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Discussion Starter · #1 ·
This game definitely deserves its own thread. It didn't wow me at E3 but now that more and more info is coming out, it's starting to look like a winner.

The game will be using Kinect in a number of unique ways. For example, if you need to distract the zombies, you can actually yell out at them and they will start to walk toward you. So let's say you are playing co-op with your friend and he needs time to set up a bomb. You yell at the screen, the zombies start heading toward you and your friend sets up the bomb.


http://www.gameinformer.com/b/news/archive/2013/07/20/microsoft-lays-out-its-xbox-one-plans.aspx?utm_source=buffer&utm_campaign=Buffer&u%20tm_content=bufferb2b31&utm_medium=twitter&CommentP%20osted=true#commentmessage


Josh Bridge executive producer of Dead Rising 3 joked after showing a particularly gruesome trailer that Dead Rising 3 is obviously a family fun game. Then he contrasted the visual differences between Dead Rising 2 and 3. He showed a slide comparing the map sizes of Dead Rising 1, 2, and 3. You can fit the entirety of the first two games in Dead Rising 3's world with room to spare. We also got to see a shot of a zombie being sliced apart by a laser sword, exposing its innards, while new hero Nick was safely armored in a knight's suit. Bridge wrapped up with a bit about Smartglass integration, where players will get calls, texts, and even picture messages from another character. As he puts it, it's like their version of Otis from the first game.


They talk more about the SmartGlass integration at 1:46. You can actually link your device to the gameplay. So let's say you install SmartGlass on your phone. Now you can link your game to your phone. So in the game, it will actually call your phone and you will hear a conversation from the game! (note: it's not actually using the cellular network and physically calling. instead, the Xbox One will activate the SmartGlass app and simulate a call from the character in the game to you).
 

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I'm just stoked that they said 2-player co-op! Even if it's just to screw around, I could have so much fun just tinkering with a friend from what they've shown so far!
 

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There are just too many games I want to get.
 

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Looks sick!!
 

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New Gameplay footage from Gamesconn, looks pretty epic:
 

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Discussion Starter · #9 ·
looks fun! but somehow, I keep thinking Saint's Row in terms of running around in silly outfits and smacking things around.
 

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Discussion Starter · #10 ·
IGN has a neat article about combining vehicles. It's like combining weapons!

http://www.ign.com/articles/2013/08/20/pimp-your-ride-in-dead-rising-3


excerpts:


Anyone that's been keeping an eye on Dead Rising 3 knows that it packs a wide array of combo weapons for players to discover. Today at Microsoft's pre-Gamescom Xbox Showcase, we found out that the crafting system most definitely doesn't stop there. Dead Rising 3 also allows you to pimp your ride.


Combining vehicles is as easy as combining weapons. Simply take one vehicle and drive it near another. If there's a combo you can activate they'll both be glowing. Two button presses later and you've got your combo vehicle. As mentioned, you'll need to find blueprints for each combo, but once you've created it once out on the streets, you'll then be able to spawn the vehicle out of thin air from the game's garages.


Much like the weapons lockers - which let you create any previously-created combo or found weapon - garages do the same thing for vehicles and vehicle combos. It's all about letting you play with the weapons and vehicles you want, without a whole lot of legwork. Of course, there's a cool-down system so you can't go too crazy.


There's a heap of these combos. Combine a forklift and a fireworks van and you've got a ForkWork, aka an explosive death machine with a boost attack to skewer zombies with the forklift's prongs.


Each combo vehicle is designed to support co-op, so there'll always be two seats, as well as a secondary attack for the second person.


Combo vehicles are another cool inclusion in a game that's aiming to give players an expansive zombie sandbox and all the tools they need to exact bloody, over-the-top revenge. Will it all come together? We'll find out when Xbox One launches later this year.
 

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Quote:
Originally Posted by ahartig  /t/1482530/dead-rising-3-for-xbox-one#post_23649732


New Gameplay footage from Gamesconn, looks pretty epic:


[VIO]

I just saw this from another site and was about to post. Freaking hilarious!
 

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Discussion Starter · #13 ·
 http://www.videogamer.com/xboxone/dead_rising_3/news/capcom_working_with_microsoft_to_improve_dead_rising_3_performance_in_time_for_launch.html

Capcom Vancouver is working with Microsoft to try and improve Dead Rising 3's performance in time for launch, senior producer Jason Leigh has assured VideoGamer.com.


Discussing the game's frame rate and performance with us earlier today, Leigh admitted that the team had "had many questions over the [game's] performance, which is understandable.


"This demo is actually several weeks old and we've made a lot of ground. We've got a little bit more ways to go before we release the game."


