun about the Psychopaths from the first game. There were enemies that were simply punishingly unfair if you failed to bring a gun, such as Carlito Keys, or there were some that were simply punishingly unfair no matter what you brought with you, such as Steven Chapman, who would run you over with a knife covered shopping cart if you meleed, and then shot you with a shotgun if you tried a gun. Chapman actually halted my playing the game last time. I lost the 6th fight with him, threw a controller at a wall in frustration, and then took the disk out of the Xbox, never to be loaded again.
The reason the old psychopaths feel so unfair is because of three things: interrupts, knock back, and knock prone. There is no universal definition of these words that I'm aware of, but they are pretty easy to understand. Interrupt stop the enemy action from occurring. In games like No More Heros, interrupts are the bread and butter of combat. Watch this video, for example, of Travis fighting Bad Girl:
An attack stops her current action, and then she has to block before her actions can renew. Knock back is kind of just interrupts plus. A knock back stops the current action, and then pushes them a particular direction. Useful if the target needs to be pushed towards something explosive. Knock Prone should be obvious, it knocks the target over, which then gives you a bit of freedom to reposition yourself in the battle, and a little extra time. You can see that again in the above video, when Travis pile drives her. The interesting thing about both Dead Rising games is that the enemy has the ability to do all three of these things to the player, who's action can always be minimally interrupted. Psychopaths, with rare exception, cannot have their actions interrupted. While an interrupt can occur periodically, almost randomly, none of the psychopaths I've played with at this stage can be knocked back or knocked prone. Take your pick of explosives, none of them will ever push a target, or knock them back to give you time to think. This is true of Dead Rising and it's true of Dead Rising 2, so why is the first one a bunch of bullshit, and the other genuinely enjoyable?
There were three changes to this one that makes it significantly more enjoyable. The first one is how many psychopaths you are required to fight to continue the story. Playing through the first game, the number of psychopath fights you are required to complete is five (six with overtime mode). One of those involves a man with a sniper rifle, so if you forgot a pistol you're fucked. In Dead Rising 2, you only have to defeat two Psychopaths to move the story along (three with overtime mode). Halving the number of psychopaths you are required to fight, and making all others optional (or, if you stumble on them by accident, easy to escape). In an act of good sense, the random run in with convicts, high powered Psychopaths in the first game, are now merely low risk interactions with looters.
The second major change is to how all enemies, but notably psychopaths, act in a gunfight. In both games, enemies largely follow a script (with notable exceptions mentioned later). There actions cannot be blocked or interrupted, so it is not a matter of stopping attacks, so much as it is a matter of learning that script, dodging at the right time and then getting off a hit or two. In the first game, this was also true of guns, which was extremely frustrating, because all guns provide either knock back or being knocked prone. In DR2, however, there is a sort of built in interrupt with gunfire, where the enemy will do a roll to the left or right when you've shot them enough times. The videos below depict that with a group of mercenaries and with the final psychopath of the game. Don't watch the second video if you don't want spoilers (although if you didn't see this coming the second you saw the guy, I don't know what to say):
This makes all story missions, as well as the final boss, a world easier. Saving the survivors in the first game was fun, and if it hadn't been for the psychos, I would have finished it. This change with guns makes it possible to complete the game, and then go back and fight the tougher psychopaths with a much higher level.
The final change is the much longer attack opportunities with psychopaths. As I said before, most psychopaths follow a script, and you have to do certain things in order to get that script to give you what you want. Sometimes This means ducking out of the way of an attack at the right time, which then winds the enemy giving you an opportunity to attack. Sometimes there is a built in trigger to get the psycho to actually get knocked prone (hitting them at a certain exact moment, for example, or with the right weapon). But it all follows a script, as opposed to what I ws talking about up above. This was true to a certain extent in the first game, but the problem was that these breaks were short and minor in comparison to the breaks in Dead Rising 2. Compare Fatman here in Dead Rising 2:
Where he gets winded, drops to his knees and then you get to shoot about 8 shells into him, to Cletus in Dead Rising 1:
Where it basically requires you get hurt for about half your health in order to get the weapon you need, and then you get to shoot about one shot at a time (actual Cleatus fight starts at the 7 minute mark). The new psychopaths have spots where you can really crush the target, and there is always a way of defeating enemies with a fair amount of swiftness. This assumes you're at the right level, but I reached level 17 before fighting Fatman without putting an astronomical amount of effort. I completed all escort missions I had received up to that point, but no other psychopath fights. So while the game doesn't really give you the opportunity to control the flow of a fight, it gives you much better openings in the rhythm of the enemy to be able to take them down.
There is one outlier in all of this and he is a significant one. The final psychopath in overtime mode is as bad as any from the first Dead Rising. There is no breaks to his attacks that provide significant striking opportunities, you are stripped from the start of healing and weapons, and an additional time limit activity is given so that any free second given, you are forced to take care of that instead of scrounging for weapons or health items. It is a punishing boss, but I suspect it is a boss Capcom expected the player to fight the second time through the game rather than the first time through. That doesn't really excuse the bastard, but it at least explains it.
It's nice to see a game developer change something like this for the better. With all sequels it seems like there is a risk of making baddies bigger and badder than they've ever been before. Dead Rising needed a redesign of the enemies, and that's what it got. Now if they would only put Infinite Mode back in the game.
The reason the old psychopaths feel so unfair is because of three things: interrupts, knock back, and knock prone. There is no universal definition of these words that I'm aware of, but they are pretty easy to understand. Interrupt stop the enemy action from occurring. In games like No More Heros, interrupts are the bread and butter of combat. Watch this video, for example, of Travis fighting Bad Girl:
An attack stops her current action, and then she has to block before her actions can renew. Knock back is kind of just interrupts plus. A knock back stops the current action, and then pushes them a particular direction. Useful if the target needs to be pushed towards something explosive. Knock Prone should be obvious, it knocks the target over, which then gives you a bit of freedom to reposition yourself in the battle, and a little extra time. You can see that again in the above video, when Travis pile drives her. The interesting thing about both Dead Rising games is that the enemy has the ability to do all three of these things to the player, who's action can always be minimally interrupted. Psychopaths, with rare exception, cannot have their actions interrupted. While an interrupt can occur periodically, almost randomly, none of the psychopaths I've played with at this stage can be knocked back or knocked prone. Take your pick of explosives, none of them will ever push a target, or knock them back to give you time to think. This is true of Dead Rising and it's true of Dead Rising 2, so why is the first one a bunch of bullshit, and the other genuinely enjoyable?
There were three changes to this one that makes it significantly more enjoyable. The first one is how many psychopaths you are required to fight to continue the story. Playing through the first game, the number of psychopath fights you are required to complete is five (six with overtime mode). One of those involves a man with a sniper rifle, so if you forgot a pistol you're fucked. In Dead Rising 2, you only have to defeat two Psychopaths to move the story along (three with overtime mode). Halving the number of psychopaths you are required to fight, and making all others optional (or, if you stumble on them by accident, easy to escape). In an act of good sense, the random run in with convicts, high powered Psychopaths in the first game, are now merely low risk interactions with looters.
The second major change is to how all enemies, but notably psychopaths, act in a gunfight. In both games, enemies largely follow a script (with notable exceptions mentioned later). There actions cannot be blocked or interrupted, so it is not a matter of stopping attacks, so much as it is a matter of learning that script, dodging at the right time and then getting off a hit or two. In the first game, this was also true of guns, which was extremely frustrating, because all guns provide either knock back or being knocked prone. In DR2, however, there is a sort of built in interrupt with gunfire, where the enemy will do a roll to the left or right when you've shot them enough times. The videos below depict that with a group of mercenaries and with the final psychopath of the game. Don't watch the second video if you don't want spoilers (although if you didn't see this coming the second you saw the guy, I don't know what to say):
This makes all story missions, as well as the final boss, a world easier. Saving the survivors in the first game was fun, and if it hadn't been for the psychos, I would have finished it. This change with guns makes it possible to complete the game, and then go back and fight the tougher psychopaths with a much higher level.
The final change is the much longer attack opportunities with psychopaths. As I said before, most psychopaths follow a script, and you have to do certain things in order to get that script to give you what you want. Sometimes This means ducking out of the way of an attack at the right time, which then winds the enemy giving you an opportunity to attack. Sometimes there is a built in trigger to get the psycho to actually get knocked prone (hitting them at a certain exact moment, for example, or with the right weapon). But it all follows a script, as opposed to what I ws talking about up above. This was true to a certain extent in the first game, but the problem was that these breaks were short and minor in comparison to the breaks in Dead Rising 2. Compare Fatman here in Dead Rising 2:
Where he gets winded, drops to his knees and then you get to shoot about 8 shells into him, to Cletus in Dead Rising 1:
Where it basically requires you get hurt for about half your health in order to get the weapon you need, and then you get to shoot about one shot at a time (actual Cleatus fight starts at the 7 minute mark). The new psychopaths have spots where you can really crush the target, and there is always a way of defeating enemies with a fair amount of swiftness. This assumes you're at the right level, but I reached level 17 before fighting Fatman without putting an astronomical amount of effort. I completed all escort missions I had received up to that point, but no other psychopath fights. So while the game doesn't really give you the opportunity to control the flow of a fight, it gives you much better openings in the rhythm of the enemy to be able to take them down.
There is one outlier in all of this and he is a significant one. The final psychopath in overtime mode is as bad as any from the first Dead Rising. There is no breaks to his attacks that provide significant striking opportunities, you are stripped from the start of healing and weapons, and an additional time limit activity is given so that any free second given, you are forced to take care of that instead of scrounging for weapons or health items. It is a punishing boss, but I suspect it is a boss Capcom expected the player to fight the second time through the game rather than the first time through. That doesn't really excuse the bastard, but it at least explains it.
It's nice to see a game developer change something like this for the better. With all sequels it seems like there is a risk of making baddies bigger and badder than they've ever been before. Dead Rising needed a redesign of the enemies, and that's what it got. Now if they would only put Infinite Mode back in the game.
in
Dead Rising 2,
Opinion,
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Dead Rising 2,
Opinion,
PC