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Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum

ImpAtom posted:

Perhaps it will be revealed that this isn't the real Frank West but rather a body double who took over while the real Frank went undercover to complete a different mission.

Punished Frank.

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Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
I just didn't like DR3's psychos because the 7 sins theme felt really lazy. Crazy should be uncoordinated and wild, like the previous games you could just pick a character and build up on how and why they brake and that's it. Each one built its own narrative and fit the world by carving their own body count into it. But limiting them to seven and then making them what they were came off as lazy. It just turns out things could be even worse as 4 was even lazier by just axing the whole concept in its own fit of randomness.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Look, all of the important time to develop things like a fluid environments that you can pick up and play with almost anything or having weapons or actions like a chainsaw have some sort of consistency with its physics outside of straight up attacking are not as important as making sure selfies are able to be done as soon as the player finds out they have a camera. Frank needs the gore to immediately bathe him after killing one zombie, he needs to look like a 20-30 something and the developer head's very funny idea of putting ourselves into the game to die in cut scenes are what players want. Clearly we need to just outsource to several companies at a time and make sure that we cheaply Frankenstein up several different version of the game to assure a real quality experience for Dead Rising 5.

Its funny how the lesson from this franchise seems to keep being you need some tedious aspects in order for the game to actually have a focus on what it wants and that these hard layers seem to make sure there's a foundation of effort in the overall design of said game.

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