Category Archives: Science Fiction

Dead Rising: Not Your Typical Zombie Game

The video game franchises of Fallout and Resident Evil are among my all-time favorites, but they are far from the only series I absolutely love.  I would say that what I enjoy most about story-driven video games is that they offer a departure from everyday conventional life.  My adventures have ranged from uniting a dozen different alien races to combat a common threat (the Mass Effect trilogy), battling dragons, giants, and other fantasy medieval beasts while trying to prevent the end of the world (Skyrim), and finding that manipulating the fabric of time comes with a steep price (Life is Strange).

Yet there are very few video games that offer an escape from reality to the extent that the Dead Rising series does.

My first experience with this series was with the first Dead Rising for the WII system.  While that version is “watered down” and doesn’t have the same amount of content as its Xbox 360 counterpart, it is still a very enjoyable game. The basic scenario is that photojournalist Frank West gets a tip that strange events taking place in a small Colorado town called Willamette.  He has a friend transport him inside the town by helicopter to avoid the military barricades on the ground.  When some army copters show up to chase him and his pilot out, Frank jumps onto the roof of Willamette’s shopping mall rather than lose the chance for a possible award-winning story.

Upon making it down to one of the main entrances for the mall, Frank discovers a group of survivors building a barricade to keep a horde of zombies from getting in. This plan quickly fails when one batty old woman spots her beloved poodle outside and opens the doors in an attempt to rescue her pet.  How she managed this with the other survivors failing to stop her is anyone’s guess.  Frank is one of the few people to escape the zombie swarm and make it to the mall’s security office before the door is welded shut by a surviving guard.

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My favorite ensemble for Frank in
Dead Rising 2: Off the Record

The remainder of the game entails Frank using an air duct to get back out into the mall to rescue stray survivors, battle zombies and the occasional psychopath (more on that later), and uncover the truth of what started the epidemic, or strange events, plaguing Willamette. And that’s where the real fun begins.

The primary thing that sets Dead Rising apart from other zombie apocalypse games is that the game’s emphasis is on making the overall experience more comedic than horrific.  Aside from the clothing to change into and food needed to replenish health, any object that can be picked up by Frank can be used as a weapon, however unconventional.  This includes — but is not limited to – guns, wooden benches, sledgehammers, trash cans, cash registers, mannequins, hangers, and a stack of CDs.

Another element that adds to the overall fun factor is that Frank can swap his own clothes for one of the many outfits available throughout the mall. The player even has the option to have him wear a woman’s dress or a banana hammock while running around killing zombies.

The third staple of the game and of the series in general, is that the player must also face off against certain people labeled psychopaths. For the most part, this means either people who are using the outbreak as an excuse to engage in criminal activity or ordinary civilians who don’t cope well with the end of the world as they know it.  Most of them also add to the humor element present in the game.  My personal favorite is the supermarket manager encountered early on.

While Frank escapes Willamette in the best possible ending out of multiple conclusions, the military fails to keep the epidemic from spilling out into the world. And that’s where the setup for the second game comes in. Dead Rising 2 takes place in the fictitious Fortune City, an area consisting largely of casinos and shopping centers.  Fortune City also capitalizes on the epidemic by making zombie killing a spectator sport in a gladiator-type arena.  A new outbreak occurs when someone deliberately sets loose the zombies to be used in the fights from confinement.

The most interesting thing about Dead Rising 2 is that there are two separate versions of it, each existing as its own game.  This one introduces a down-on-his-luck motocross rider named Chuck Greene as the hero.  The other, a spinoff subtitled Off the Record, sees the return of Frank as the lead protagonist.  There are so many differences between the two that each tells a story unique to Chuck or Frank.  One thing that remains the same is that each protagonist strives to expose the mastermind behind the outbreak and bring him or her to justice.

Dead Rising 2 retains all the elements that made its predecessor so humorous, but also embellishes on them. There are three times as many objects to use as a weapon than those present in the first game. And two objects can now be combined to create a more carnage-inducing, often wacky means of killing zombies, with the exception of the beer hat.

In my opinion, the psychopaths encountered in the second game are even more comical than those in the original. My personal favorite is Carl Schiff, the postal worker who is determined to deliver the mail even in light of the outbreak.  His dialogue is dependent on if one is playing as Chuck or Frank, but both encounters are equally entertaining.

