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Old 18-Jan-2007, 12:40 AM   #1 (permalink)
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Dead Rising's gory, ridiculous, and entertaining action, coupled with its real-time structure and campy stylistic touches, make it one of the most unique games currently available for the Xbox 360.he Good: Thousands and thousands of zombies to kill in a myriad of ridiculous ways; tons of things to see and try throughout the mall; great sense of style; a plot that manages to be intriguing without intruding too much on the action; fantastic sound effects. The Bad: Save system and real-time game structure are frequently at odds with one another; copious number of escort missions start to wear thin after a while.
When it comes to zombies, few publishers have more experience with them than Capcom. The company has made a mint in recent years off various iterations of the Resident Evil series, and that franchise shows no signs of slowing any time soon. So, it is with some curiosity that we now find ourselves with Dead Rising, an Xbox 360 zombie game produced by Capcom that has exactly zero to do with anything Resident Evil. Where Resident Evil was a series all about horror, tension, and frequent jump scares, Dead Rising goes in the other direction, creating a pure action experience with zombies that are much easier to kill but travel in higher numbers--much higher numbers, actually, with groupings numbering in the hundreds. As a departure from the zombie games of old, Dead Rising is a great success, wonderfully blending campy undertones and visceral, zombie-killing action into something highly playable. It suffers from structural faults, and the game does find itself leaning heavier on repetition than you'd probably like, but Dead Rising overcomes these shortcomings by being a lot of fun to play.
The main protagonist of this zombie nightmare is Frank West, a freelance photojournalist that has made his career covering wars and atrocities. In the sleepy little town of Willamette, Colorado, things seem to have gone terribly wrong. Military convoys block off all roads leading into the town, and all communication devices have been jammed. After being tipped off about the events unfolding, Frank charters a helicopter and flies into town to get what potentially could be the story of his career. What he finds is a whole mess of zombies laying waste to the town and its citizens. After snapping away a number of pictures of the carnage, Frank instructs the pilot to drop him off on the roof of the local shopping mall--a huge, decadent shopping emporium that almost seems bigger than the town itself. Frank tells the pilot to return in three days to pick him up, and from there, Frank is seemingly on his own.
Frank's journey through the Willamette Park View Mall is a fairly complicated one. The basic premise of the game is that Frank has 72 game hours to get his story and get the heck out, and how you go about doing so is laid out in a rigid, linear fashion, though also, at least somewhat, left up to you to decide for yourself. Essentially, from the moment Frank first hooks up with some of the key survivor characters in the game, he finds himself on a path to the truth. This path is laid out in a series of case files, which are the game's equivalent of story missions. Each case file takes place at a certain time on a specific day, and it's up to you to get to where those missions take place in at the specific time designated. However, there are also a number of side missions that pop up during the course of the game. These missions are entirely optional but doing them nets you more information about what's going on, as well as some point bonuses for Frank.
The real-time structuring of Dead Rising has its unique qualities, but it doesn't always work particularly well. Specifically, the mission structure and the game's rather punishing save system simply don't get along with one another. Save points are scattered in a few specific spots throughout the mall, and you only get one save per storage device on the Xbox 360. Considering most people probably only have one storage device, that means one save for the whole game. The inherent problem with this is that because the game revolves so heavily on a rigid schedule for the case files, if you save yourself into a corner where you can't feasibly get to that next case file in time, you're screwed. All the case files are connected, and if you fail to get to one on time, the trail goes cold and you're unable to pick up any of the other story missions.
Interestingly enough, if this nightmare scenario happens, you can opt to save the game with Frank's current level and abilities intact and start the whole story over (which you'll basically have to do if you find yourself in this position anyway). Doing this does make it easier to bust through the parts you've already played, but it's still an obnoxious thing to have to deal with. By nature, having to be places on time is not an inherently fun thing. It's especially frustrating when the penalty for not being somewhere on time is the whole story mode ending and you having to start over from hopefully a close enough spot to eventually make it. Thankfully, Dead Rising turns out to be a game you'll want to play through multiple times. But potentially forcing players to replay sections because of an overly punishing save system is the polar opposite of fun.

ead Rising Unlockables

Achievements
Complete each of the following achievements below to get the allotted gamerscore.
