

He did miss a few people he could have saved, and a few other psychopaths to fight. Which also brings up the random stat gains on levels too. It's always better to level up a bit before you try beating the game. They were never really meant to be beaten on your first try, and it's usually very hard if you try. Which also brings up the first game as well. You can get PP in a variety of ways in the game, including giving Katey gifts (though that really isn't clear at all unless you look at the achievements then experiment with items), which is a pretty fast way to level early on. The weapon combinations kinda show that even. I think DR2 is more about experimentation than anything. Just to start to remember the cards only offer x2 PP and a secondary attack for them. Even then I still got a bit confused when DR2 dropped and I got my hands on it late. I think the issue is they expected you to play DR2: Case 0 (Zero). If he'd played this on his own time, Arin would've likely done much better with it from the start. It's not a masterpiece, but it's plenty of fun and rewards observation/just trying things on a regular basis. I don't like harping on them not being amazing gamers, so I'm mostly just saying all of this in defense of the game itself (for whatever that's worth). Just take the instance where we've even seen Arin ignore combinations staring him the face right after looking at the card for it, or complaining there are no weapons, guns, or health items when running right past that very thing. It just isn't fair to say it's the game's fault.
#GAME GRUMPS DEAD RISING 2 FULL#
The way this has been played has largely been a case of not exploring / being focused on the entertainment aspect of the show rather than paying full attention to the game. Remember when he was saying fighting the psychopaths isn't even worth it? They could've earned tons more points from that (and saving more survivors), and leveling is integral since it grants more health, inventory, moves, and cards.
#GAME GRUMPS DEAD RISING 2 PLUS#
The loading screen tips include a mention for combing weapons with the blue wrench as well, plus other ideas for what they can do to earn player points and level up. For him to not just try what he assumed the game is showing him seems to fly in the face of the kind of game design he claims to love so much. The dots are easy to connect, but they've still missed out on a lot based on a pure assumption or lack of trying things.Īrin has asked a lot of "can this do this" questions, only to be shot down based on random guesses. Early on, Arin noticed and remarked on how the first area you enter after the safe room has obvious combos in plain sight, despite going on to ignore it elsewhere. If you go into any other maintenance room, there are always items together on the shelves in the same fashion. You see that there's a bat and nails in the first room on the shelves, right after learning you can combine them with the card. But when you first enter the maintenance room, the text on screen absolutely does tell you to try other combinations, and the required parts are often grouped up together.
