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KLXVER said:

Maybe it needed some "casualization". You obviously dont fight the maniacs like any other enemy in the game. One we saw had a flamethrower and he had more life than a regular zombie. Sounds like the typical psychopath to me. Now you have to do some investigating to fight them. That sounds pretty cool.

Dark Souls does a great job with saving points, Dead Rising doesnt. Youre trying to escort people, worry about the time limit, trying to get to the next event etc... Sometimes you forget to go to the bathroom to save. It was just annoying. I dont mind scarce save points, but having to play hours of a game again just because you forgot to save is frustrating.

Im not sure the game will be casual just because they removed alot of stuff people had problems with. We dont know alot about the game. I did love making weapons and finding stuff in Dead Rising, but that time limit just made me constantly worry about missing something.

It never needed the casualization. Even if it did, I'm glad you dig worse designed enemies (and by worse I mean RNG kind of) - Maniacs - in favor of the classic boss (and by that I mean people designed with cutscene background check when you fight them) - psychopath -, despite myself already explaining the key differences between both; failed to acknowledge the time limit for what it was and just have it as an annoyance for you and ignore the rest of the points. I certainly won't.

I don't see the reasons to compare Dark Souls and Dead Rising, other than extrapolating my challenging comment. There's nothing comparable from both games, aside from the relatively freedom of movement when interacting with the world. Dark Souls' narrative isn't based upon a system that also includes a time limit. Like JWeinCom, it actually added not only for the calculation of whether to make it to the next story segment, but other factors added in it. You never have this in Dark Souls, and the fact that the game saves itself very often is not an anti-frustration measure: it's an anti-cheat feature, so that you don't erase progress when it doesn't benefit you. In both cases, the save system actually goes in the way of challenge, but there's no way to implement Dark Souls' system into Dead Rising. Or there wasn't, but now it's too late. Don't think for a second Capcom Vancouver got rid of the save points because they want to implement Dark Souls' saving philosophy, though.

I get it, really. You're one of those who wanted the elements that made Dead Rising out of Dead Rising, and you got your wish. Your very first post in this thread clearly stated your stance towards it, and nothing I'll say is going to change your opinion that destroying the core of what Dead Rising was is a better move than maintaining its original spirit.