Part of the point of zombies is their overwhelming numerical superiority. For this reason, Dead Rising 3 is an amazing piece of technology. It crams its streets gloriously full of zombies. The breadth of its shambling mobs has always been a strength of the Dead Rising games. In 2006, the first one harnessed the power of Microsoft’s then next-gen console system to cram a mall full of zombies. It was mind-blowing at the time. So many zombies! There was a sense that this is what George Romero wanted us to experience. This was the zombie apocalypse, in full scale compared to the 1:72 toy scale in other games. It took 25 years after Dawn of the Dead, after years of videogames dribbling zombies at us in coffee clutch sized clusters, but we had finally come home.
During the carefully staged opening of Dead Rising 3, you stand on a carefully staged precipice above a carefully staged ruined highway crammed with zombies. There’s gotta be five hundred of them down there. It’s mind-blowing. And it’s a constant. The opening is carefully staged, but it’s not a trick. This is the number of zombies loitering around the city. I killed over 25,000 of them by the time I’d played through the story, not because I’m particularly efficient at zombie killing, but because there are just so many of them. You can’t swing a sledgehammer without adding a few dozen to your total. In that regard, in terms of embracing zombies as a multitude, Dead Rising 3 is the greatest of the Dead Rising games.
But in every other way, it is the weakest of the Dead Rising games.
After the jump, one less reason to get an Xbox One. Continue reading →