ok, i dont get it. 72 hour mode has 72 in game hours. There are only two possible places to be. indoors or outdoors. it is impossible to finish 72 hour mode without getting at least one achievement. why has neither unlocked for me? do i have to stay in one or the other for 24 hours consecutively? im so confused...
yeah these achievements are kind of glitchy but you will get them eventually..keep in mind the achievement only asks for 24 hours not 72. So basically sit in the security room for 24 hours (2 hours real time) for the indoors achievement and for the outdoors achievement stay on the helipad roof for the same amount of time.. good luck and hope this helps...also if you intend to get 5 day or 7 day survivor you can get the indoors easily..that's how i got mine.
Yeah, I didn't get it at first, but it has to be 24 consecutive hours...luckily I got my Indoorsman by going after the 7 Day Survivor achievement. I almost got the Outdoorsman achievement aswell, but I almost died at 20 hours, so I had to go inside! Best way to do it, I guess, is by leaving your xbox 360 on for 4 hours on, with you not even having to play the game, just stay in the Security Room for two hours then on the Rooftop for two hours.
How do you turn off the auto off the controller has, or does it matter. it just seems like my controller shuts off whenever i try to just leave it and i even tried putting a rubberband around the two sticks so that it rotates around and he continues to wallk, but it still pauses and the controller shuts off. so my question is "does it matter, or how do i do it?"
i dont believe there is no way to turn the auto off on the controller to off mode what i did was used a play and charge cable as long as your controller is plugged into ur xbox it wont shut off and also not theres a glitch to do both indoorsman and outdoorsman in just 2 hours .... dont know if it was stated but just wait indoors for two hours get ur indoorsmen achievement then save quit the game reload and as soon as u go outside u get the outdoorsman achievement as well hope that helps and saved u some time =)
so the controller has to be conected eh? ill use a Guitar Hero guitar then, same principal, green is a red is b, not hard, (did it with the bigs 2 when we tried to play 3 player during finals), Deadliest Warrior, and in Tiger Woods 06.
It's probably been a good 9 years since I last played the original Dead Rising. It was a staple game I'd return to again and again throughout late 2006 and 2007, but I'd forgotten much of it. The memories left were hazy - I just remember I hated it... and then loved it.
As I boot up its new PC port, much is familiar. Strangely, this is as close I've come to re-experiencing a game just as I did the first time around. 'This sucks,' I think an hour in, as bosses are near impossible and protagonist Frank West a slow, lumbering fool. Was I wrong about the game?
Then I level up. I die. I learn the layout of the mall and the location of shortcuts. I learn boss patterns. I start the story again, keeping my character progress. Frank is stronger, faster, and the silly idiosyncrasies of the story begin to charm once more. Maybe I restart a few more times, but by now everything has clicked.
Just as it originally did things begin to fall into place, and suddenly Dead Rising is one of my favourite games again. I'm reminded that it's certainly one of the best of its console generation. Its ability to take me from 'this is bullshit' to 'this is the best' inside a couple of hours is a testament to Dead Rising's design. It's not all about the artificial nature of levelling up Frank either - it's about learning the mall, the mechanics, the game.
In this regard, Dead Rising has actually aged pretty well. Later games in the series chose to strip away aspects like the strict timer, the roguelike 'It's okay to fail and start again' attitude and a really rather weak character at the onset. Dead Rising 4 worryingly looks to be taking that even further. I understand why - mainstream appeal and all that, but Dead Rising's re-release serves as proof that broadly speaking these ideas are not entirely out of date.
Dead Rising was one of those early Xbox 360 games that almost straddled the console generation. It suffered multiple problems as a result. There were the infamous issues with unreadable tiny fonts on non-HD TVs, and the game suffered terrible load times and screen tearing. This is a chance for the game to shine at last in its optimum form. On PS4 and Xbox One this rerelease runs smoothly and loads more quickly. On PC, I experience the game at maximum settings with 8x MSAA and an unlocked frame rate well in excess of 100fps. It's glorious.
The graphics options aren't exactly extensive, but it hardly matters in truth - this is a great port that ran well on every machine I tested it on, and this remains a bloody great game. Immediate loading and less stomach-churning screen tear make it much less of a chore to let Frank die and start the story over to experience it in a different way, which is really the entire point of the game.
