New generation means new heroes and new city for Dead Rising 3, the action takes place in Los Perdidos, a decade after the adventures of Chuck and Frank in Fortune City. The young mechanic that is embodied, Nick Ramos, is partially amnesiac and tattooed in a strange twelve neck. No luck, the writers have complied with all the clichés of the genre without trying to offer not even a hint of originality in the treatment of the characters, plot or theme - albeit already quite drained - undead. The means available to defend themselves against the zombie hordes are both overcrowded and infinite. Weapons and other database objects now combine anywhere, as long as we have found the right plan or unlocked the right category combo with points earned at each level rise. One can also combine some weapons already combined with an additional element for mixtures as the real killer scythe of Death, the robotic teddy bear wearing or holding guns Chinese dragon equipped with sharp claws and a head spitting fire. Even vehicles now pass through the mill magical talents of Nick, capable of creating a motor-compressor with flamethrowers or sweeper circus that swallows enemies to better eject compressed form of large balls.
From the moment you found a winning combination, just find a locker or a secure established in the city to replenish free places, if not the ingredients are not available. Something that rarely happens because most objects are "born again" after the least too many cutscenes in the game. In a village in agony and taken over by zombies, be much more agile and never want for anything does not help to feel safe, even when real tidal scour Los Perdidos rotten in the final chapters.
The good news is that you can have fun for a while to test all possible combinations without having to struggle against time, as the story mode really advance to cool. It has a limited time to complete the side missions while, but it is extremely generous and do not ever ask to make difficult choices, especially with frequent automatic checkpoints and resources galore. To find the closest feeling of the original design, it will turn to the Nightmare available immediately whose progress is shared with the main story mode, which allows you to switch between the two easily.
Once logged in Nightmare, backups are conditioned to discover toilet time progresses consistently and may very well die in the bombing of the city before reaching the end of the adventure. Seek a second player to collaborate online - without disruptive effect on the fluidity already very random display - will take its full meaning from the perspective of survival, while using it in a normal game using just win time or to counter dead flesh defeated explode. Being able to visit the entire city without suffering any loading screen is a blessing, since the loadings are camouflaged between chapters or recurrent during cutscenes, but this comes still visually and technically.
SO ...
A lot of zombies on screen Boring quests
Hundreds of things to do Boss fights painful
Dozens of fun combos A too long cinematics
Exploring loadings without limits Totally forgettable town
The two co-op online The game is too greedy in ressources
The Nightmare mode A poor scenario
Episodic DLC included A very stupid game
Dozens of fun combos A too long cinematics
Exploring loadings without limits Totally forgettable town
The two co-op online The game is too greedy in ressources
The Nightmare mode A poor scenario
Episodic DLC included A very stupid game
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