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Forums - Nintendo - What another Dead Rising on the Wii should be like.

First of all, "Put more time and money into development" is not the best solution. That is assuming problems can be solved by throwing money at them, or just working at them longer. You first come with a solution, and if that solution requires more time and money, THEN you expande the time and budget.

I know some of you might go "That's what we meant", but it's important to think of the solution first, and then the means, as the means for a solution might not be what people think they are at first.

Since the game sold okay, even if not what Capcom wanted, there is a future for the series on the Wii, if the games are done right. These are some of my suggestions (and I might even put these and some of your suggestions on the Capcom boards), for solving this, but this is for everyone (who wants to give this series a fair shot on the Wii).

1. Another game should be built up for the system, but not because of the Wii specs. Because the design of the first game was shaky enough as it was half game half tech demo for the system. It was showing off not just the zombies but the environments that could be rendered at the same time. The latter was replicated for the most part on the Wii, but that is not the focuse of these games.

So I would have it take place somewhere like a hotel. There would be less variety in the environments, but that would free up processor power and make for smaller areas. So a few more zombies would be squeezed in and the density would be higher even with a smaller zombie count.

2. Keep polygon count and texture resolution. The reason would be that increasing those for the sake of it would just make longer loading times, and use up system resources that sould obviously be used for the zombies.

But if nothing else, I would like the color palette to be more vibrant. The faded look of CTYD isn't so bad in some spots, but it does get annoying in some areas. Then if there is room, adding a bit more in the lighting (like shadows) could be done.

3. If the zombie count is the same, at least make them move around more. And add more to the NPC animations as in the first game. Again, since the areas would be smaller, it wouldn't be needed to have them in place to spread them out as they were in the mall.

4. Keep the gunplay the same, but fix the melee combat. For one thing, the auto aim is pointless when the tank controls actually let you face the zombie you want to attack. So either get rid of that (and have a higher angle above Frank to guage the attack distances better) or have the melee attacking, camera, and movment be like the original game.

Also make Motion+ an option for the weapons. So while the regular mode would still be "A for attack, tilt for strong attack, and stun a zombie for special attack", Motion+ would differ depending on how you swing the Wiimote, and weapons would even work better if you swing it differently.

And putting it in a hotel would have its own set of weapons. Some could do the job of the original's weapons, like a lampshade could serve the purpose of the road cones and Servbot masks, and a room service cart would be like the shopping cart, And sould would have their on uses, like bludgeoning the zombies with a vacuum cleaner from the housekeeping equipment. Oh, and the shower heads would be there as well. Can't leave out that cool move.

5. The gamplay doesn't have to be time based, but not linear either. While I did accept the escort missions in CTYD, I can see how making most of them mandatory turns others off. And they should start when you find the survivors, just like in the original game. But as for when they appear if the game isn't time based, then make the game flow case based. As soon as you complete certain points in the story, missions become unlocked, and some would even close past certain points.

6. Make more missions than just story and escort missions. The Odd Jobs and Second Amendment missions were cool, but things like that should be incorporated into the game just to add variety. Things like "Kill X zombies with this weapon in Y seconds", or "Use this weapon when escorting a survivor for the best ranking".

7. Include local multiplayer modes, and perhaps online if that's an option. What I'm thinking of would be about various ways you would handle the zombies. But not just a Left 4 Dead knockoff. These would be more arcade like. Who can kill the most zombies? Can you work tegether to kill X zombies in Y seconds? Can you be the only one not eaten by zombies (so your weapons can only stun your opponents, but you can still kill the zombies attacking you)? Who's the first to fight through the zombies and reach the finish line?

8. As for the story, I don't know. I would like to have more than just the handwave at the "real" end of the first game, which was basically "Sure Frank and Isabella were trapped without hope, but they somehow got out anyway". Come on! There would have to be more than that. I would have this game explain how they escaped, which would involve them getting trapped in an infected hotel on the outskirts of town.

9. And if this hypothetical game does play as Frank again, restore the camera, just revamp it. So it can't work like in the original game, due to a number of reasons. So the game would just have different ways to determine good shots. And as for how it operates, it could simply work like the rifles, and even be the default for that weapon position.

10. Finally, actually market this. Show some ads in the appropriate shows of adults using the weapons (admittedly this would be the primary reason for using Motion+). They might have to be bloodless to get on TV, but that should be obvious.

Again, those are just my suggestions. I'd like to see yours.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs