Dead Rising for Wii!

We heard Wednesday that Dead Rising, one of the more memorable sandbox games on the Xbox 360, is coming to the Wii, but now we've got further details on the game translated directly from the Famitsu article that made the revelation. The new port, called Dead Rising: Zombie Sacrifice in Japan, will feature all manner of new features and expanded gameplay -- and as producer and director Minoru Nakai discussed with Weekly Famitsu magazine this week, it's all part of an effort to make the notoriously difficult game more appealing to the casual user base.
As Nakai puts it, Zombie Sacrifice came about following the success of Resident Evil 4's Wii port, which sold over half a million copies in the U.S. despite being only slightly enhanced from the GameCube original. Nakai also saw it as an opportunity to attract a new audience to his game: "The 360 version was hard to get to grips with, in a good way. You died a lot in the beginning, and you have to raise your level if you want to proceed in the story. It's a really fun game if you can deal with that, but I think some of the experience was a little rough for casual users. That's why we're adjusting the game to make it easier to play."

As part of that effort, Dead Rising's controls and method of storytelling are both going to see some revisions. The basic game is unchanged, of course -- you play freelance journalist Frank West as he infiltrates a zombie-infested mall, helps out survivors, and fights hordes of the undead all by himself. 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."

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.) 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."

Dead Rising: Zombie Sacrifice doesn't have a Japanese release date set yet, but development on the title (which sold over 1.5 million copies worldwide on the 360) is already well underway. Nakai's main goal here, as he told Weekly Famitsu, is not only to retain what made gamers excited about the 360 original, but also to open the game up to a new, more casual audience: "My brother is a casual gamer, but he's the sort of person who doesn't like it when the visuals are too intricate or elaborate -- he gets nervous about whether he's good enough to play it at all," he noted. "That was a very novel surprise to hear that from him. Looking at it that way, I wonder if Wii users are a lot more forgiving about the visuals of the games they play. Of course, we have lots of fans of the 360 version, so we're still aiming for a level of visuals that will keep them satisfied."


http://www.1up.com/do/newsStory?cId=3168849 <--- what's new in Dead Rising for Wii
 
Some details to go with the raw announcement from the other day. The Dead Rising Wii port will be known not as Dead Rising Wii, but as...drum roll...Dead Rising: Zombie Sacrifice. Brilliant. The changes extend past the name, however. For starters, Otis' real-time missions are gone. Instead, you'll get 3-4 sub-missions to tackle before taking on one of the major "plotline" quests, a much more linear - and less frustrating - system than that found on the 360 version. The camera's also been changed, from behind-and-above-Frank to the view/style employed in Resident Evil 4. Because of this, they've removed the photo mode, as apparently it just wasn't working. Finally, they've added new enemies, new weapons, and new waggle controls to make the most of both of them. And that's it! No release date info or anything like that, so for now, that's all you get.

www.kotaku.com <---- source

Alot of gameplay changes!
 
Because of this, they've removed the photo mode, as apparently it just wasn't working.

Now, I admit I haven't played nor seen much of Dead Rising. But wasn't a big point of the game to take pictures of everything?
 
http://www.joystiq.com/2008/07/21/dead-rising-chop-till-you-drop-coming-to-wii-this-winter/

It's coming this winter to the USA.

The controls have been tweaked to match RE4's and even borrows the RE4 Camera angle. Frank's camera is NO more, so it's straight up action.

Retitled to "DEAD RISING: CHOP TILL YOU DROP"
 
http://kotaku.com/5034599/new-dead-rising-screens-added-waggle-no-added-zombies

New screen shots and "added waggle"
 
http://www.joystiq.com/2008/08/11/dead-rising-wii-controls-explained/

If you're curious as to how Capcom plans to capitalize on the Wii's motion controls for the Dead Rising port (hint: it involves a lot of waggling), IGN has outlined a handful of ways the developer plans to enhance the port. Unsurprisingly, shooting with a hand gun (as seen above) will be done via pointing at the screen, with the reticle changing to red when you're highlighting a zombie weak point. If you're using a long-zoom weapon like a sniper rifle, however, aiming is done with the nunchuk's analog stick and zooming via the Z and C buttons.

Other weapons will have Wii remote-specific controls, such as shaking the remote to build up charge on your baseball bat to ensure a "home run swing." You can assign weapon shortcuts to the D-pad. And should an overly-affectionate zombie want to give you a hug, shake the monster off by -- you guessed it -- shaking the Wii remote.
 
http://www.joystiq.com/2009/01/02/the-best-thing-youll-see-today-japanese-dead-rising-wii-traile/

Japanese Punk Rock Band does a trailer for Dead Rising for Wii.

Downright, the coolest thing I've seen today.
 
http://kotaku.com/5135060/no-photography-no-jumping-no-zombies

And the game reaches a new Low:

• There are no time limits. (Cool)
• Players are not restricted to a single save file. (Cool)
• Main character Frank West can only carry one melee weapon at a time. (LAME)
• There is more emphasis on firearms and collecting ammo. (Cool)
• Frank cannot jump. (LAME)
 
http://www.joystiq.com/2009/01/28/capcom-steps-up-to-defend-dead-rising-wii/

Capcom defends the poor defenseless Dead Rising on Wii.
 
MegaDrive20XX said:
http://www.joystiq.com/2009/01/28/capcom-steps-up-to-defend-dead-rising-wii/

Capcom defends the poor defenseless Dead Rising on Wii.

That's good. I hate seeing developers ignore criticism.
 
http://wii.ign.com/dor/objects/14267382/dead-rising/videos/deadrising_wii_review.html

here's the video review.

After watching this, it fixed one important issue. The Save file system. Now you can have multiple saves instead of JUST one. So if you mess up, you can go back finally.
 
Back
Top