Bionic Commando
In 1988, Capcom released Bionic Commando for the NES. It was a side-scrolling action game in which the protagonist, Radd Spencer, used his bionic arm to get him through conflicts behind enemy lines to rescue the imprisoned Super Joe. Bionic Commando was fresh, it was innovative and it’s unique mechanic and well told story made it a memorable game from the NES. The story, not unlike Wolfenstein, capitalized on the overwhelming patriotism and anti-dictator sentiment heavy in the air around the time of it’s release. The Japanese version kept the Nazi symbols and Hitler-like leader, while only Hitler’s likeness in the villain of Master D made their way into the release of the game seen stateside. Suffice to say, it’s obvious that Bionic Commando holds fond memories and a special place in this writer’s heart, so it was with much anticipation that I followed the news of Capcom reviving this franchise in next-gen glory. Did it live up to it’s legacy?
Storyline
In the 80′s, Radd Spencer was a patriot—the odd man out, sent behind enemy lines to rescue a brave soldier and stop a ‘Nazi’ research project from aiding in their global domination fueled by a resurrected Hitler figurehead. Now, many years later, Nathan ‘Radd’ Spencer has served five years of his death sentence and his number has come up, it’s time to pay the piper. In the years following Spencer’s rescue of Super Joe, T.A.S.C.(Tactical Arms and Security Committee) has labeled Spencer guilty of treason because of the acts of rogue bionic soldiers, and as a result, undergone a Bionic Purge to remove these potentially loose canons from existence. We get the impression that Spencer has been made a scape goat, but I won’t let any spoilers go. Coincidentally, on the day Spencer is to be executed, a nuke is detonated in Ascension City by a terrorist organization known as BioReign. At the hour of Spencer’s death, he stands before Joe ‘Super Joe’ Gibson and is asked to be reunited with his Bionic Arm so he can be reinstated to investigate the threat in Ascension City and bring the terrorists to justice. Once again, the bright shiny hero has been turned into the anti-hero, a theme very common in today’s releases, and we tick off the first finger on the bionic hand that marks the bad choices Capcom made with Bionic Commando. Bad choices that follow straight through to the end credits of the game, but I will save you from the spoilers-and hopefully save you from playing this game with my review.
Gameplay
Dropped into the fallout that is Ascension City, your first task is to find the capsule that contains your Bionic Arm. Once found, the game uses the mechanic that all of Spencer’s powers do not come online immediately, since it has been such a prolonged amount of time that he has been separated from his appendage. Immediately available is Spencer’s ability to use his arm to swing from point to point, like Spider-Man with a Bionic Web. Also immediately, is the clunky feel of the controls–getting Spencer to do what you want should be fluid, but it starts as an exercise in frustration and seems to stay that way as your tasks get harder with the game’s progression. Holding down the left trigger of a 360 pad extends Spencer’s arm, keeping it held down maintains his grip and letting go at the right moment is key to using the momentum of Spencer’s swing to carry him forward to the next platform or grapple point. It sounds like an issue that would easily be worked through by playing through the game and becoming more familiar with the controls, but that in and of itself is a task due to the limitations of the game’s map. Ascension City, as I’ve stated, is ripe with radiation from the recent bombing, stray off the set course into blue shaded radiation, and the radion cripples not only Spencer’s bionics, but Spencer himself. More often than not, the maps feel claustrophobic, and don’t lend well to exploration. Further, Bionic Commando can’t seem to make up it’s mind as to whether it wants to be a third-person shooter or an action game. Over time Spencer gains the ability to throw objects at enemies and throw enemies themselves. He can grab onto them with his bionic arm and perform a zip attack to disable them. All of these melee attacks require close proximity, and getting in close enough to attack is not ideal when under a hail of gunfire. Unfortunately, limited ammo and weak targeting with Spencer’s biological arm don’t make it a very good shooter. In the end, neither tactic feels right, making the slightest of your mistakes painfully obvious. The end result is a game where both the platforming and the combat feel more like you are waging war on the controls and not the terrorist group you have been tasked to snuff out. Lastly, Spencer gains health and ammo boosts by completing challenges and unlocks concept art by obtaining 8-bit collectible items scattered through each level. Like intel items in other games, the collectibles are always placed in the middle of nowhere forcing you to choose between fighting the controls to make the perfect jump over and over to get your items, or just continuing with the story. Make your jumps count, because unlike other games with intel items, Bionic Commando does let you level skip to go back to previous levels, but it won’t let you save any progress you make with challenges or collectibles when you replay missions. So now we’ve broken replayability also, has Capcom missed anything? Oh that’s right! There’s multiplayer! Standard Capture the Flag, Deathmatch and Team Deathmatch modes are available, but you’ll be hard-pressed to find anyone online to play with. It’s a shame too, because the multiplay isn’t particularly bad, kind of like a Gears of War with a grappling hook, but it doesn’t do anything to change up standard fare. So with a lack of community support and bland multiplayer modes, Capcom has completed it’s bionic vice grip on any fun to be had in Ascension City.