The demos of the game on display at both E3 and GamesCom have struggled to maintain a solid frame rate throughout their playthrough, appearing to slip well below 30FPS when high amounts of zombies appear on screen.


"We're targeting 30 frames a second," Leigh added, "and because we're based in Vancouver, and Seattle is where Microsoft is based, we're only three hours up the road so we constantly have tech people driving back and forth and they're helping us to make this a very smooth running game at launch."
 

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Quote:
Originally Posted by onlysublime  /t/1482530/dead-rising-3-for-xbox-one#post_23650348


IGN has a neat article about combining vehicles. It's like combining weapons!
When I saw this part in the video, I was pretty much sold on getting it day one. Though I'm hoping I get it for my birthday since I have Ghosts and Ryse pre-ordered already with a second controller.
 

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Some New Info on Co-op Mode along with a non-linear story progression....
Quote:
In early August, Microsoft flew Post Arcade’s Daniel Kaszor out to Vancouver to see Dead Rising 3. While he was there, he got an early peek at the game’s co-op mode.


The best part about the co-op mode in Dead Rising 3 is that if you jump into your friend’s game, and that friend is further along than you are, you save the progress you’ve made with him when you jump back into your own game.


This means that if you’re playing through chapter one and you jump into your friend’s game and beat chapter three, then jump back to your own game, chapter three will be marked complete. You still have to beat chapter one and two, but once you do, you’ll have the option of skipping to chapter four.


It’s a feature that people have been asking for in online co-op games since the modes became ubiquitous with Gears of War and Crackdown.

Quote:
Beyond that, co-op feels a lot like playing Dead Rising 3 does normally. The game’s hero, Nick Ramos, is joined by ****, who, despite the name, is more than just a palate swap of the protagonist.


Unlike Nick, who is a mechanic, **** is a big-rig truck driver who happened to stop in on “the wrong diner on the wrong day.”


**** doesn’t just show up in co-op, he has a presence throughout the whole game, though he isn’t necessarily alongside you unless there’s another person playing with you.


**** joins Nick’s companions Annie, a runaway (seen helping in the trailer released at Gamescom), and Rhonda, Nick’s put-upon boss at the body shop, as helpers in the story.


When playing through the co-op missions, Nick and **** aren’t tethered together. This means that they can be a significant distance apart from one another in any given stage.


Additionally, certain vehicles in the game are specifically designed to be ridden co-op, with one person driving and another controlling on-board weapons.


When I was actually playing co-op, these vehicles were some of the highlights of the play experience. One in particular allowed us to rain down lightning on unsuspecting Zombie hordes.


In the limited demo we got to see, there seemed like no challenges that actually required co-op to beat (this may differ in the full game), though working with a buddy made thrashing our way through the horde easier.


Of course, most of my co-op experience was marked by me trying to get as high of a zombie kill count as possible … one specifically higher than my co-op partner.


As such, there was a whole lot of me saying “sorry” as I accidentally ran him over on my path toward more zombies.


At least 75% of the time I actually was sorry too.
http://business.financialpost.com/2013/09/10/dead-rising-3-co-op-adds-new-character-and-non-linear-story-progression/?__lsa=b3a7-c66d
 

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Dead Rising 3 offers one ‘Psycho’ character for each of the seven deadly sins

Quote:
In early August, Microsoft flew Post Arcade’s Daniel Kaszor out to Vancouver to see Dead Rising 3. While he was there, the team laid out how “Psychos” work in the game.


There’s nothing like a zombie apocalypse to bring out the worst in people.


There are two main types of non-zombie enemies in Dead Rising 3. The first are story-line characters such as Hunter Thibadeuax, a motor-cycle gang leader who menaces protagonist Nick Ramos and Nick’s boss Rhonda in one of the story’s boss encounters.


The second are the “Psycho” characters, each named after one of the seven deadly sins. These characters work differently from the story-line bosses. And unlike the story-line characters who may or may not be crazed or evil, the psychos are pretty bad to the core.


“The story behind the psychos is that they are survivors who have gone crazy in this outbreak, for whatever reason,” Senior Producer Jason Leigh says.


“Their darkest monster is now allowed to come out.”

Quote:
Structurally, the psycho characters work completely differently from the boss characters. The bosses are all encountered as the story progresses.


On the other hand, the psychos are found in the open world, and can be tackled non-linearly, or not at all.


“Since they are all modelled after the seven deadly sins, they tie in thematically together,” Leigh says.


“I can’t tell you how difficult it was to come up with Sloth.”


“Greed is one of the darker psychos,” producer Mike Jones says.


Generally, the team says that the psycho characters themselves were the darkest parts of the game and that their designs were specifically the things that constantly pushed up against parental ratings agencies in many different territories.