Support for other features of the PC platform is equally solid. There's support for monitor resolutions beyond 16:9 during gameplay, and the game seamlessly switches to console button prompts the moment you touch a controller. As with Capcom's recent and excellent PC port of Dragon's Dogma you can even switch between keyboard/mouse and controller mid-game, something I did a few times to pull off a difficult shot with a gun.
Playing Dead Rising again does prove that Capcom Vancouver did take some steps that were absolutely right with the sequels. Those who act like the first Dead Rising is the only good one honestly aren't thinking things through.
At the time of release the concept of anything in the mall being a weapon was incredibly novel, but now I find myself frustrated with the potency of them. Baseball bats are all but useless for instance, and I pine for a workbench and a pack of nails to make them more deadly ala Dead Rising 2. Planting your feet to fire weapons (especially smaller ones) is nightmarishly outdated and makes taking a firearms approach to most bosses near impossible.
Movement in general feels less dynamic than you'll be used to from more modern games, and here is where the game's history is exposed - it feels like something that, if not for technical restraints, could've appeared on PS2. It's that early-gen 360 feel.
These aspects haven't aged well, but the game is also designed around these constraints. Dead Rising makes the absolute most of what it has. In many ways I'm still surprised by how forward-thinking its design is, and for every moment where I've wanted to scream because a useless AI survivor refuses to push past a group of zombies when I'm on a tight time limit there's a moment where everything falls into place just right and I feel like a zombie apocalypse god.
Of course, I'm well aware that some of the things I love about the game are things that'll drive others mad. This is why the timer is being nixed for Dead Rising 4 and why it was nerfed in 2 and 3 - it can be frustrating, and a 'perfect run' of Dead Rising where you save everyone and do everything possible for the best outcome requires a great deal of knowledge of the game's clockwork systems to achieve. I've never done it, but I plan to try on this port.
It's a game you'll love or hate, but if its unforgiving, slightly mad nature sounds like it appeals to you, there is finally now a way to experience it that doesn't involve hooking up an old console and living through crashes, screen tearing, a deeply unstable frame rate and ridiculous load times.
Yeah the x360ce seems to 'fix' it, but then you cant use the guide button to access GFWL home...
Shits me when things like this aren't supported natively. Patch please.
EDIT: Oh, Hey Zurv. I saw you posting on the steam forums about the controller issue. Bit of a cluster-fuck of irrelevant knowledge over there. There is plenty of people posting this solution around but no accepting the fact that it shouldn't be required in the first place. It is making me sad :[
Got it all working Zurv?
Here is the dll and ini file anyway, for those that can't be arsed configuring it..
360wless.rar - dump that in your dead rising 2 folder and boot the game. If you bought it on steam, Steam\steamapps\common\dead rising 2
Xbox SmartGlass is a mobile device application (app). The application connects with the Xbox 360 and allows more interactive entertainment, allowing mobile devices to potentially serve as second screens and remote controller.
In June 2013, Capcom announced it would be using Xbox SmartGlass in Dead Rising 3. Xbox SmartGlass is a companion application Xbox One available for Windows 8, Windows Phone, iOS, Android (version 4.0 and above) and Windows Server 2012. Smartglass is completely optional.[1] SmartGlass will support all operating systems.[2]
When a player launches the Smartglass app, the application notices that Dead Rising 3 is currently being played. The player presses a button, and Dead Rising 3 connects to the player's phone. Smartglass skins the player's phone to appear like the phone from Dead Rising 3.[3][2]
The player will get calls from a character that are only on the SmartGlass device. So if a player does not have SmartGlass, the player will not get those calls from this character. Which also means the player will not get those original missions. The player can finish the game without SmartGlass. A player can complete all of the achievements without the Smartglass storyline.[3][2]
Nick Ramos stumbles upon a dead Zombie Defense and Control agent who was trying to evacuate from Los Perdidos. The dead agent has a PDA (palmtop computer) allowing the player to connect to Xbox Smartglass through the player's cell phone. Nick can hack into the government network and call in airstrikes.[4]
c80f0f1006