Graphics and Sound
The graphics in Bionic Commando are nothing less than mesmerizing. The atmosphere’s are absolutely breathtaking, just don’t try to explore them. There are lots of throwbacks to the original game starting with the already mentioned 8-bit collectibles reminiscent of the extra life icon and weapon drop crates from the original game to name a few. Sunrises and sunsets, lighting and water effects all look amazingly detailed and intricate in high definition and are easily the standout feature of the game. Some of the harder bionic foes that Radd fought at a level’s end have been brought back into the next-gen game, with their rear weaknesses intact. You start in the waste of Ascension City, but environments vary from underground subways and tunnels to Ascension Garden and Ascension Park—and if you’ve made it far enough to reach those two levels you will be treated to some of the best looking graphics this game has to offer. Equally impressive is the soundtrack, subtly boasting orchestral remixes of the original theme and game music. The theme snuck up and on me, and it took a minute to realize that the epic score blaring behind my gunfire was actually a remastered version of the original theme, but it sounds fantastic. The scores are brilliant, and will make any fan of the series squeal with delight. It would have been nice to see the grand scale of the graphics and audio spill over into the controls and gameplay, but I guess they will be kept at arm’s length until the sequel.
*********EDITED 9/7/09***********
I apologize, but I seem to have neglected to mention the language present in Bionic Commando. It amazed me that the deeper you progressed in the game, the more vulgar the language became. Apparently, it was not enough for the soldiers pursuing you to drop F-bombs, they also had to string them with every other curse known to hurl insults at you. If you can imagine the combination of four letter words, your attackers will use it, it blew my mind how imaginitive and unecessary the language in this game was. For me, it was just another reason that Capcom did nothing but disappoint fans of the series. Even if I had enjoyed the game, and wanted to usher my kids into a franchise that I have known and loved for the last 20 years, I wouldn’t dare do it with the needless vulgarity included here. I know I’ve said it before, but I will repeat myself—it’s sad that in so many games the only thing keeping parents from playing with the kids is the flurry of vulgarity that does not need to be included in a game. My new statements here did not change the original rating of Two Stars that I had given Bionic Commando, I had already deducted the correct rating points, but I feel it necessary to mention this in my review.
In Closing
Take it from a fan of the series from the beginning, keep this game on your rent list and spend your hard-earned cash elsewhere. Maybe take your fifty bucks and track down a used Gameboy Color and a copy of Bionic Commando : Elite Forces, or just take ten bucks and take Bionic Commando : Rearmed for a spin, it’s head and shoulders above it’s 3D counterpart, and the visuals are just as stunning. Let’s have a moment of silence for Nathan ‘Rad’ Spencer. It would seem his death sentence was carried out by electrocution as Capcom urinated on him and my childhood memories short-circuiting his bionic appendage. RIP Radd!
30 Reviews in 30 Days, Day 23: Marvel VS Capcom 2
So we are into the final week of this series. Have you noticed that I have been taking the time to review all the the games in my top ten? If you have, then the fact I am reviewing Marvel VS Capcom 2 should come as no surprise. Since the 360 and PS3 version just came out, I think it makes more sense to review that one then the old Dreamcast version, even though it is based on that model.
It may not have started where you think it started
Do you remember where the whole Marvel characters appearing in Capcom fighting games got its start? Many of you may be thinking X-Men VS Street Fighter, but there was one before that: Marvel Superheroes. This game pit several of the major characters from the comics against each other in an attempt to stop Thanatos, who was in control of the Infinity Gauntlet. That was followed by the aforementioned game, and things eventually lead to Marvel VS Capcom.
Marvel VS Capcom brought a cavalcade of characters into play, with you picking two to work in tag team battles throughout the game. It was heralded by many people to be one of the most interesting fighting games out there, and the crowds it used to draw would have rivaled the Street Fighter 2 games if the arcade hadn’t been on the downturn. Before the local arcade really hit its end, however, Capcom released the the sequel, and people were just blown away.