Dead Rising 3 brings the overall story full circle by tying up loose ends from the first and second games. The protagonist this time is a young mechanic named Nick Ramos who finds himself at the center of yet another outbreak.  Nick discovers that he may hold the key to eradicating the zombie epidemic once and for all.

Like Frank and Chuck before him, Nick can change into any outfit present in the game. While Dead Rising 3 ups the fun factor by eliminating the need to create combo weapons at workbenches and introducing combo vehicles, it lacks humor in one area.  I know I’m not alone based on reviews I’ve read find Dead Rising 3 psychopaths more off-putting than entertaining.  There are fewer of them in this game, and most are made to represent one of the seven deadly sins.  Suffice to say, the one for gluttony is particularly nasty.

The other downside, as with the first two games, is that the player is racing the clock. To get the best possible ending, the mystery behind the outbreak must be solved within a set amount of time.  As much as I love the series, the games don’t allow for much wandering to your heart’s content without getting a “game over.”  And with the ending of the third game having such finality about it, this seemed to be it for the franchise.

I recently heard news of a fourth game due out in December 2016, and I couldn’t be more excited. From what I’ve read, Dead Rising 4 will breathe new life into the series, no pun intended.  Frank is set to return as the main character, and the franchise is literally going back to its roots.  The action will take place in a rebuilt shopping mall in Willamette, introduce a new breed of zombies unrelated to the ones featured in the original trilogy, and will for once ditch the timer.  The notion of having all the time in the world to explore the environment while solving the mystery at the core of the story has me anxious to begin playing this game.

As long as it retains or surpasses the hilariousness that the franchise is most famous for, all the better.

First Experiences with Fallout 4: Nuka World

NOTE: This piece only reflects my views of the game as of Sept. 4th, 2016. Any gameplay time accrued after this date is not addressed. Warning: There are minor spoilers ahead.

One of the staples of the Fallout series is a fictitious soft drink called Nuka-Cola. You cannot play any of the games in the series without finding a bottle of it sooner or later. The more recent games have even added variants of the popular beverage. For instance, Fallout: New Vegas offered a drink called Rum & Nuka, while Fallout 3 introduced a more potent caffeinated drink called Nuka-Cola Quantum. In addition, Fallout 3 has an enthusiastic collector of Nuka-Cola memorabilia, Sierra Petrovita, who assigns you a quest to track down long-lost collectibles for a museum she’s building. It would only make sense that there’d be something much bigger associated with the beverage.

From the first time I heard about a Fallout 4 expansion pack that was set in a rundown amusement park called Nuka World, I was ecstatic. This was a first for the Fallout series, though Fallout 3: Point Lookout did feature a boardwalk setting with a Ferris wheel. The idea of exploring an enormous post-apocalyptic theme park that bears some resemblance to Walt Disney World couldn’t have been more exciting for me. Nuka World exists as the pinnacle of the drink’s popularity before the world was destroyed by nuclear war. The now derelict theme park that’s been claimed by a gang of Raiders seems to be a hotspot for finding bottles of the beverage in higher quantity. The expansion pack even allows you to mix drinks together to create brand new flavors that give the player unique benefits in battle, such as greater endurance or better health regeneration.

Between all the new never-before-seen creatures to combat, the largest expansion pack area to date to roam around in, the theme park aesthetic, and the possibility to ally with the Raider faction for the first time in the series, it seemed there would be enough to keep me entertained for days.

But before I could enjoy exploring the park’s every nook and cranny, I first had to get there. That in itself was a challenge and literally took me around six hours of gameplay.

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Scrapbook of my first trip to Nuka World.

Immediately after downloading the new content, I booted up Fallout 4 to begin my adventure. I loaded my last savepoint and began heading toward a new area on the western edge of the map, a tram station that would take me to the park. My character was so loaded down with weapons, armor, and health items that I could only run for short bursts. I’ve never had any problem walking from one area to another, so I chose not to drop anything. It only took me a half hour to reach the tram station, where I was forced to engage a group of bad guys in battle before I could board the shuttle. After another half hour of total gameplay to reach this point, I was on my way to the entrance of Nuka World, ready to enjoy my first view of the main fairway.

Or so I thought…

Upon exiting the tram, I found that the sadistic leader of the Raiders had set up a gauntlet for any and all new arrivals. I was forced to traverse a lengthy, heavily booby-trapped path leading through part of the maintenance tunnels and ending at an indoor bumper car ride. The part I had the most trouble with was a collapsible walkway. Before I figured out I needed to run across it to get to the other side, I wasted a good amount of time trying to walk across the sturdy boards left behind.