“We kept hearing ‘we’ve found an incredibly offensive corner of your game, it’s a psycho,” Leigh says.


“Even in our home country of Japan, they’re like ‘guys … guys … come on’,” Executive Producer Josh Bridge joked.
http://business.financialpost.com/2013/09/10/dead-rising-3-offers-one-psycho-character-for-each-of-the-seven-deadly-sins/?__lsa=6fd7-eace
 

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Dead Rising 3 is flush with dark horror … until you want it to be funny


Quote:
I’m Nick Ramos, and zombies are my playthings.


Sure, I only have a wrench in my pocket, I’m standing on top of some flimsy scaffolding and there is a mass of zombies coming my way … but trust me, I’ve got this situation well in hand.


I hop off the scaffolding, and run along a side street, picking up some batteries and a mask that looks like Blanka from Street Fighter. Quickly combo-ing them together, I now have electricity powers. Yep.


I shove into a crowd of zombies and electrocute all of them. There are still countless more behind me. This is one heck of a mask.


I race up to the roof of a shopping complex and hop on a motorcycle, spinning it around and shooting off a ramp two floors up. The world pauses as the glass shatters around me and then I’m at street level again, zooming past the teeming undead mass. It’s glorious.


I slam the motorcycle into a cement flattener, jump out and combine the to vehicles into a flame-belching Roller Hawg before the zombie horde behind me knows what’s happening. Almost instantly, I’m on the thing’s back whipping it around and mowing into the crowd, dual flamthrowers spewing heat into the unending swarm of zombies. I rev the engine forward and they’re turned into a fine mist under the roller pin.


I’m going to get so much PP.

Quote:
Josh Bridge and Mike Jones introduce themselves with an apology.


They’re wearing matching black shirts and slacks and have essentially the same short-cropped haircut. Together, they kind of look like the nerd-chic versions of Mormon missionaries.


“This is our standard producer uniform,” says Bridge, the Executive Producer on Dead Rising 3, says by way of an apology.


“We didn’t plan this, honestly,” continues Jones, also a producer.


We are in the top floor boardroom of Capcom Vancouver’s Burnaby studio getting ready for a demo of the Xbox One launch game.


Microsoft has flown me out from Toronto for the hands-on presentation, and Bridge and Jones are two of the handful of top-team members on hand to take us through the game.


Apologies of matching appearance aside, it became clear the duo has a very specific vision for the game and that it has equally specific visions for the game’s quality. Peppered around the studio are signs showing what (very high) Metacritic rating the team hopes for, with a simple message: Believe.


The first Dead Rising game was released in 2006, about nine months after the release of the Xbox 360. The game was produced by Capcom in Japan and led by producer Kenji Inafune, the creator of the iconic Mega Man character. The game dropped you in the role of photojournalist Frank West as he navigated a zombie infested mall in near-future America.


Central to the game was its punishing time and save systems. You had a finite number of hours to make your way through the zombie-filled mall, and if you missed helping certain people they were dead forever. If you died, you had two unappealing options: either go back to the last time you saved (save stations were few and far between) or restart the game entirely with your character progression intact.


http://business.financialpost.com/2013/09/10/dead-rising-3-is-flush-with-dark-horror-until-you-want-it-to-be-funny/?__lsa=495e-9cb0
 

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 http://www.polygon.com/2013/10/7/4808480/dead-rising-3-is-a-co-op-paradise-chocked-with-kinect-enabled-taunts
Quote:
Xbox One Kinect integration allows zombies to respond to loud noises, bright lights and motion in the real world, along with the ability to grapple zombies and fling them off by shaking the controller.


"We are also doing survivor commands where you point at the screen and tell survivor where to go and scavenge and range attacks and stuff like that," he said. "And taunts. If you find out things about bosses and psychos, things that they are sensitive about, you can yell out insults at your TV and the bosses will be distracted in the boss battles."
Okay, the taunting sounds pretty cool... as does the pointing for range attacks/survivor scavenging. This may be the first game I pop in at launch.
 

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Quote:
Originally Posted by Jeremy Anderson  /t/1482530/dead-rising-3-for-xbox-one#post_23810251

http://www.polygon.com/2013/10/7/4808480/dead-rising-3-is-a-co-op-paradise-chocked-with-kinect-enabled-taunts

Okay, the taunting sounds pretty cool... as does the pointing for range attacks/survivor scavenging. This may be the first game I pop in at launch.
The taunting sounds very good. Though hopefully I do not go to overboard late at night and wake the wife and kids as I am yelling at the TV.
 
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Good to hear they are keeping the humor in the game and infusing it with a cheesy 80s horror movie vibe.
 
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