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Dead Rising 2 Review: Duct Tape, Triage, and 72 Hours in Fortune City

Dead Rising 2 review: Chuck Greene, combo weapons, Fortune City and a 72-hour countdown. Capcom's 2010 zombie sequel still earns its 8.1/10.

By mitch·5 min read
A man stands amid a horde of the living dead within a dimly lit city turned quarantine zone.

Dead Rising 2 puts a motocross jacket on a father with 72 hours to keep his daughter alive, then hands him a kayak paddle with two chainsaws taped to it. Capcom published it in 2010, Blue Castle Games developed it, and the game shipped on PlayStation 3, Xbox 360 and Windows between September and October of that year. It has since reached PlayStation 4, Xbox One, Linux and PC.

The premise is the best thing about it. Chuck Greene is a former motocross champion in Fortune City, Nevada, competing on Terror Is Reality, a game show where contestants kill zombies for cash and fame. He needs the winnings to buy Zombrex, a daily medication that holds off zombification. His daughter Katey was bitten by her zombified mother during a previous outbreak in Las Vegas.

Trailer, via Capcom USA.

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Terror Is Reality and the Fortune City outbreak

The show’s zombie supply gets deliberately released. Fortune City falls into a full-blown epidemic, and Chuck carries Katey to an emergency shelter that seals behind them. Raymond Sullivan, the head of security, does not want to let an infected child inside. Chuck promises to keep her dosed until the military arrives in three days.

Then a news report names Chuck as the cause of the outbreak. That single turn does more work than any boss fight in the game. It converts a survival clock into a mystery, and it gives Chuck a reason to leave the shelter that is not just scavenging.

Stacey Forsythe and Rebecca Chang

Stacey Forsythe, who leads a zombie rights organization protesting Terror Is Reality, hands Chuck a map and a two-way radio. She watches the shelter monitors from inside and points him toward survivors and points of interest.

Rebecca Chang is a reporter Chuck tracks down at a nearby hotel. He offers her a story if he can prove his innocence. From there the game hands him three main objectives: investigating the source of the outbreak, rescuing survivors from zombies, and finding more Zombrex to keep Katey alive until the military arrives.

The combo weapons carry the whole thing

Dead Rising 2 lets players build custom weapons in maintenance rooms scattered across the map by combining items. Combo cards reveal what fits with what. The results are the game’s signature.

  1. Hail Mary — a hand grenade duct taped to a football
  2. Dynameat — a stick of dynamite duct taped to a piece of meat
  3. Paddlesaw — two chainsaws duct taped to a kayak paddle
  4. Spiked Bat — a baseball bat with nails hammered through it

The list is funny and it is also the design thesis. Every object in Fortune City is potential ammunition, and the game rewards players who stop treating the environment as scenery. Up to 7,000 zombies can appear onscreen at once, which turns that scavenging into crowd management.

Psychopaths, endings and the sequel problem

Boss fights come as psychopaths — people driven insane by the outbreak, or people using it to get what they want. That framing matters. The zombies are weather. The psychopaths are choices.

Element Dead Rising 2 Dead Rising (predecessor)
Protagonist Chuck Greene, former motocross champion Not named in source
Setting Fortune City, Nevada casino resort Not named in source
Core hook Combo weapons built in maintenance rooms Not named in source
Multiplayer Multiplayer and co-operative options Single-player only
Onscreen zombies Up to 7,000 Not named in source

The structure is inherited from Dead Rising and improved. Players complete major missions to advance the story, and can take optional tasks and explore the complex. Endings change based on what the player does during the main run.

Tyrone “TK” King and the casino robberies

Tyrone “TK” King, the Terror Is Reality host, uses the outbreak to rob the city’s casinos. Chuck stops the robberies and keeps TK from escaping by helicopter. It is a clean escalation. The show that started the outbreak was always a business, and the man who fronted it was always running one.

Two downloadable expansions followed. One serves as a prologue to the main story. The other picks up moments after the canonical ending. A non-canon reimagining, Dead Rising 2: Off the Record, exists as well.

Where the 2010 release still holds up

The 72-hour countdown is the reason to play Dead Rising 2 now. It refuses to let the player be thorough. You will miss survivors. You will miss combo cards. You will finish a run knowing exactly what you skipped, and the game is built so that this feels like a decision rather than a failure.

The combo system is the second reason. Duct tape as a core mechanic sounds like a joke, and the game knows it, but the joke has teeth. A Paddlesaw is not a better sword. It is a different answer to a crowd, and the maintenance rooms make players think in ingredients rather than loadouts.

The weak point is the story’s middle. TK’s casino robberies give Chuck something to do, but they do not deepen the question the news report raises. The frame-up is the most interesting idea in the game, and it gets less attention than the zombies.

The verdict on Dead Rising 2

Dead Rising 2 earns its 8.1 out of 10 by being confidently strange. It takes a shopping mall’s worth of junk, a casino strip, a game show that kills for ratings, and a father buying medicine for his bitten daughter, and it makes all of it cohere into one clock.

The multiplayer and co-operative options add a second way in, and the expansions extend the story on both ends without padding it. The psychopaths keep the horror human. The 7,000-zombie crowds keep it loud.

This is not a game about killing zombies. It is a game about triage, and the duct tape is how it keeps that from becoming grim. Chuck Greene has three days, one daughter, and every object in Nevada. That is a better pitch than most sequels get.

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