Though it can be a little frantic, Marvel VS Capcom 2 is an excellent game.
Marvel VS Capcom 2 did the unthinkable. Not only did it once again pair the Marvel and Capcom worlds together, but it brought 56 characters into the field. This game was just about pinnacle of the 2D fighting games, so when news came out that it was getting released for the Xbox Live Arcade and PSN, gamers like myself rejoiced.
The only concern was whether not not game would live up to our expectations. Thankfully, it does more than that.
Tag team insanity
At first glance, one might think that Marvel VS Capcom 2 is a more simplistic game than its predecessor. After all, the game does remove two of the attack buttons, making it easier to play for those not as used to the Street Fighter button layout. The other two buttons are replaced with assist buttons, which allow you to call in your teammates for help.
That’s right, I said teammates. Unlike the first game in the series, Marvel VS Capcom 2 lets you select three characters, not 2. Not only do you get to call in your partners for assist attacks in the middle of combat, but when you select your characters, you can choose what type of assistance they are going to give, which may include capture attacks, projectile, anti air or others. How you choose to use these assists can determine just how well you perform in the fight; in the later stages, it is crucial to know how to pull them off.
You can switch from among your characters at anytime during the fight, with characters who are not currently fighting being able to regain some of their lost health. You have to be careful, however. If your character loses all it’s health, you cannot use it the rest of that battle. On top of that, characters who are coming in for assists can be hurt. So when it comes dow to it, you really have to know how to use your characters well.
56 characters, assists and team super combos make this a game you need to play.
So who do you choose? The answer to that question generally stems from what kind of player you are. With 56 characters to chose from (all the unlockable characters are unlocked from the beginning for 360/PS3), there are fighters to fit anyone’s style. The main thing you want to keep in mind is what characters will complement each other well. For example, you probably do not want to choose three melee fighters or projectile players. Sure, you may do well against certain teams, but a well balanced team will be able to take you out.
Special attacks
Of course there is more to the game than just your normal attacks and combos. As was the case with the games before it, you can build up your combo meter, which will allow you to unleash major attacks on your opponent. What is nice is every character has at least 2 of these special attacks, and some have more, even if they are only slight variations. You can build up to 5 levels on your combo meter, which not only allows you to use multiple super attacks back to back but also do combined supers, calling in your teammates to do even more damage. Of course, each additional character you bring in uses another bar of your combo meter.
There is one other type of special attack in the game. If you can time it right, you can knock an opponent off the level, forcing your opponent to use another character. That character you just knocked out will be unusable for a time, which can be really strategic, forcing your enemy to use a character he would rather not have to use against you. If you can do it twice in a row, you can force your opponent to use just one character for a time, which can be very advantageous. This attack will use one bar of your combo meter, but it is more than worth it.
So any bonuses for the new version?
With the tendency to add new graphics or other things to the new versions of games being released on Xbox Arcade, you would think Capcom would add something to Marvel VS Capcom 2. Sadly, that is not the case. Other than having all the characters unlocked up front, this is the same game Dreamcast fans have had for a while.
Of course, there is the online play. You could maybe argue the ability to play over Live or PSN is a new addition, since it does bring in Player, Ranked and Custom matches, but in the end it is not much of an addition. Even the graphics are the same, but that is not necessarily a bad thing. Though it would have been nice if Capcom had added something this this game, It really did not need it in the end.
So if you were a fan of the original game or just like 2D fighters, Marvel VS Capcom 2 is a must own game. Though it may have its issues, the game still holds up very well, and it is more than worth the price. Marvel VS Capcom 2 gets a 5 out of 5.
30 Reviews in 30 days, Day 15: Street Fighter IV
So week two of the 30 Reviews in 30 Days feature is now behind us. This is the half-way point: after today’s reviews, I will have written half of the reviews I will end up writing for this feature. Before I get to a review I have been needing to write for a long time, let’s take a quick look of last weeks games:
Monday: Following my feature review of Damnation, I reviewed one of the most unique RPGs Square Enix has ever made: The World Ends With You. This is one of the best DS RPGs out there.
Tuesday: Super Puzzle Fighter II Turbo HD Remix has a unique take on puzzle gaming and is worth trying.
Wednesday: Puzzle Quest: Challenge of the Warlords managed to combine puzzle games and RPGs, something most gamers did not think could be done.
Thursday: My review of Mirror’s Edge was not exactly praise worthy. If you like the game, more power to you. I don’t.
Friday: My second Xbox Indie Game review was Artoon. This Q-Bert like platformer is a little quirky, but a lot of fun.