After making my way through sectioned off areas of the tunnel that were loaded with tripwires, explosives, dangerous radiation levels, and monster nests, I found that I would have to fight the Raider boss who set all this up. This proved to be a challenge since he was decked out in an electrified battle suit built to withstand damage. Fortunately, one of his close associates is also looking to take him out. This associate provides the player with a squirt gun that can temporarily short out the suit. After several tries at winning the fight, I found that I didn’t have enough healing items to get through it in one piece. Sadly, after three and a half hours of my best efforts, I was forced to go back to my original savepoint and stock up on supplies before making this journey for the second time.

My second run through the gauntlet went a lot quicker since I now knew what to expect. Oddly, I did also find stuff I’d missed on the first playthrough, such as tickets or tokens to use at the fairway arcade. The boss fight also went much better now that I was well equipped, but overall, I spent a lot of time trying to get into the theme park itself.

After the fight, I was greeted by Gage, the associate who’d helped me out by giving me the squirt gun. My character was then offered the chance to assume the mantle as leader of the Raiders present in Nuka World. Gage explains this by saying he hopes an outside party who was tough enough to survive the gauntlet might have what it takes to clear out the various monster-infested branched-off areas of the park and make them habitable.

All the effort I put into fighting my way into Nuka World paid off when I finally began winding my way through the environment. One of the first people I encountered when I finally reached the fairway was Sierra from Fallout 3, who has come to the park in search of more memorabilia. She assigns you a quest to find hidden images around Nuka World that contain codes needed to access a locked office. She gives you a pair of special glasses needed to spot these images.

So far, I’ve explored almost all of the fairway, most of the Sci-Fi themed area called Galactic Zone, and part of Kiddie Kingdom. I have yet to find any of the hidden images, but am aiming to find them without looking at any spoilers online. Clearing the more dangerous areas is proving to be just as challenging; there were points where I felt like I was playing a survival horror game. For me, it only adds to the appeal.

The one downside is that healing items seem to be scarce. Maybe I’m just not looking in the right places. Unless something changes, it’s looking like I may need to take a trip back to the primary location in Boston to stock up again. Since some Raider characters give you quests that demand you venture outside the theme park, I’m not as bothered by this need for a detour.

It seems the same rule applies to this fictional theme park as much as it does to the real ones: The fun lasts only as long as your resources do.

Star Trek Heritage: Chapter One, Pt. 1

She was having trouble concentrating with that incessant beeping coming from the proximity sensors, but she didn’t stop working. The Borg Cube was closing in. They hadn’t sent any members of their hive onto the ship, but that was hardly reassuring. The rest of the crew aboard the USS Heritage was currently unconscious and that left Ensign Meva Skogland the lone soldier.

She wasn’t entirely sure why whatever knocked out the crew hadn’t affected her, but she thought it might have something to do with her being in decontamination at the time the Borg ship had appeared. She’d have to remember to ask Doctor Syversten about it when this was over…assuming they all survived. What a terrifying thought.

Meva’s hands flew across the console as she assessed the damage to the ship, checked weapon and shield statuses, and monitored the Borg Cube, which was now currently maintaining its’ distance. Whatever the Borg had done had disabled the Heritage’s warp engines, so they weren’t going anywhere anytime soon. Everything else, however, seemed to be functioning properly, the most important system being life support.

Meva had never seen a Borg ship in person before, had never seen the Borg themselves at all, but all the reports said the same things. The Borg disable a ship, send over their hive minions to leech data from the ships computers, and assimilate all members of the ships crew. Not necessarily in that order. Then they move on. Another ship. Another crew. Gone. Assimilated.

So…why weren’t they doing that? Why were they just sitting there? Sure they had disabled the ship just like previous reports said they would. But they hadn’t started the rest of it.

“Shit. What am I supposed to do with this?” Meva muttered to herself. Speaking out loud to herself made her less out of control. She was just an Ensign who worked in the Science Department. She was fresh out of the Academy. Everyone else on board, literally everyone, outranked her. Except now everyone else was out cold, which left only her.  And she knew procedure. They trained you for hostile situations. But you weren’t prepared. Not entirely.

Of course she had basic training in the use of the weapons systems. Everyone on the ship did. Every good Captain insisted on it and Captain Miles was a good Captain.

