Game Description:Dead Rising follows the harrowing tale of Frank West, a freelance photojournalist after the scoop of a lifetime. In a small suburban town that's overrun by zombies, he escapes to the local shopping mall, thinking it will be safe. Now it's a standoff, with zombies unable to get Frank, but him unable to get out and escape. Fortunately, he's got an entire mall at his disposal. Utilize everything you can find to fight off the flesh-hungry mob and search for the truth behind the horrendous epidemic.
So what are the zombies like? Well, first of all they're slow. But what they lack in speed they make up for in number. It is truly a next-gen quality of Dead Rising to render such a large amount of creatures on-screen and an essential part of its gameplay mechanic. Due to the vastness of the mall, such slow enemies would not pose a threat if there weren't literally hundreds of hungry, rotten undead waiting for the player to make the big mistake of maneuvering himself into a too-crowded place.
Game Description: If you love Japanese anime films featuring giant, crushing robots, here's your chance to control a massive mechanoid of your own. Tech Romancer brings larger-than-life robot fighting to the Dreamcast with slick 3-D animated characters set in beautifully rendered three-dimensional worlds. Graphically stimulating and insanely whimsical, this fighting game features an original animation movie, multiple hidden characters, and VMU minigames.
I'm going to let you in on a little secret. Phoenix Wright: Ace Attorney isn't a game. It's a book. When you think about it for a second, it makes sense. A fictional mystery book has, by definition, a protagonist investigating a crime committed by one of several prime suspects.
The cel-shaded look and trance-like audio form a strikingly edgy and elegant whole. Jason's description perfectly captures the bold minimalism that permeates the game, from the chapter start screens that require the player to guide a laser sight over a black silhouette of the level's antagonist and blast it into a spatter of red dots, to the "game over" screens that consist of stark renderings of the characters' agonized faces that would look right at home in a contemporary art gallery.
That's how many terrorists I'd killed by the end of Without Warning. Somehow that seems like a lot to me. Were this some kind of a helicopter game that involved blowing up terrorist bases, or an unsettling cruise missile targeting simulator, that number of deaths might seem about right. In a game about three commandos operating over a twelve hour period, it seems a little implausible.
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