PSA: Dead Rising 3 PC Patch 1 available now
Sep 11, 2014 // GregaMan
First of all, the team here at Capcom would like to thank you for your patience and support many of you have provided in the original bug report thread.
Without further ado, the first patch rolling out today [available now] will address the following issues:
- Fixed an issue which caused game progress to not save or load correctly when Steam Cloud is enabled.
- Fixed an issue which made it impossible to select native resolutions on some video card / monitor setups.
- Fixed an issue which was causing the game to not shut down properly.
Please note the team is still actively looking into fixing the initial load-screen CTD/hangs affecting certain Nvidia Optimus laptop users as well as the random in-game crash affecting a subset of desktop users. The information you have provided has given us good leads which we are investigating now. We expect to have more news for you soon.
We would greatly appreciate your continued feedback on these crash bugs; The more samples and data points we have, the better we are able to narrow down and determine the root cause triggering these events. As some of you have contributed in the previous thread, Windows Event Viewer app crash log, MSinfo32.exe log output, and dxdiag log are super helpful in narrowing down possible causes.
IMPORTANT : Please share the following information when posting in the thread.
1) CPU name and model
2) Graphics card/chip model
3) Video driver version number
4) System memory size
5) Monitor make/model
6) Is more than one monitor hooked up to the PC? If yes, is the desktop duplicated or in extended desktop mode?
7) OS version (Windows 7, 8, 64-bit/32-bit, etc.)
8) OS language
9) Anti-Virus software name and version (please be specific)
Please share your specific issue and the area where you’re experiencing this behavior. If it’s a reproducible crash or a hang, it would be super useful if you can share your dxdiag log file crash dump, etc. via download link.
This step in particular is super helpful for the development team. The more detailed info you can provide, the quicker the team can reproduce the error state and (hopefully) fix the issue.
Once again, thank you for the continued support.
– Dead Rising Team
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Screens, art and details for Resident Evil Revelations 2
Sep 10, 2014 // Minish Capcom
It’s been quite a few years since we’ve seen Claire Redfield in her own adventure, but early next year she she’ll face all-new dangers and dread in Resident Evil Revelations 2. As some fans may already know, since the Code: Veronica days she’s joined the anti-bioterror organization Terra Save, helping people around the world deal with ongoing bio threats. Revelations 2 begins with Claire welcoming Moira Burton – daughter of Barry! – into Terra Save, but in true RE fashion it’s not long before trouble finds our heroes.

The party is crashed, Claire and Moira are knocked unconscious and taken to a mysterious detention center located on an island. They soon encounter demented, writhing enemies called Afflicted roaming the halls of this abandoned facility, and have to team up to survive. The real question is, who brought them here? And… why?


If that sounds a bit like a cliffhanger ending, well… it’s intentional. If you recall, the original Revelations told its story with chapters divided into TV-like episodes (even featuring “Previously in Resident Evil Revelations” bumpers). This storytelling technique continues in Revelations 2, which will debut as four weekly downloadable episodes and then as a physical disc once the saga has unfolded.

*Retail disc version includes further gameplay content in addition to the content included in the Complete Season
Each week will end with some kind of cliffhanger that should spur further conversation and speculation; if you want to stay on top of the latest twist, you’ll want to check out the weekly episodes. But if you’re more interested in an all-in-one experience, there will be a “complete season” digital option and the aforementioned disc for Xbox 360, Xbox One, PS3, PS4 and PC.