“He’d be a better Captain if he was awake.”

Meva wasn’t confident in her ability to use the ships weapons systems against this particular enemy and survive. She needed a plan. She worked in the Science Department. Maybe she could science a way out of this. For now it seemed she had the time. The Borg were just sitting there. It was creepy.

“Alright then. Let’s see if we can get these warp engines running. Or at least get it to impulse power. If I can’t do that maybe I can figure out how to wake Syver. Or the Captain. That would be nice.”

Meva grabbed a Data PADD so she could continue to monitor the consoles on the Bridge and headed for Engineering. There were crewmembers all over the place. Many had simply fallen wherever they had been standing when the attack came. Some sporting bruises from hitting the walls, the floor, each other. Some were lying in odd, and obviously uncomfortable, positions. She wished she could help, but with no proper medical training she didn’t even know where to begin.

‘This is one hell of a first assignment,’ she thought as she headed for the turbo lift. She sincerely hoped that the turbo lift didn’t malfunction. She didn’t need to be trapped in an elevator on top of everything else. Then they would all be screwed. ‘As if we aren’t already.’

Meva Skogland had been so excited to be given the chance to serve her first Starfleet assignment aboard the Heritage. It was the ships’ maiden voyage through space and a spot aboard was as coveted as a spot aboard the Federation Flagship Enterprise.

She reached the nearest lift and, surprise surprise, it wasn’t working.

“Great. The Medical Bay it is then.”

Heading toward Dr. Syversten’s office she tried to remember anything she may have learned at the Academy that might help with this. The Kobyashi Maru maybe. Except she failed that test. Everyone did. If she couldn’t wake Syver then she knew it was over.

She reached the Medical Bay in record time. Just like the Bridge and the hallways the bay had personnel laying and sitting wherever they had been. She found the Chief Medical Officer sitting in his office chair, his head lying on his desk like a kid who had fallen asleep at school.

“Doctor?”

Meva shook the doctors shoulder, as if that would do any good. It didn’t. She began looking through drawers and in cabinets. Assuming everything was properly labeled, which it always was, she was hoping to find anything that might be used to wake someone up.

While she searched for something, anything, that would help she continued to monitor the Data PADD. There was still no change from the Borg Cube and Life Support Systems were still functioning. Good. She still had time, but that could change at any moment.

Finally she found a stash of hypo sprays. She looked through them until she found one labeled ‘Epinephrine’.

‘Well, this will either wake him up or give him a heart attack.’

She read the label of the hypo spray, checked Syversten’s medical record in the ships’ computer to make sure he wasn’t allergic to anything, and then, taking a deep breath she stuck the hypo spray into Dr. Syversten’s neck and waited. It didn’t take long. The Doctor’s head shot up as if he’d just had a bucket of water dumped on him.

“What the hell…” he muttered. He was looked groggily around the room.

“Doctor. Are you alright?” Meva asked.

“Ensign Skogland? What’s happening?”

“The ship was attacked, Sir. I think. A Borg Cube sent out some kind of energy pulse that shut down the warp engines. It also seems to have rendered the crew unconscious. Everyone except me anyway. And now you. I was going to try to get the engines back online, but I can’t get down to Engineering. Thought I would try to wake you up instead. I’m really glad it worked.”

“The Borg? They’re here? Why haven’t they taken the ship yet?”

“I don’t know, Sir, but they’ve been here for several hours now. They disabled the ships ability to move, but haven’t done anything else. I’ve been using the time to try and either get the ship away from here or wake up someone who can. That’s where you come in.”

Dr. Syversten got up and looked around. “What did you use to wake me up, Ensign?” he asked.

“I used a hypo spray labeled Epinephrine. I only have Starfleet’s basic first aid training. I was kind of guessing and hoping it worked.”

“I’m very glad you guessed correctly, Ensign. Were you able to wake anyone else?”

“No, Sir.”

“Alright. Well, the best course of action then would be to wake the Captain and the rest of the bridge crew. They’re better trained to handle these sorts of situations. That will give us the time, hopefully, to start taking care of the rest of the crew.”

“Hopefully is right. The Borg haven’t fired on the ship yet, which goes against every report I’ve ever read about them. Granted there aren’t many so we’re probably missing information. We need the Captain.”

“Okay. Let me grab what I can from here and we’ll head to the Bridge.”