20 years ago, Dead Rising showed a different path for open worlds, and more games should pinch its ideas
Photojournalist Frank West is heli-dropped into the Willamette Parkview mall, following a tip-off that there’s something sinister going down in the sleepy Colorado town. Impressively undeterred by the sight of people eating each other by a school bus during his fly-by, he instructs his pilot to drop him off on th...
Photojournalist Frank West is heli-dropped into the Willamette Parkview mall, following a tip-off that there’s something sinister going down in the sleepy Colorado town. Impressively undeterred by the sight of people eating each other by a school bus during his fly-by, he instructs his pilot to drop him off on the mall roof and return for him in exactly three days.
The rest, more or less, is up to you. If you decide to do absolutely nothing but lounge around in the security room for 72 in-game hours, Dead Rising doesn’t care. The chopper turns up on schedule, you get in and leave. Thanks for the £40, here’s the credits.
Original reporting appears on the publisher’s site.
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