Visit the official site and our gallery for even more images!
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Capcom on the Dreamcast – 15 years later
Sep 09, 2014 // Minish Capcom
Happy September 9th, everyone! The 9/9 date has long been associated with important launches in the games industry (including 9/9/95 for the PS1), but perhaps the most famous was 9/9/99, a memorable date made even more noteworthy by the launch of the Sega Dreamcast.
A tiny machine with a lot of punch, the Dreamcast stunned audiences with its arcade-quality ports (such as Crazy Taxi), dizzying new titles (such as Sonic Adventure or Jet Grind Radio) and jaw-dropping visuals (such as Soul Calibur or NFL 2K). And when it came to Capcom titles, Dreamcast had an envious lineup loaded with classic franchises and inventive exclusives.
There are many amazing Capcom games for the ol’ Dreamcast, but today I asked GregaMan to help me write up some thoughts on a few of our personal favorites. This is by no means a “best of,” just musings on classic titles that, like the Dreamcast itself, left their mark on our consciousness.
Marvel vs Capcom: Clash of Super Heroes

As someone with countless Marvel figures choking his desk to death, the Marvel/Capcom team-ups over the years have really tickled me. And never in a competitive fighting sense, rather in a “wow, I cannot believe this is actually happening” way that fused two things I loved – but had no particular reason to be aligned – into one cacophonic kaleidoscope.

While I did experience this in arcades as a teenager, having MvC1 in my college home was a mind-blowing experience. I’d heard tales the of arcade-perfect X-Men vs Street Fighter for the Saturn (via the extra cart, of course), but now I could experience a blisteringly fast port of a cutting-edge arcade game without an asterisk next to the description. This was a sign not only of a powerful new console generation, but also a back-of-your-mind worry that arcades’ days must be numbered if our homes are just as entertaining (and ultimately cheaper) than the dimly lit, fistfight-prone hallways of the local game hole.
Tech Romancer

It’s 2000. SNK’s King of the Monsters is pretty long in the tooth and Destroy All Monsters Melee is still years away. If you wanted a great looking, button-mash friendly fighting game loaded with giant robots and destructible environments, you had to turn to Tech Romancer. And boy, the hours I spent shouting at the TV, passing the controller around the room and reveling in this homage to everything I loved about anime, robots, mechs and kaiju.

I haven’t touched this since the early 2000s, and frankly am not even sure it’s withstood the test of time, but for the purposes of rose-colored naval-gazing Tech Romancer was the perfect game for kids of the 80s who never got to act out their Ultraman fantasies. Well, except for that SNES Ultraman game, but uh…
Anyway, let’s hear from Greg!
Mars Matrix

The Dreamcast was something of a hotbed for faithfully ported arcade shoot-‘em-ups. When it comes to arcades, Capcom is more known for fighting games than shmups, but we did contribute to the scene by porting over Mars Matrix, originally developed by Takumi (also known for Giga Wing). The game is certifiably within the realm of the “bullet hell” subgenre , and features prerendered sprite graphics and a rare horizontal screen orientation (arcade shmups are typically vertically oriented and must be altered or awkwardly letterboxed when ported to home console).
The game doesn’t really have a gimmick like most shmups (“It’s a shmup, but you’re a ninja!”; “It’s a shmup, but you can slow down time!”); it’s just a fun, frantic, meat-’n-potatoes kind of experience for people who just want to blow things up and dodge bullets for awhile. Pairs well with pizza!
Cannon Spike

On a machine whose primary draw was arcadey Japanese games, somehow Cannon Spike—which was thoroughly both arcadey and Japanese—passed under most Dreamcast owners’ radar. Even more mysterious, the game had kind of an all-star cast of beloved Capcom characters: Mega Man, Arthur, Cammy, B.B. Hood, Charlie from Street Fighter Alpha, and of course, Three Wonders’ Shiba Shintaro. You know a console’s on its way out when even Shiba can’t pull in the preorders.

