Since apparently I know nothing, I'll have to post what other do know from valid sources. The articles I reference can be found here
here and [url=""]here{/url].
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kali o. wrote:
This goes back to the "you don't know what you are talking about" problem.
- There is far more than 800 zombies out in the courtyard. You know I just finished 72 hour mode again thanks to this topic, and from Movieland to just the CD/Toystore bridge halfway to the security room door (on just the right hand side mostly), I spent a little over 210 megabuster bullets clearing a path within my active field of vision.
- 20 at once eh? Funny, I get more than that on my version of the game...maybe you mean 20 max lurching towards you at once? Who knows... You do know EVERY zombie you can see is active right? Maybe they aren't tuned to you yet, but they are active. Doubt me? Go send a survivor running towards them. Or even easier, watch the convicts in the courtyard in the distance.
Ok, take this picture for instance: there are at least 100 - 200 zombies on the screen at once, BUT YOU ARE ONLY FIGHTING A FEW AT A TIME. Oh, I know that they are active...
... you took my point and took it to where you wanted. All I was saying is you only fight a small number of zombies at once, so 100 on the screen
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kali o. wrote:
- Darkness doesn't effect the active zombies in play in the parking garage (I know, I've done the bombs on foot for kicks). However, whenever you get in a vehicle (even a bike), the game greatly increases the clustered zombie numbers (and how they spawn), so maybe that's whats confusing you.
Probably true, I've played the game pretty far, but didn't get into the parking garage much; I just liked walking around and killing stuff. The parts I didn't play, my brother played instead since I don't own the game, he does.
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kali o. wrote:
As for the rest, when I say shooter, I mean gun combat - I didn't think it was particularily confusing but whatever. The majority of combat within DR is melee based (there is an included fighting engine as well that trumps all end game unless you are a book whore). It's been proven the Wiimote doesn't mesh with those mechanics very well. Like I said, if they retool DR to be more shooter....I mean "ranged combat" based, maybe new controls would make sense.
They're not retooling the game and basing it around weapons. Handgun control in DR SUCKED ASS. 1up says this:
1up.com wrote:This being a Wii port, of course, brand-new motion controls are naturally in the offing -- you'll press directions on the control pad to switch between weapons instantly, use an onscreen reticule to target enemies when you're wielding a gun, and even shake the Wii-mote around to ward off zombies or swing blunt weapons. "Basically, you use the Nunchuk to move and the Wii-mote to perform actions," Nakai told Famitsu. "You can press the A button to attack with your subweapon, but you can also attack by swinging the Wii-mote. That makes the attack stronger but expands the backswing -- sort of like regular and heavy punches in a fighting game."
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kali o. wrote:The developers said DR (360) gave around 800-850 zombies on screen, that was it's power limit. The developers say they are aiming for 100 on screen in DR (Wii). ~15% the total zombies (with downgrades) and a few of you are trying to tell me this will have no effect on the game...? Anything I can say in response would be 'not nice' at best.
Any off hand comments you have about the wii version of the game will be of ill repute and unfounded complaining since the Wii version isn't even out yet.
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Oh, and FUCK OTIS with his incessant interruptions about people you don't want and don't need to save!!!
1up.com wrote:The story structure is a bit different from the 360 version, however: Instead of having your janitor friend Otis continually tell you about things to investigate via your transceiver, the game will proceed in a more traditional, less time-sensitive fashion. "In the Xbox 360 version, the story proceeded as time passed, and you'd get messages about how there are survivors at this or that location that you should check out," Nakai told Famitsu. "With this version, that aspect of the game is now treated as a series of submissions. As you advance through the main story, Otis will give you three or four submissions at once; when you finish those, the main scenario advances. This results in us being able to put a lot more story volume to the game."
ign.com wrote:
The game is split into a series of individual cases, all of which Frank must complete in order to gain vital information that will allow him to piece together the truth behind the horrendous epidemic.
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1up.com wrote:In addition to a revised story structure, the Wii version of Dead Rising will feature new enemies and items, as well as a behind-the-shoulder camera system modeled after Resident Evil 4's. (Nakai noted that Frank won't be able to take photographs of things in the Wii version because that system doesn't work very well with this new camera.)
It's not that they didn't put the camera in there because the Wii can't handle it, they didn't put it in there since they IMPROVED the camera control.
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'Also, some old weapons will have new uses this time around.... We have taken weapons that are used in the same way, for example the 2x4 and the lead pipe, and combine them into one.'"