Saturday: The Retroview made its return with my review of The Lost Vikings. Blizzard scored a hit with this puzzle-platformer, and if you are a retrogamer, you need to play it.
So that brings me to Day 15, and a game review I have started and restarted several times. In a way, I am glad I waited this long. I think my review of Street Fighter IV will more than likely be more balanced now that I have had a little time away from it.
The Legend returns to its roots
Remember when Capcom first announced it was releasing Street Fighter IV? From what I remember, the reactions were mixed. Some people wondered if Capcom was going to do a halfway decent job of bringing the Street Fighter series to the current generation of consoles. The first trailer didn’t exactly alleviate any of those concerns. Sure, the graphics looked pretty good, but their was an odd style choice with the ink splotches thrown in. Gamers were left wondering just what to expect.
What was my reaction? Well, I was hoping for a return to the days of the arcade, when I would wait my turn to take on the current champion. Street Fighter II was the game that truly made me a gamer, so I was hoping Street Fighter IV would go back to that feel. Hoping, but not expecting. As the game drew closer to its release, that hope began to grow. As I got to see more of the graphic style and gameplay, I began to really get excited. The game was going back to the old school 2D gameplay with 3D character models, a move that made it look impressive graphically but still feel like the old game. Capcom was also bringing back most of the characters from the Super Street Fighter II version of the game, along with some new characters and fighters from the lore of the series. All in all, the game looked great. So when I took my 360 over to a friend’s house the day I bought the game, I was looking forward to seeing if this game would recapture the magic of the series. I was not disappointed. The game brought back the old feelings of pure joy I used to have when playing Street Fighter II.
Old meets new
Street Fighter IV does a fantastic job of blending tradition fighting gameplay with new mechanics and characters. The primary object of the game remains the same: KO the opponent before he can KO you. Each character has their own unique set of moves, strengths and fighting styles, giving almost anyone the opportunity to find someone they can use. Like any fighting game, the gameplay is all about combos, counters and timing. The good news is Capcom does not try to reinvent the genre they helped pioneer.
Ultra Combos are well animated, and they can quickly change the battle in your favor.
The company did add a few of things that make it a little more interesting, however. First, there is the return from previous Street Fighter games of the Super Combo. You build up energy based on the attacks you perform, and once you have enough, you can launch powerful versions of your special attacks that will really damage the opponent. Second is the focus attack, which allows you to absorb one hit by the opponent while getting ready to deliver a counter move that can lead to a nice combo. It’s the third addition that really spices things up, however. The more damage you take, the more power you build up in your Revenge Meter. Once that is full, you can pull off your character’s Ultra Combo, a cinematic attack that usually involves several hits and lots of damage. This Ultra Combo can turn the tide of battle quickly, allowing a player who has been getting hammered to even the odds a bit. These attacks are both impressive and sometimes humorous, and they are a joy to watch. Capcom animated these attacks very well.
Here comes a New Challenger
Street Fighter IV is loaded with characters both old and new. Along with the returning cast, four totally new characters have entered the World Tournament:
Abel: A French mixed martial artist, Abel has no memories of who he is. He approaches Chun Li because he knows she is investigating the Shadaloo. She invites him to take part in the World Tournament, and he accepts, hoping it will help him remember. Abel is a power house character who is not as slow as many of the other heavy hitters in the game.
Crimson Viper: Viper is an American who is testing a new technologically enhanced battle suit to sell in the black market. Though she portrays herself as a mercenary for hire, there is more to her than meets the eye. She is a speedy character with some unusual attacks thanks to her technology.
Abel, C Viper, Rufus and El Fuerte are welcome additions to the line up.
Rufus: Rufus is overweight, obnoxious and absolutely obsessed with proving he is a better fighter than Ken. Do not let his size fool you, though. Rufus is a surprisingly fast Kung Fu style fighter.
El Fuerte: A man of conflicted dreams, El Fuerte is a luchador who dreams of being a gourmet chef. He is the most unique fighter in the game, making him difficult to face as an opponent.
On top of these new characters, there are several characters you can unlock by playing the game, including Akuma, Sakura, Dan and, for the first time in a Street Fighter game, Gouken, the trainer of Ryu and Ken.
Excellent gameplay, a fantastic online mode, multiple characters, challenge modes….is there anything this game does not do well?
Yes, there is: Seth.
What was Capcom thinking?