In all seriousness though, Cannon Spike was everything you’d want in a Dreamcast game: a frantic, challenging arcade coop experience with crazy bosses, translucent, polygonal explosions, and the artistic stylin’s of legendary Capcom artist Kinu Nishimura.
Unfortunately the obscurity of this title has led to some pretty severe inflation, and a genuine copy of the Dreamcast version will take a pretty hearty bite out of your paycheck. Just look at this eBay listing.
Oh yeah, and it’s a multi-directional shooter.
Plasma Sword: Nightmare of Bilstein

Back in college (when the Dreamcast was already a thing of the past, for those trying to date me (which, by the way, I’m spoken for (tee-hee))), my friend had a Dreamcast and a bunch of fighting games. He wasn’t a particularly avid gamer, but he just had a talent for fighting games, and he would beat me in every single round of every single game, except for one: Plasma Sword: Nightmare of Bilstein. I can’t explain the science behind it, but something about this game and this game alone spoke to me and did not speak to my prodigiously fighting game-inclined friend. It was a complete table-turner. I would beat him consistently in every round, whether I was playing as Hayato, Black Hayato, or that guy with the plasma yo-yos. Also, this game had plasma yo-yos.
Like most great Dreamcast games, Plasma Sword began life as an arcade game, and was actually the sequel to Capcom’s very first 3D arcade fighter, Star Gladiator. It featured a 23-character roster (most characters had a “bizarro” version with swapped colors and different moves) and a frenetic, dark sci-fi tone that I still think is really energizing and unique.
I recommend this game to anyone who routinely loses at fighting games and wants to win for a change, but is comfortable with never knowing how or why.
/EndGreg
So! What’re your favorite Capcom DC titles? We didn’t even touch things like SFIII, Code: Veronica, CvS or MvC2, all of which are slam-dunk pics for favorite games of all time.
Man. 15 years. Even at the time there was something special about this system, and all these years later it still has some kind of hold on so many of us. It’s sort of the last console before consoles started doing other things, whether it was play DVDs, stream video or whatever. Sure Saturn and PS1 played music CDs, but it wasn’t a system-selling feature… PS2 onward consoles were expected to do “more,” while DC (and in a different way, GameCube) dug its heels in and said “hey, I play games. And that’s enough.”
Not to say today’s machines are lesser in any way – I spend just as time watching Hulu, Netflix, Amazon Prime, Twitch etc as I do playing games, but there’s just something extra sad / happy / sad again / happy again about the Dreamcast, its demise and the direction of gaming since 1999.
Whadda ride it’s been! Hopefully we’ll be writing “PS4/XB1 15 years later” stories in 2028… although I’ll be 47 years old and don’t even want to think about it.
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Mega Man X5 now available on the NA PlayStation Store
Sep 09, 2014 // Minish Capcom
Last week we finally brought Mega Man X4 to the PlayStation Store . This beloved entry in the X series can be found in the North American (+Brazil!) Vita and PS3 online shops, enabling fans to rediscover – or perhaps play for the first time – one of the greatest action games of the PSone era. But today we have even more good news – Mega Man X5 is also available!

Both classic titles are $5.99 and represent some of 2D gaming’s finest work. If you missed these back in the day, it’s a great time to jump in and find out why so many fans continue to hold both titles in such high regard. And with both available on Vita, you can play them anywhere!

Anyone else remember this advertisement for X4 ? I remember seeing it and thinking, “dang, I need to get a job so I can buy this!” I think I tried applying to some fast food chains (Fazoli’s, for any fellow midwesterners) but alas, they didn’t need yet another 15-year-old dork spilling free breadsticks all over the place. So my X4 experience would have to wait…
If you’re in the mood for even more classic Mega Man goodness, check out Mega Man 1~4 in the PS imports section – they’re also playable on PS3 or PS Vita!
Last but not least, the PSP classic Maverick Hunter X is also in the online store 🙂
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Monster Hunter 4 Ultimate Collector’s Edition revealed for North America
Sep 08, 2014 // Yuri Araujo
UPDATE: the MH4U Collector’s Edition is now available for pre-order on Amazon.com too! The Amazon stock is sold out… you guys are fast! The Collector’s Edition is still available on GameStop though.
UPDATE 2: and if you’re in Canada, here’s your link to the EB Games Canada page!
Are you a Monster Hunter collector? Do you like editions? Then we’ve got a Collector’s Edition of Monster Hunter 4 Ultimate just for you!
Above you can see a picture of the whole set (the designs are not final though), but I bet you wanna know more details… so let’s dive in:
1) Exclusive Gore Magala figure!

