Dead Rising 2 still burns in my heart as the pinnacle of the Dead Rising series up to this point. While there have been 4 games in the series (technically 7, counting the spin-off Off the Record and the downloadable titles Case Zero and Case West), Dead Rising 2 represents the point where the series really managed to achieve it’s goal of being a big, silly, dumb sandbox designed to fulfill power fantasies and elicit giggles from its players.
For the unaware, Dead Rising is a series of open-world sandbox games where the player fights their way through hordes of zombies using weapons and items scavenged from the environment. The first two games take place in shopping malls filled with shops selling weird and obscure nonsense, although later games take place in full towns. Crazy boss battles are sprinkled through the environment against Psychopaths (which, again, is an idea that got sunsetted as the series went on), and these complement the main story.
The core Dead Rising gameplay loop involves players entering a large space with limited resources and an objective in mind, ranging from saving a survivor to defeating a Psychopath to just simply moving from one end of the area to the other. The player must scavenge their environment for items to increase their fighting ability. As the player makes their way through the area, they expend these resources (items degrade and eventually break with use), forcing constant scavenging. Killing zombies is encouraged as a way to make the path to your objective safer and to gain XP, thus encouraging this churn of items.
This loop works perfectly well in the original Dead Rising, but it never quite, in my experience, makes the player really learn the map. Players might memorize the locations of a couple of key shops (the grocery store and the gun shop being stand-outs in my mind), but other than that, weapons and healing items can be pretty consistently found in any part of the mall.
Dead Rising 2 featured a change in protagonist, from the photojournalist Frank West to the motorcycle rider and mechanic Chuck Greene. To signal this change mechanically, Dead Rising 2 abandons the photography mechanics in the first game and instead introduces a mechanic designed to emphasize Chuck as a mechanic: combo weapons.
Combo weapons are pretty simple, conceptually. Certain pairs of items in the game world can be taken to the workbenches scattered around the map and slapped together into new, unique weapons which are stronger, cooler, and grant more XP than normal weapons
Combo weapons are immediate a fantastic way of incorporating Chuck’s story identity into the game mechanics, but they do so much more mechanical heavy lifting than that. For starters, the existence of combo weapons forces players to take much greater care into remembering the layout and stores of the mall. Since combo weapons are so good, players are incentivized to use them, so as a result players will naturally try to remember the locations of valuable item spawns across the map so that they can build combo weapons more consistently. Sure, you can find any ol’ weapon in any ol’ store, but if I remember where the boxing gym is, I can build the Knife Gloves, and then I get to be Wolverine, and that’s awesome.
Combo weapons also encourage exploration, as quite a few of them have their combo card unlocked by saving survivors, defeating Psychopaths, or by finding posters in the environment which provide the inspiration for the weapon. This is a great way to grant tangible benefits to exploration and quest completion. Not only do you get the sort of intangible gain of ticking off quests or saving X survivors, but you also get cool new toys to play with. The same actually goes for those combo cards you get through level-up. Dead Rising has actually always been pretty good about giving exciting level-up benefits (mainly pro-wrestling moves?), but getting a big, dumb new weapon is a great, tangible benefit that’s much more exciting than a simple stat boost.
Another thing combo weapons do well is build up a sense of anticipation and mystery, weird as that sounds. You see, when you pick up an item that’s used in a combo weapon, it’s marked with a little wrench icon, like this:
This occurs whether or not you know what the combo weapon actually is, so it means that as you’re going through the early hours of the game, you might pick up something like a construction helmet and think “Wait, what does this make?”. You might be motivated to wander around the world and try to piece together the combo weapon through trial-and-error (which you can do, more on that later), and when you finally figure out the combination, either by deducing it or by getting the combo card later, you get the resolution of figuring it out. As this builds up, you feel like you’re getting better and better at whipping together super-powered weapons out of the environment, which you are, and you gain a sense of mastery.
Back to that trial-and-error point. If combo weapons could only be used when they were unlocked, players might feel like their options were a little limited at first. However, a combo weapon can be put together at any time with the right ingredients, having the card merely grants a secondary fire and greater XP gain. So, players never feel arbitrarily blocked off from the cooler weapons, but combo cards still feel like they offer cool benefits to the player when earned. Adventurous players can “cheat” and discover weapons early, and less clever players still get a nice feed of new combo recipes even if they don’t experiment. Genius.
Dead Rising 2 is a game about exploring, about mastering your environment, and about doing dumb things, goals all advanced and made better through the genius inclusion of combo weapons. So, yeah, combo weapons in Dead Rising 2, a Good Idea.