Do you remember the first time you made it to Bison in Street Fighter II? Here was this man with soulless, glowing eyes that was able to tear you apart with his martial arts and psycho powers. At first, he seemed unbeatable, but after playing him a few times and watching others face him, you begin to figure out ways to take him down. The first time you manage to beat him, you feel a certain amount of pride at finally figuring out how to beat this menace.Unfortunately, the same cannot be said about the final boss of Street Fighter IV. Where Bison was intimidating, this boss is almost comical: a genetically engineered fighter with a spinning yin yang globe in place of his torso. Oh, and Capcom in their infinite wisdom thought Seth would be a good name for this boss. Seth? Are you kidding me? I’ve met cronies in other games with more intimidating names then that.
Ridiculous looking, cheap and named Seth. Did Capcom really this would be a good boss?
I wish the bad news about this character stopped there, but it doesn’t. Seth is by far the cheapest character in the game. He constantly manages to pull off attacks at times that no other character in the game would be able to do. Take for example the time I went to hit him with Ryu’s Super Combo Hadoken. Seth, who when I had started the attack was vulnerable from a hit I had just delivered, manages to grab me through the blast and spin slam me to the ground. The problem with beating Seth is you really do not get that sense of pride you do when beating Bison in the older games; instead, you just kind of feel lucky. End bosses are a major part of fighting games. Ruining them can almost ruin the game. Fortunately, Street Fighter IV has enough going for it that Seth does not ruin it. This is the first fighting game I have played since Marvel VS Capcom 2 that really made me remember why I once loved these 2D fighting games. While I probably would have given the game a perfect rating had I reviewed it right after it came out, time has lead me to look at this game with a little less nostalgia for the older games. Still, Street Fighter IV is a great game, and it gets a 4 out of 5.
Sorry Yuoma. No 5 for you.
30 Reviews in 30 Days, Day 10: Super Puzzle Fighter II Turbo HD Remix
It’s no secret I am a Street Fighter fan. Heck, I grew up playing all of the Campcom and SNK fighting games, including Dark Stalkers. I came to know several of the players and really reached a point where I could play pretty well with several of them.
Still, nothing quite prepared my for that day I walked into the arcade in the Memorial Union at Arizona State University, looking at this strange game that has just been added. It was a puzzle game featuring kid-like versions of my favorite fighters from the Capcom franchises, and it just looked a little odd. It would not be long, however, before I would really come to enjoy Super Puzzle Fighter II Turbo. Over the years, many games would come and go, but there was just something charming about that game that stood out, so much so that when Super Puzzle Fighter II Turbo HD Remix was released on Xbox Live Arcade, I knew I had to get it.
You got cute in my Street Figher
The first thing you notice when you start playing Super Puzzzle Fighter is the game is just insufferably cute. You choose from child-like versions of some of the most famous Capcom fighters, from Ryu to Chun Li to Felicia. Each character has their own little catch phrases, motions and animations which help add to the charm of the game. As you destroy gems within the puzzle, the characters react, doing anything from sticking out their tongues at the opponent to unleashing a barage of their more well known special attacks if the combo is high enough. They are even cute when they loose.
There is no denying the fact the characters in this game are cute.
Don’t let the cute factor fool you, though. Super Puzzle Fighter is a puzzle game at heart, and your choice of character can make a big difference in how you play the game.
Looking beyond the surface
At first, Super Puzzle Fighter looks like a straightforward puzzle game. You have gems falling from the top of the screen, and it is your job to match them up with other gems of the same color. It is not a match 3 type game, however. Far from it. If you put four gems of the same color in a square, the will actually form one larger gem, which will add a score multiplier when destroyed.
Along with the regular gems, you get Crash Gems. Touch these gems against gems of the same color, and you destroy them. As long a gems of the same color are touching, you can keep the destruction going, adding to your multiplier and leading to those attack animations I was referencing earlier.
The other important thing about building those combos is it allows you to throw counter gems into your opponent’s gem field. Much like the extra lines in Tetris, these extra gems make it a little harder for your opponent to match up gems for combos and use Crash Gems effectively. This is also where your choice of character makes a difference. Each character has different pattern of counter gems, and quite honestly some of the patterns are better than others. This can tend to unbalance the game a bit, but it can also give added challenge to good players. allowing them to intentionally choose characters with bad counters.
Combos create major counter gem issues for your opponent and lead to great attack animations.
Instead of having levels you reach by removing a certain number of gems or reaching a certain score, you win a round of Puzzle Fighter when your opponent’s gem level hits the top of the board. You then progress to the next challenger, slowly working your way through the puzzle tournament much like you would in any other fighting game.