You won’t see this baby anywhere else. You may think you have seen it before, but we’ve secured a special translucent version just for this Collector’s Edition. (Again, design is not final, but I guarantee it’s awesome)
2) Felyne wearing Gore Magala armor Pin

Remember our Felyne Pin collection? Well, here’s pin #10 (of 10). Keeping with the theme of the game and this set, this Felyne is wearing the eerie looking Gore Magala armor.
3) Monster Icon lanyard

A simple but classy lanyard featuring a selection of monster icons. We couldn’t fit all the monsters in the game (so many!) so I hand picked these. 😉
4) Cleaning cloth
A beautiful microfiber screen wipe. Don’t worry, it’s not the game logo; that’s just a place holder for now. The final artwork will remain a secret for a little while longer… Here’s the final version of the artwork!

5) A North American version of Monster Hunter 4 Ultimate

You want the game too, right?
6) Supply Item Box

All of the items above come in a nice little blue box that resembles the Supply Box from the game.
Pretty nice package, huh? We worked hard to get as much cool stuff and still keep it at the fair price or $59.99 . You can pre-order this Collector’s Edition at GameStop right now. As a matter of fact, you should pre-order it because our quanities are limited! Note: only available in North America.
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Resident Evil 5, Dead Rising 2 and Off The Record coming to Steamworks
Sep 08, 2014 // Minish Capcom
If you’re a fan of smashing zombies (and/or zombie-like Majini) on your PC, then we’ve got some good news for ya – RE5, Dead Rising 2 and Dead Rising 2: Off the Record are all coming to Steamworks early next year. With the global popularity of the Steamworks platform, we’ve seen high demand from fans to bring these highly requested titles to this platform. Moving to Steamworks will allow more fans across the world to enjoy these games.
Current owners of these PC titles will be transitioned over to the Steamworks versions early next year. Once we have specific dates ironed out, we’ll have more information about all three titles and their respective launch days so stay tuned.
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The Zen of Dead Rising
Sep 06, 2014 // GregaMan
When the original Dead Rising came out in 2006, I think it blew a lot of minds. Somehow, it managed to simultaneously offer Xbox 360 owners the most liberating and the most restrictive sandbox game of all time—a game where the player was free to roam around and do pretty much anything he or she wanted, but where he or she must also adhere to a strict time limit and trudge through constant antagonism at an oppressive level of difficulty to see the main storyline through. A sort of quicksandbox, if you will. The real-life story that initially emerged amongst hapless Dead Rising players, as I recall it, was frequently one of confusion, or worse still, disappointment as it dawned on them that the “game” present within the game was not as simple as bludgeoning shambling meat bags with your weapon of choice and playing dress-up to your heart’s delight. But to be sure, the game blew minds. It had both a technical heft and a refreshing subversiveness about it that seemed to ring in a new generation of gaming. It was a promise that we gamerkind still had new ground to tread, new magic moments to discover; and that alone was enough to secure both a mainstream and a cult following—not a common feat in any medium. So what is Dead Rising, at its heart? Like any other zombies-in-a-mall piece you can name, DR seems to have a bone to pick with consumerism, or at least an elbow to nudge. Our guest David noted in the latest podcastthat one original source of inspiration for the series came when its Japanese creators observed the casual wastefulness of an American colleague at a fast food restaurant. But let’s face it: whatever social commentary Dead Rising might have presented on the matter of consumerism was at least a little muffled by the game’s very place within the medium—a bullet-pointed and shrink-wrapped retail product whose console exclusivity was touted to help sell new machines. And quite smartly, I might add! I know I’m not the only one who drooled over those first gameplay videos and screenshots, and there’s a good reason all three of the numbered installments have broken a million sold, even on new hardware. Or is that just part of the commentary? But no, there’s something much more thought-provoking and unique about Dead Rising than the anti-consumerism angle , something about how the series works and how it taps into the unique characteristics of the gaming medium. It has to do with freedom, choice, and how we cope with crises. You see, Dead Rising, at its heart, is a meditation on life, death, and truth. Like Monster Hunter and Street Fighter before it, Dead Rising is as much a sort of simulation as it is a game. Where Monster Hunter and Street Fighter offered