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Wii

More Details on Wii Version of Dead Rising

by Jonathan Metts - July 21, 2008, 3:22 pm PDT
Total comments: 8 Source: Capcom

Capcom confirms the remake for a North American release this winter.

Capcom's most successful Xbox 360 game to date, Dead Rising, was recently revealed by Famitsu Weekly to be coming to the Wii. Today, Capcom USA confirmed that the game is coming to American shores this winter with the subtitle, "Chop Til' You Drop". The publisher also released the first official screen shots and announced several features in the game.

The game is being developed on Resident Evil 4: Wii Edition technology, making this the second game to be remade from another console on the engine. As with RE4, the Wii version of Dead Rising will incorporate pointer-based shooting and motion-based controls for melee attacks, which can involve numerous items found throughout the zombie-infested shopping mall.

CAPCOM® ANNOUNCES DEAD RISINGTM: CHOP TIL YOU DROP

Wii Gamers Prepare For a Zombie Invasion

SAN MATEO, Calif. — July 21, 2008 — Capcom®, a leading worldwide developer and publisher of video games, today announced that Dead Rising™: Chop Till You Drop is in development for the Wii™ home video game system. Based on the critically acclaimed Dead Rising™, which has sold in excess of one million units since its release in 2006, Dead Rising: Chop Till You Drop is scheduled to hit store shelves this Winter.

Taking advantage of the same proven technology that brought Resident Evil® 4 so successfully to Wii, Dead Rising: Chop Till You Drop delivers a more immersive, intuitive and interactive experience as players use the Wii Remote to shoot, slash and bludgeon their way through a zombie infested shopping mall, fighting for survival.

Dead Rising: Chop Till You Drop follows the harrowing tale of Frank West, an overly zealous freelance journalist on a hunt for the scoop of a lifetime. In pursuit of a juicy lead, he makes his way to the small suburban town of Willamette only to find that it has become overrun by zombies. Frank escapes to the local shopping mall, thinking it will be a bastion of safety but it turns out to be anything but. It will be a true struggle to survive the endless stream of enemies, but players will have full reign of a realistic shopping centre and its varied stores offering an endless supply of real and makeshift weapons to fight off the flesh-hungry mob. If Frank is running low on health he can pay a visit to one of the many restaurants or cafes for a meal in order to restore his energy and continue the fight.

The game is split into a series of individual cases, all of which Frank must complete in order to gain vital information that will allow him to piece together the truth behind the horrendous epidemic. In addition to the cases, players will be faced with the dilemma of deciding the rescue priority of the residents of Wilamette who also sought sanctuary in the mall. Depending on the player’s skill, some may not be so fortunate as each rescue needs to be undertaken in a set time period, therefore players may need to delay completion of a case in order to save a fellow human.

Dead Rising: Chop Till You Drop’s infectious humor delivers some welcome relief from the incessant tide of zombies with players able to dress Frank up in a variety of comedic costumes and take on the undead hordes with a selection of improvised and sometimes highly ineffective weapons such as a toy sword or a football.

Dead Rising: Chop Till You Drop includes the following features:

  • Utilizes the same engine as Resident Evil 4 Wii edition.
  • New level of interaction – aim and fire guns, swing and throw weapons and shake off zombie attacks with added Wii Remote functionality
  • Huge environment – expansive indoor and outdoor areas of the mall provide a variety of different locations to explore
  • Improved save functionality allows for more seamless gameplay
  • Hoards of enemies on screen at once resulting in non-stop, pulse-pounding action
  • Anything in the mall is at Frank’s disposal
  • Grab environmental objects like umbrellas and benches to use as improvised weapons
  • Snatch items from different stores to use as weapons including golf clubs, lawnmowers, frying pans and more
  • Consume food and drink to revive health

Talkback

The screens for this are just depressing.

PlugabugzJuly 21, 2008

Quote from: Jonnyboy117

The screens for this are just depressing.

How can something using the engine of a game which turned out great, look so blah?

Ian SaneJuly 21, 2008

Well RE4 was a Gamecube game so making it look good on the Wii probably was no challenge at all.  This is an Xbox 360 game and this suggests that hardware-wise the Wii can't compete.  This certainly doesn't fill me with confidence that we're going to see a stop to games being released on everything but the Wii.  Nintendo created a situation where one can either make a Wii game or a PS3 and Xbox 360 game.  The Wii market share will have to be bigger than both of the others combined to attract decent third party support.

nickmitchJuly 21, 2008

At least this game will control awesomely.

ThePermJuly 21, 2008

or it suggests that straight porting a game is not the answer, and even using an old engine isn't either. Resident evil 4 had great looking character models, which weren't as good of character models as the models in REmake, but nevertheless had huge expansive environments that weren't pre-rendered, decent ai, and a good number (at the time) of enemies on screen. Its all balance. The Wii is better than gamecube, but its still basically the same system. Its hard to program games to take advantage of the system, programmers are unwilling to do this, so artists just have to deal with limitations. I remember making character models for half-life there was a 1000 polygon limit per character, 256 color textures only. I think only 16 players could play at a time. I made do with what i had(i got really good at texture mapping)..i think my characters were only 600 polygons each anyhow, 1000 more polygons and I could have a decent face, i already had individual fingers, and for the most part the models were acceptable

http://www.tetrametrics.com/theperm/flash/piacbond.swf

if i could have better textures they would have looked even better.

wow found this, not sure how reliable it is, but sounds about right
http://www.pixelpoodle.com/forum/viewtopic.php?f=6&t=33

i haven't done any editing in like 3 years, but it is interesting to see how it all plays out.
leon was 10,000..and i heard this before from like Mikami, so if they halved that thats 5000(a decent zombie), 300 * 5000 is 1.5 million
the environment is gonna be like 200k polygons, the character 10,000, thats 1.71 million polygon of the 4 million limit.
Thats just polygon processing, thats not including textures...but lets work this into memory.
The wii has a rumored 88mb of memory, any video game system can process more than it can store
1 polygon is 32 bits, 32*1.71 million is  54.72 million bits or  855,000 kilobytes or 106,875 mb..which is a little much for the wii..damn if only nintendo included 20 more mb of memory you wouldn't be able to tell the difference between wii and 360 games. oh wait only half of those polygons would be seen on screen at once so...

so limit the character poly's to 3000, and make the number of zombies 200 instead of 300 on screen...... screw it..somebody else figure it out, my math sucks..um the game looks GREAT considering how much they have to gimp it. Go Capcom!





AVJuly 21, 2008

they got plenty of time to clean up the graphics.
If it was going to be rush job it would of been out already.

Also remember graphics whores that Metroid Prime 3 looked HORRIBLE and look how great that turned out. 
Controls and overall tweaks seem like great addition.  I have faith in Capcom they have been making great games for Nintendo consoles for years now .

ThePermJuly 21, 2008

remember the ps2 version of re4? wasn't so bad!

GregLover5000July 22, 2008

Quote from: ThePerm

I remember making character models for half-life there was a 1000 polygon limit per character, 256 color textures only.

Wow, I remember making character models on my old TI-99/4A computer: 1 color and an 8 x 8 pixel grid, a la Space Invaders or Berserk. And WE LIKED IT that way.

You kids get off my lawn!

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