There are also two variations on the puzzle play in the game. On one, if you put 3 gems together, they vanish, similar to Bejeweled. The other is more akin to Planet Puzzle League, where the gems are advancing from the bottom of the screen, and you have a box of two squares you can move to switch up the places of the gems. While these add some variety to the game, neither is as good as the Crash Gem original.
While Super Puzzle Fighter may not be some sort of amazing puzzler that is better than the standouts in the genre, it does offer a unique take on the standard puzzle game. It’s worth playing if for no other reason that you have never seen anything quite like it. Super Puzzle Fighter II Turbo HD Remix gets a 4 out of 5.
Marvel vs Capcom 2… HD Remix?
So you liked Street Fighter II Turbo HD Remix? Good, because Capcom is not done with the high-def remakes.
And rumor has it, the Japansese company may be answering Fanboy’s dreams everywhere by remixing Marvel VS Capcom 2.
Capcom‘s VP of Business Development and Strategic Planning, Christian Svensson did not come out and say that the game was going to be redone, but he did say he knows there is a market for it. Add to that the fact the ESRB rated MvC2 last October for the PS3 and the 360, and it looks like there may just be a little life to this rumor after all.
Oh please let this be true.
Resident Evil 5 Multiplayer Confirmed and Priced
Capcom announced today that shortly after the games release ( Friday March 13, 2009 ) mutliplayer DLC is on the horizon. The 2 modes entitled Slayer and Survival will support 4 players and set you back 400 MS points or $3.99 on the Playstation Network. Slayer pins you and up to 3 others against the Majinis, in a points based competition. Survival is an every man for himself versus battle. Is a “few weeks” after release too early to charge for content?
“Versus” Brings New Online Gameplay Excitement To Resident EvilTM 5 Via Digital Download
Additional Mode Adds A New, Deadly Twist To RE5 Multiplayer Gameplay
Tired of working together with other players in Resident Evil™ 5? Ready to show your co-op partner exactly what you think of their gaming abilities? Capcom is pleased to announce that a new multiplayer mode for the soon-to-be blockbuster, Resident Evil 5, will be released post-launch as paid digital content via Xbox LIVE and PlayStation Network. The new mode, called ‘Versus,’ adds a deadly twist to Resident Evil 5’s multiplayer, pitting players against each other in a contest of survival, a marked departure from the central co-operative nature of the game.
Versus allows up to four players to match wits in online battles across two very different game types. Slayer’s Rule is a point-based game that challenges players to kill Majinis. In Survivor’s Rule, players hunt the most dangerous game, each other! Players can begin the hunt as Chris, Sheva or other secret characters, and choose from either one-on-one or two-versus-two team matches for either of the two gameplay styles.
Versus will be available on Xbox LIVE and the PlayStation Network a few weeks after Resident Evil 5 is available. Versus will be available for 400 Microsoft Points on Xbox LIVE or $3.99 on the PlayStation Network. Versus mode requires the Resident Evil game software in order to be played. A broadband internet connection is required.
Know what Street Fighter IV needs more of? You, of course!
Capcom takes game immersion to the next level. The “My Fist Your Face” campaign allows you to upload a mug shot of your choosing (in my case give Chun-Li a case of the uglies) and then apply it to in-game video. Is Guile sandbagging or shocked by Chun-Li’s strange metamorphosis, you decide.
Dead Rising 2 Confirmed by Capcom: Coming to 360/PC/PS3
Dead Rising 2 is official. After a viral video that appeared to be Dead Rising 2 related (see below), we get an official confirmation from Capcom. The game takes place several years after the first one in a Vegas like setting know as Fortune City. The virus is spreading throughout the United States, unable to be contained after the dreaded events in Williamette, Colorado. Capcom promises more details in the near future.
THE DEAD WALK AGAIN AS CAPCOM CONFIRMS DEAD RISING 2
Sequel to 1.5 million-plus seller announced for multiple gaming platforms
London – February 9, 2009 – Capcom®, a leading worldwide developer and publisher of video games, today confirmed that Dead Rising™ 2 is in development for three different gaming platforms: the Xbox 360™ video game and entertainment system from Microsoft and Sony Computer Entertainment’s PLAYSTATION®3 (PS3™) and the PC. The sequel to the 1.5 million-plus selling Dead Rising™, Dead Rising 2 will take the franchise to a new level of zombie-killing fun with tens of thousands of zombies, the all new gambling paradise of Fortune City to explore and conquer plus a host of new in-game objects that can all be used as deadly weapons to stave off the zombie assault.
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