near one-to-one representations of the experiences of being a monster hunter and taking part in a martial arts tournament respectively, Dead Rising offers players not simply a game where you kill zombies, but rather an open-ended zombie apocalypse scenario where, because it’s a zombie apocalypse scenario, you incidentally canand are likely to kill zombies. At no point are you required to kill zombies—in fact, you’re not really required to do anything. ↑ At times, it’s an awful lot like Street Fighter. Every Dead Rising game takes place in an open world occupied by a lurching, undulating sea of the undead, casting you, the player, as an “everyman”—a character who symbolizes (certain aspects of?) the average real-life man (and I suppose attempts to at least stand in for the average real-life woman). Every game also offers a linear, narrative-driven campaign. But weirdly, and crucially to my point, this campaign is presented as just one possible outcome that may occur given the aforementioned scenario, and never does the game presume that this is the outcome that your actions will dictate. As a matter of fact, I’d say Dead Rising gives you somewhere between seven and forty very good excuses to just abandon your mission altogether and go try on sundresses. For one thing, each game starts off with the player witnessing, in real time, the unavoidable death of several NPCs. These NPCs look just like the other rescuable “Survivors” you’ll encounter throughout the series, but their deaths are unpreventable. If the first enemies encountered in Inafune’s Mega Man X are there to instruct the player how to play the game, then these first “Survivors” in Dead Rising are likewise there to teach you the rules of Dead Rising.All control henceforth is an illusion, the game says. The zombie apocalypse is to be accepted as a pretense. The world cannot be saved. Few players really let that sink in when they get to that moment in each game, but the longer the Dead Rising series goes on, the more apparent the message becomes. The DR timeline now spans more than fifteen years, and the world is still in zombie hell. What did you think you were accomplishing? But hey, the game says. Do anything you like. It is in this way that the game gives the player free will, but nothing to do with it. The real challenge posed by Dead Rising, I would argue, is for the player to ascribe his or her own value to his or her own actions, accepting that there is no value to any action other than that which he or she ascribes. Here’s what I mean: The “main” storyline of each Dead Rising game is locked to an ever-ticking timeline. This is one way that the game differs from other open world games.In most open-world games, the story missions are ever-present beacons on a map; they’ll wait two, four, or five-hundred hours while you goof off at the bowling alley or go on an epic killing spree. When you’re ready, you can go to a mission beacon and pick up the story wherever you left it. I left some poor guy waiting in San Andreas nine years ago and he’s still there. In Dead Rising, the story doesn’t care if you pick it up or not. If you show up late and miss it, you’ve just missed one possible outcome of the average-dude-in-zombie-hell scenario. Missing it, however, is itself another possible outcome of equal weight and import. The game affirms that notion itself, and here’s how: When you let the time run out on the “main” campaign, a piece of text appears on screen: “THE TRUTH HAS VANISHED INTO DARKNESS…” The game then gives you three options: There are a number of implications here. One is that the objective ostensibly posed by Dead Rising to the player is to seek out “THE TRUTH.” This is the “game,” in case anyone from Walmart asks. Another is that the player’s decision to reject that objective is utterly valid—Dead Rising goes on anyway. And it does so after explicitly posing the choice to you. A third is that it is expected, or at least possible, that the player will have to go through multiple incarnations, live multiple lives, before awakening to “THE TRUTH,” should he or she choose to seek it. How very Zen. To begin, I want to emphasize the second of the above implications, because I think it touches on something very rare in video games and special about Dead Rising. The indie game The Stanley Parable cleverly uses the medium of gaming to explore the limitations of meaningful choice in games. So many games, even triple-A ones—especially triple-A ones—offer players a vivid sense of immersion, an illusion of control, but quickly begin to show their seams as soon as a player dares to tread off the beaten path. NPCs will robotically repeat the same line of dialog until the player makes the scripted “correct” choice. Suicidal players will be safely blocked in by invisible walls or else regurgitated to the nearest safe zone after attempting to jump to their demise. No, no, no, the game seems to say. Do it RIGHT. That’s not a bad thing, mind you—but