Dead Rising Triple Pack - Análisis
Dead Rising was released to the market in August 2006 as an exclusive to Xbox 360 , becoming a compelling reason to take Microsoft's target. Behind the project was the Japanese Keiji Inafune , heavyweight within Capcom and think tank of such important projects as Mega Man, Resident Evil or Onimusha. The premise of the franchise that had just taken off was simple: to lock ourselves up for 72 hours in a shopping center full of zombies . A clear tribute to the work of master George A. Romero (Dawn of the Dead, 1978) and Zack Snyder's 2004 review. Of course, with a very Japanese vision -especially in regards to the characters- of all this universe.
Although perhaps a touch of Survival Horror would have attracted a specific audience, Dead Rising tried to balance between homage and parody , without ever becoming a pure horror game. The situations that were generated in the mall, the aesthetics and the treatment of the psychopaths / final bosses distanced the title from the ranks of Resident Evil, Silent Hill or Project Zero. However, let no one think that we are dealing with a kind of Saints Row of zombies, since the Capcom title had - and has - moments of considerable tension.
In Willamette , in the North American west, a series of strange cases begin to follow in which its inhabitants begin to attack indiscriminately others - zombies, of course. Always on the hunt for the news, Frank West , a freelance journalist, goes on an adventure to cover the news live and direct. Only armed with his camera, West arrives in the small town and realizes that everything is taken by the undead. Neither short nor lazy is thrown on the roof of the only shopping center in the city with the aim of taking cover and taking better photos. The problem will come when the zombies burst into the mall and the madness breaks out, that's where Dead Rising begins.
The formula was tremendously effective, with hardly any firearms, only armed with what we found in our path , we guided West through the countless areas of a dream mall - for an American redneck. The time limit -72h until the National Guard helicopter arrived- along with its light-hearted gameplay made it reap a number of successes , achieving an average of 85/100 in Metacritic.
Even without being a technical portent - there were a multitude of failures as well as a somewhat poor graphic section - Dead Rising impressed thanks to the large number of zombies that it displayed on screen and soon its audience began to clamor for a second part -which was more than necessary- . Thus, in 2010 it came to PS3 and Xbox 360 Dead Rising 2 , again from the hand of the Capcom-Inafune tandem, Microsoft losing the juicy exclusivity of the incipient saga.
Dead Rising 2 made a proposal similar to the previous installment but moving the stage to the city of Fortune , supposedly in the Nevada desert. The attraction of Fortune and the second installment of the series was that, in principle, the action was to be located in a city similar to Las Vegas , giving the title more freedom, as it was not limited to the walls of a shopping center. In addition, the new installment introduced a new story: that of motocross rider Chuck Greene and his infected daughter.
However, and despite being a remarkable game, the standards of the first installment were not reached. In the first place, Greene's story, due to his charisma as a character, was somewhat inferior to that of Frank West despite his sentimentality and the magnificent prologue Case Zero. And second place because Fortune City was not what was really promised : we were once again locked in a complex, it was not a city but a 'resort' that recycled many elements from the previous video game.