All Running, All the Time

Since I tend to want to approach games with the thought of immersing myself into the world, I tend to do weird stuff.  At least, things other people think are weird.  Like, while playing the game Red Dead Redemption, I never used the camping method of fast travel until after I’d completed the story and was just chasing achievements.  I used the wagons, and I even did the thing there you hit the button, John says “I’m going to sleep” and you skip the travel parts, because, you know, that made sense.  But setting up a campfire and a tent, and suddenly being halfway across the game world… immersion breaking.

With that in mind, you can imagine how I feel about logging into an MMO and finding a world where everyone is running, full speed, all the time.  The funny things is, back in my days of EverQuest, people were more apt to switch over to walking, at least while in town and perhaps a little more pliable to role-playing as opposed to when they were sitting in a group on a wall whacking mobs for experience and loot.  In World of Warcraft, however, I don’t think I ever saw a person walk until I went to the RP labeled servers.

In my perfect MMO, walking would be the norm, and every player would have an endurance bar.  There wouldn’t just be walking and running either, there would be varying speeds you could toggle/cycle through.  Walking to fast walking to jogging to running to sprinting, each having an increasing effect on endurance drain.  And players could get bonuses to endurance recovery, and even reductions in endurance drain for special situations.  Like, if you just switch over to sprinting for no reason at all, endurance would drain at X rate, but if you enter into combat and your adrenaline is now pumping, sprinting would drain endurance at, perhaps, X/2 rate, allowing you to sprint longer to flee an overpowered NPC foe.

I’ve yet to decide if this endurance would be used in other places, like fighting for example, but I’m leaning toward not.  At least not the same endurance pool anyway.

Dead Rising 2 – Case: 0

Dead Rising 2 drops next week and I’m really looking forward to it.  Three weeks or so ago, the Xbox 360 got a nice little exclusive prequel called Case 0.  If you are familiar with the original Dead Rising, you’ll remember that the story unfolds as a series of cases, unlocking each successive chapter as you complete the one you are in.  This tightly made bonus for the 360 seems to fit in nicely, giving the new hero, Chuck Greene, a path to Las Vegas, the setting of the upcoming DR2.

The one thing I enjoy most about the Dead Rising series is the stark contrast it has with the Left 4 Dead series.  L4D is clearly a high octane shooter.  Sure, you occasionally try to silently tiptoe past a witch, but most of the zombies in that world are charging at you at full speed.  Running is rarely an option, you have to fight to live.  The DR games, on the other hand, are populated with shamblers, zombies that shuffle their feet, walk, and sometimes even *gasp* walk fast!  Running is almost always an option.  This leads to Dead Rising playing more like an RPG, especially given its levels and character development.

Back to Case 0… I bought it last week and I’ve been fooling around in the little road block town of the game and it has me really excited to play the full blown DR2 when it releases, and at the same time it also doesn’t just feel like a teaser.  It feels like a complete game on its own, probably the best $5 I’ve ever spent in the marketplace.  And with the announcement of Case West coming to the 360 sometime after DR2’s launch, I imagine that’ll be a well spent $5 too.  If only all games in the Xbox Live Arcade could be this good.  Hell, if Capcom decided to just release a new mini game as good as Case 0 set in the Dead Rising universe every month, I’d be thrilled.

Anyway… if you liked the original Dead Rising and you still have a 360, I highly recommend Case 0.