it is comparable to a roller coaster ride. Try as the player might to make independent choices, to have a unique impact on the surrounding world, ultimately it is the preexisting track that determines the player’s course. This is not not the case in Dead Rising, whose endings are all scripted branches, but unlike other games, Dead Rising openly acknowledges the inevitability of the world around you, and this gives weight to your choices in a way that few games do. If you choose to goof off in Uranus Zone for twelve hours, that’s twelve hours you won’t get back. During those twelve hours, people die. Opportunities vanish. THE TRUTH slips through your fingers. But you’re free to do it. A lesser game would let you goof off and see each of those opportunities through afterward, as though the goofing off never even happened. Your choices would be weightless, timeless. ↑ You chose this path. It’s incredibly special and humble, then, that Dead Rising, after presenting you with its own definition of “THE TRUTH” (that is, whatever information lies at the end of the story campaign), fully accommodates the possibility that the player might have a completely different notion of truth, or simply lack interest in pursuing it whatever. More than 1000 years before Dead Rising, a Zen poem called Xinxin Ming (Shinjinmei in Japanese) contained the following advice: “Do not seek the truth; only cease to cherish opinions.” The idea is that the truth is not seekable, but that it is already in front of you, obscured only by your subjective perceptions and presuppositions. It has been likened to a dog chasing its own tail. The dog already has its tail. Similarly, you already have the truth. You are living it. Do you even care? Why are you even playing Dead Rising? Related is the following quote from Robert M. Pirsig’s Zen and the Art of Motorcycle Maintenance, one of the most widely influential literary works of the last thirty years: “The truth knocks on the door and you say, ‘Go away, I’m looking for the truth,’ and so it goes away. Puzzling.” What if by pursuing the so-called TRUTH dangled in front of you by the game, you’re really just distancing yourself further from the TRUE truth? Zen and the Art of Motorcycle Maintenance also deeply explores the concept of “Quality” as a main theme, asking the infinitely deep question, “How does one distinguish ‘good’ from ‘bad’?” Dead Rising games each have multiple endings, popularly described as “good” and “bad” endings. But how are players determining which are which? No ending is truly an “ending,” and no ending is particularly “happy,” given that zombie hell perpetuates to this very day with the release of Dead Rising 3 (“Apocalypse Edition,” no less!). But then again, insofar as video games are something we play for enjoyment, one could argue that the infinite perpetuation of Dead Rising is the happy ending. And to this point, in the first Dead Rising, achieving what is widely believed the “best” ending gives players a bulk of “PP” (Prestige Points, to be discussed later), as well as access to “Infinity Mode” as their ultimate reward. What is “Infinity Mode”? It’s a mode that challenges the player to stay alive as long as possible in zombie hell. In a word—it’s infinite Dead Rising. This is your ultimate reward for seeking THE TRUTH. But weirdly, this, like the dog’s tail, is already something to which you have access simply by purchasing the game. ↑ Con…gratulations? So in effect, the only real qualitative or quantitative difference between seeking THE TRUTH versus trying on dresses for seventy-two hours is the amount of “PP” you receive afterwards. But let’s take a look at PP. The word prestige is synonymous with respect or admiration, generally based on one’s deeds or achievements. In Dead Rising, there are a number of ways that you can earn prestige. One, as mentioned above, is by playing through the main story campaign to obtain a hefty PP reward. Others include killing zombies, taking photographs, or just experimenting with your environment and discovering things (running on a treadmill, for example). There are an infinite number of zombies in Dead Rising, as well as an infinite number of photographs to take. What’s more, neither the player nor Frank West can really share the photographs taken with anybody else since the game predates social sharing features and Frank West is stranded in zombie hell without an internet connection. This suggests that even fruitless endeavors are prestigious deeds simply because the player chose to do them. While seeking THE TRUTH will award you with a large amount of prestige, the player can also choose to gain just as much, or even more, simply by goofing off and taking photographs purely for his own private gratification at the mall. Goofing off in zombie hell is just as much of an achievement as escaping it. ↑ This selfie is purely for Frank’s gratification. #soalone Meanwhile, what does prestige even do? In the game’s terms, PP will