
Dead Rising® 2
Duct-tape a paddle to a chainsaw, drag a friend into your session, and watch Fortune City turn into the best bad movie you never made. The first few hours will fight you hard, though.
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About Dead Rising® 2
My honest first reaction to Dead Rising 2 was mild panic, which is probably the right reaction. You drop into Fortune City as Chuck Greene, a motocross champion falsely accused of unleashing a zombie horde on a Las Vegas-style entertainment resort, and you have roughly three in-game days to clear your name, dose your zombie-infected daughter with Zombrex, rescue survivors, and generally survive the chaos. That is a lot of spinning plates, and the game makes zero effort to ease you in gently. The saving grace is the combo weapon system, and it is genuinely wonderful once it clicks. You raid maintenance rooms scattered across the map, combine items using Combo Cards, and build absurd instruments of destruction. The Paddlesaw (a paddle with two chainsaws bolted on) is the poster child, but the roster runs deep: the Blambow (bow plus dynamite), the Drill Bucket, the electrified Blitzkrieg wheelchair. Combo weapons earn bonus Prestige Points when you use them to kill enemies, so the crafting loop feeds directly into your character level, which unlocks more inventory slots, more health, and better attacks. The early game bottleneck is real, though. Until you have enough health and slots to feel comfortable, dying sends you back to the last manual save point, which means hunting for a toilet. Yes, a toilet. The checkpoint system remains the game's single most infuriating design choice, and it has not aged gracefully. Co-op is where Dead Rising 2 earns a proper recommendation from me. Drop-in, drop-out two-player online co-op runs through the full campaign, and sharing freshly crafted combo weapons with a partner adds a genuine strategic layer on top of the chaos. The multiplayer side mode, Terror Is Reality, offers competitive mini-games like a zombie-mowing chainsaw motorbike race, which is exactly as stupid and fun as it sounds. Cash earned there carries over to your single-player run, which is a nice touch. No split-screen on PC, though, so couch co-op fans will need to look elsewhere. Controller support is listed as partial, and the game plays best on a gamepad, though Chuck's sluggish movement and some aiming jank mean even pad players will curse the controls at least once per session. The time-limit structure and psychopath boss fights are the two other friction points worth flagging. Psychopaths are unhinged human enemies that interrupt your free-roaming and require totally different tactics from horde clearing. Some of them are brutal if you are underlevelled or underprepared. The game is designed around trial-and-error and multiple playthroughs, with different endings depending on which Case missions you complete, so players expecting a clean single-run story will bounce off it. Those who lean into the loop, replaying runs with higher-level characters and more combo knowledge, tend to find it deeply rewarding. Fortune City itself is a generous sandbox spread across two shopping centres, four casinos, a hotel, a park, and an arena, and just wandering it looking for new weapon combinations is its own entertainment. Bottom line for my crowd: it is a chaotic, funny, occasionally frustrating open-world zombie playground that shines brightest with a co-op partner and a willingness to fail forward. The save system is genuinely bad, the controls are stiff by 2025 standards, and the first few hours are a grind. Push through and you find one of the more creative action sandboxes Capcom has put out. Riley, Scout Team
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Game Info
- Developer
- Capcom Vancouver
- Publisher
- Capcom
- Release Date
- Sep 27, 2010