The game also introduces check points, which makes fighting (and dying) against psychopaths a lot more bearable. This was always hugely frustrating, especially with the load times, so it's great to see that this particular problem has been ironed out. Minor directional commands can be issued to survivors, while the game warns players if survivors are too far away from the exit or entrance Frank is about to pass through. Saving and loading times have been reduced, which is most welcome, although they still drag on just a little too long. The developers have also attempted to clean up and do away with some of the more irritating aspects of previous games. The challenges can be quite tricky and often take a lot of effort to unlock, but that's just a green light to go nuts as far as we're concerned. There are countless challenges dotted around which are unlocked and bested by earning PP ( Dead Rising's term for experience points). The sandbox mode is definitely the best new addition, giving players the freedom of the city without any time or item restraints. Psychopath battles remain as clumsy and awkward as ever, however, especially with Frank's lack of mobility, but we've always appreciated their unsettling introductions and elaborate endings.
There are also a few new psychopaths to battle, two of which will make long-term fans of the series grin from ear to ear. Weapon creation and subsequent usage definitely remains a highlight. We don't want to spoil too much, but one new weapon is inspired by the X-Men and another wouldn't look out of place being wielded by a certain Nordic god.
On the plus side, there are more of our beloved combo weapons to create (although we would have liked even more). In a place as bright, bold and let's be honest, tacky as Fortune City, Uranus Zone is an excellent fit, but we don't feel that it really adds too much to the overall experience. For starters, the developers have thrown in a brand new theme park to explore called Uranus Zone. There are a few nice surprises and some welcome bonus content, but perhaps not enough to justify another purchase. Sadly, this pretty much sums up the entire Dead Rising 2: Off The Record experience. It's not until later in the game that things take a radical turn, but the more severe and shocking plot twists are a long time coming. West is privy to some new information and storyline snippets, the plot, cutscenes and supporting characters remain largely the same, just with a few edits.
We like Frank, however, so this really isn't a problem and we're glad to see him back. Frank, on the other hand, is simply attempting to resurrect his fledgling career. Chuck was a selfless hero, concerned only with saving his daughter and clearing his name.
The rest of the game sees Frank filling in for Dead Rising 2's Chuck, albeit with far different motives. After watching a short cutscene chronicling his decline in the aftermath of the Willamette shopping mall incident, we take control of Frank as he's about to sink to a new low by appearing on gory gameshow 'Terror Is Reality' (in unflattering wrestling gear no less). The person doing the imagining is none other than a slightly portly and down on his luck Frank West, the protagonist from the original game.
The game is quite literally a re-imagining of last year's full retail release. And despite the addition of new places to see and things do, Dead Rising 2: Off The Record is one Dead Rising 2-far. And while there's no denying that we've enjoyed our time slaughtering zombies and psychopaths in new and inventive ways, a fourth Dead Rising game in 12 months certainly feels like overkill. Dead Rising 2: Off The Record is the fourth variation of the zombie-slaying sequel to appear in the space of a year.