increase your “level.” Increasing your level makes you stronger, faster, healthier, and a more capable fighter. It also carries over from one “life” to another (remember, this is a game where you are expected to live multiple lives before uncovering THE TRUTH). In this way, it is not unlike the concept of karma —the notion that your deeds in one life influence the nature and quality of future lives, ultimately leading you to a state of enlightened bliss. But while the acquisition of prestige in Dead Rising can aid you in your path to seek THE TRUTH by making you stronger and faster, ultimately even that path just leads to you acquiring more prestige, suggesting that even by the game’s terms, seeing through the “best” ending is beside the point. And here’s where it gets really mind-bending: in Dead Rising, your level caps at fifty. This is the strongest, fastest, and healthiest you can be. In the first game, your ultimate reward for earning maximum prestige—that is, the culmination of all your accumulated deeds (karma) spanning multiple lifetimes—is a skill called the “Zombie Walk.” The skill allows Frank West to become as a zombie, mimicking the undead around him to blend peacefully into their midst. ↑ The Zombie Walk. I think this bears a moment’s meditation. The highest level of existence in Dead Rising, the most prestigious skill one can acquire, the only way to break the vicious cycle of apocalyptic zombie hell, is to wittingly become a zombie. Only then is peace achieved. …. Here I bring you a quote from The Myth of Freedom and the Way of Meditation by the late Tibetan meditation master Chögyam Trungpa. “There is a story of a king in India whose court soothsayers told him that within seven days there would be a rain whose water would produce madness. The king collected and stored enormous amounts of fresh water, so that when the rain of madness fell, all of his subjects went mad except himself. But after a while he realized that he could not communicate with his subjects because they took the mad world to be real and could smoothly function in the world created by their mutual madness. So finally the king decided to abandon his supply of fresh water and drink the water of madness. It is a rather disappointing way of expressing the realization of enlightenment, but it is a very powerful statement.” Plug in Frank West, Zombrex, and a crapload of zombies, and I think the above passage pretty much speaks for itself. Granted Chuck Greene and Nick Ramos didn’t get the Zombie Walk, but if you told me Chuck and Nick aren’t yet as enlightened as Frank, I’d buy it. The one last aspect of the series I wanted to touch upon is the role of humor. There’s a prominent “zaniness” to Dead Rising that I think people tend to just accept as part of its video gameyness. You can dress up in a wetsuit and Servbot helmet while staring tragedy in the face, and I think there’s generally an understanding on the player’s part that that’s not what’s “really” happening—you’re just messing with the game. But is it so implausible that someone would respond to tragedy or crisis with humor? Be it escapism, therapy, or a genuine shift in outlook, humor has carried people through some terrible times, man, and it’s done so for millennia. In some schools of Zen Buddhism, the spontaneity of laughter is viewed as analogous to that of enlightenment, and absurdist humor is used as a way of jarring an individual out of conventional thought processes restricted by labels, in an effort to grasp reality as it is—that is, the truth. Laughter is thus an expression of enlightenment. And don’t you feel a little bit enlightened when you arrive at a scene of tragedy in Dead Rising dressed like a country gal and armed with a leaf blower? I know I do. Thirty years ago, Zen and the Art of Motorcycle Maintenance set out to present two-thousand years worth of complex philosophical ideas in a straightforward context digestible to the common reader. Don’t quote me on it, but I can’t help but wonder if Dead Rising isn’t secretly doing the same thing for gamers. And before you tell me that’s far-fetched, I might just gently remind you that, along with making each subsequent game in the series gradually more digestible to the common gamer while preserving the original work’s fundamental ideas (think Off the Record’s Sandbox Mode or Dead Rising 3’s more lenient time constraints), the creators also saw fit to make their second protagonist a professional motorcyclist and their third protagonist an auto mechanic. So yeah. —————– I’ll be honest: I didn’t expect this blog to write itself as much as it did after my initial idea. But it did. So I take that as evidence that there might actually be some legitimate points here. But I’m dying to know what other people’s thoughts are on the subject. I hope it paints the series in a new light that is exciting for both newcomers and long-time series fans. I, for one, am now going to go play some DR. Thanks for reading!








