Ex: Set two years after the Willamette incident chronicled in the original Dead Rising and three years before the start of Dead Rising 2, Chuck along with his young infected daughter, Katey, find themselves trapped in the zombie infested desert town of Still Creek. It’s up to Chuck to find a way out of town, and locate the Zombrex Katey must take to prevent her from joining the ranks of the undead.
Now, only days away from the Xbox LIVE release, Capcom has released new screens at Gamescom!
Carlos writes "Today adds more value to the Xbox Backward Compatible scheme, with four new arrivals making their way to Xbox One. But whilst we’ve seen our fair share of titles arriving on the program, not all have been the triple-A blockbusters that fans have craved the return of. So, with that in mind, here’s our thoughts on the latest backwards compatibility titles and if they are worth the return."
Full appreciate the frequency of new BC titles, but surely I'm not the only one who doesn't ever use them? I've got tons of native XO games to play rather than going back over the old stuff.
Carlos Writes "With Dead Rising 4 now out the door, and our playthrough finalised, we decided to take a look to see how it stacks up with the rest of the series entries. So here we are...ranking the full Dead Rising series from god damn worst, right up to the best zombie bashing offering that we've ever seen."
I played the first, and I bought #4. Other than that, strangely haven't played any of the others. I'll get round to it one day though I guess.
Hardcore Gamer: In game development terms, a “vertical slice,” is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone “vertical slice” can also serve as a strong alternative to a traditional demo.
Totally agree. It's so nice being able to try out a game without spoiling any of it. Bravely Default was genius in doing this and sold me on the game.
Doing a vertical slice as a VC/Publisher demo is an extremely risky move but it really is the best way to show off the talent of your studio and show a strong proof of concept. I believe SOF is doing this with H-Hour...
A vertical slice as a consumer demo really is a great way to show off a game and drive sales. Too many publishers would rather the advertising do the work and show only enough to lure people in. They seem to have it in their heads that demos will hurt their sales. (which it does... if you make a bad game/demo)
Publishers are so pathetic and risk adverse these days... how are consumers supposed to be confident in your games if you aren't confident enough to truly show them off in there purest form?
So what is the deal with this prequel? Is it actually like a bite sized version of the game?