Capcom has been taking a lot of risks with downloadable games in ways that most developers aren’t. It all began with 2008′s Bionic Commando Rearmed. Rearmed served as a high-definition refresh to the original NES cult classic, in order to prepare gamers for the big budget, full-3D Bionic Commando to be released later that year. In a number of ways, Rearmed ended up being far more critically and commercially successful for Capcom, and since then, they have sought other ways to recapture its magic. This eventually lead to Dark Void Zero for the Nintendo DSi and PC. Instead of starting with an old game and making it new again, Dark Void Zero did the opposite, with a faux-retro 8-bit game – complete with a silly NES-style “blow in to the cartridge!” reference when you first boot up. And now we have Dead Rising 2: Case Zero, a game that follows in a similar vein – while at the same time forging its own very different path.

If one were so inclined, you could say that the original Dead Rising was a challenging game. If you weren’t on your toes, death would come swiftly to Frank West, and it’s no different for Dead Rising 2‘s Chuck Greene. The blow is softened, somewhat, by the ability to restart from the beginning and still keep all of your skill upgrades from your previous playthrough, and unlike the original Dead Rising, save points in Case Zero are plentiful – meaning if you do decide to reload from your last save, it shouldn’t be too far off from where you last died. And dying in Dead Rising is almost half the fun, simply because there’s so many things to do and weapons to try. This is enhanced thanks to Dead Rising 2‘s added ability to craft new tools out of two compatible items. Have a baseball bat and a box of nails? Make a spiked bat. Newspaper and a bottle of whiskey? Now you’ve got a Molotov cocktail. Others are more esoteric, like the “Boomstick”, made by combining a pitchfork and a shotgun. This is marred somewhat by a nonsensical “Combo Card” system. Combo Cards are unlocked at specific points in the game for doing things like leveling Chuck up or defeating a boss character, and will tell you “recipies” for making new weapons. The problem with this system is that if you happen to guess a specific item combination without having the matching Combo Card, you’ll craft a less powerful, more fragile version of that weapon, which seems a little counter-productive to the “try something and see what works” nature of Dead Rising.

If you find yourself even remotely interested in a Dead Rising game, Dead Rising 2: Case Zero is a good way to test the waters. It looks, sounds, and plays almost exactly like the original, but offers just enough new gameplay and story tweaks to whet your appetite for the upcoming Dead Rising 2 next month. More than a demo, but less than a full game, at only $5, it’s hard to resist.
(This review was originally published on TSSZnews.com)