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Let’s celebrate Monster Hunter’s Yian Kut-Ku
Sep 06, 2014 // Yuri Araujo
September 9th is Yian Kut-Ku day in Japan … but how about we make this an international thing?
Submit your fan art, cosplay, merchandise, anything Yian Kut-Ku related to us (comments, private messages, Facebook) and we’ll put together a special album celebrating this fan favorite Bird Wyvern next week!
On top of that, let’s make this “internet official” by adding a #KutKuDay on all your posts about it. And if you’re better with words than with imagery, feel free to share your favorite YKK memories, or write some poetry – whatever floats your boat. This is also a great time to create brand new fan art, just sayin’.
PS: I had a hard time deciding on the header image, so here were my runner-up choices, lol
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IGN’s list of Top 25 Nintendo 3DS games includes MH3U, RE: Revelations
Sep 06, 2014 // Yuri Araujo
Hey, if you own a Nintendo 3DS and are looking for great games to play, look no further than IGN’s Top 25 Nintendo 3DS games that are out now!
Of course, I can wholeheartedly vouch for the 3DS’s library of quality games, having worked (and spent about 600 hours) on Monster Hunter 3 Ultimate and all. I also just wanted to point out that the list only includes games that are currently available for purchase right now, so you won’t see the upcoming hotness of Monster Hunter 4 Ultimate or the classy Ace Attorney Trilogy .
Anyways, what are your favorite Nintendo 3DS games? After you read the IGN article, you can actually VOTE for them on last page . And feel free to share your thoughts below… you know, in the comments section. =)
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Capcom Unity Official Podcast: Episode 13
Sep 05, 2014 // GregaMan
Plug in those headphones, ‘cuz it’s time for another rousing episode of the Capcom Unity Official Podcast! Episode 13 pays tribute to the Dead Rising series, celebrating eight years of zombie-slaying mayhem. It was fun looking back on the series’ origins, especially now that Dead Rising 3 has released for the PC !
We were also graced once again by the guest appearance of David Crislip, who worked quite extensively on the original game.
Check out the episode here or via iTunes.
Community Question: Share your Dead Rising memories! What do you love about the series? What don’t you love about the series? Favorite moments? Where would you like to see the series go from here? Let us know below, or in the discussion thread.
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Dead Rising 3 PC comes with bonus digital artbook and guide
Sep 05, 2014 // GregaMan
Hey guys, as a little surprise follow-up to the Dead Rising 3 PC launch post, I wanted to make sure everyone knew that everyone who gets the game will also receive a premium digital artbook and truncated strategy guide as a bonus.
If you’ve already purchased the game, you’ll find the content here:
SteamApps>common>deadrising3>Digital Extras
Alternatively:
Right-click Dead Rising 3 in your Steam client>Properties>Local Files tab>Browse Local Files>Digital Extras folder
Enjoy the extra stuff!
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Dead Rising 3 out now for the PC
Sep 05, 2014 // GregaMan
It’s been a long road, but Dead Rising 3 Apocalypse Edition, the ultimate in zombie-slaying mayhem, is available now for the PC! Pick it up and go nuts!
Also be sure and check out the fun launch trailer and weapons & vehicles video for added ambiance. Enjoy!
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