Unlockable How to Unlock Zombie Hunter (20) Defeat 1,000 zombies. Zombie Killer (20) Defeat 10,000 zombies. Zombie Genocider (20) Defeat 53,594 zombies. Self Defense (20) Defeat 1 psychopath. Peace Keeper (20) Defeat 5 psychopaths. Punisher (20) Defeat 10 psychopaths. Tour Guide (20) Escort 8 survivors at once. Frank the Pimp (20) Simultaneously escort 8 female survivors. Full Set (20) Collect all portraits in the Notebook. Humanist (20) Get 10 survivors out of the mall. Life Saver (20) Get 20 survivors out of the mall. Saint (20) Get 50 survivors out of the mall. Strike! (20) Send at least 10 zombies flying with bowling balls. Costume Party (20) Place novelty masks on at least 10 zombies. Raining Zombies (20) Knock at least 30 zombies aside with a parasol. Gourmet (20) Eat all types of food available in the mall. Item Smasher (20) Break 100 items. Bullet Point (20) Fire 1,000 bullets. Perfect Gunner (20) Don't miss with a machine gun. Photojournalist (20) Score at least 1,500 PP from a single photo. The Artiste (20) Score at least 3,000 PP from a single photo. Group Photo (20) Get 50 Target Markers with the camera. Portraiture (20) Photograph 10 survivors. Census Taker (20) Photograph 50 survivors. Psycho Photo (20) Photograph 4 psychopaths. Psycho Collector (20) Photograph 10 psychopaths. PP Collector (20) Photograph all PP Stickers. Transmissionary (20) Answer all calls from Otis. Indoorsman (20) Spend at least 24 hours indoors. Outdoorsman (20) Spend at least 24 hours outdoors. Freefall (20) Drop from a height of at least 16 feet. Marathon Runner (20) Cover a distance of 26.2 miles. Carjacker (20) Steal the convicts' vehicle. Stunt Driver (20) Jump a car at least 33 feet. Stunt Rider (20) Jump a motorcycle at least 33 feet. Zombie Road (20) Walk over 33 feet on the backs of zombies using the Zombie Ride. Karate Champ (20) Defeat at least 1,000 zombies barehanded. Sharp Dresser (20) Change into at least 20 different costumes. Clothes Horse (20) Change into all costumes available in the mall. Level Max (20) Reach Level 50. Unbreakable (20) Get the True ending without being knocked out. Overtime Mode (20) Unveil all Cases and be at the heliport at noon. 7 Day Survivor (20) Survive for 7 days. 5 Day Survivor (20) Survive for 5 days. 3 Day Survivor (20) Survive for 3 days. Infinity Mode (20) Get the true ending. Snuff Shot B (20) Successfully photograph zombie Brad. Snuff Shot J (20) Successfully photograph zombie Jessie. Hella Copter (20) Successfully repel a helicopter. Legendary Soldier (20) Defeat at least 10 special forces soldiers.
Unlockables
Unlockable How to Unlock Infinity Mode This is unlocked by completing Overtime Mode Overtime Mode Complete all missions in 72 mode, talk to Isabella at 10am, and return to the helipad by noon on the 22nd
Unlockable Items
A handful of the Achievements have Unlockable content that becomes available once they've been activated. These, rewards, which include special costumes and items, can be found inside Shopping Bags behind the air duct in the Security Room.
Unlockable How to Unlock Laser Sword 5 Day Survivor Arthur's Boxers 7 Day Survivor Prisoner Garb Carjacker White Hat Census Taker Special Forces Uniform Hella Copter Pro Wrestling Boots Item Smasher Pro Wrestling Briefs Karate Champ Special Forces Boots Legendary Soldier Ammo Belt Perfect Gunner Hockey Mask PP Collector Mega Man Tights Punisher Mall Employee Uniform Transmissionary Mega Man Boots Unbreakable Real Mega Buster. Zombie Genocide Cop Hat Saint
Ending requirements
These are the requirments needed in 72 hour mode to unlock different endingd the farther in the letter goes the worst it is i.e. f=worst a= best
Unlockable How to Unlock Ending A Solve all cases, talk to Isabella at 10am, and return to the heleport at 12 pm on the 22nd Ending B Don't solve all cases and be at the heliport on time Ending C Solve all cases but do not talk to Isabella at 10am on the last day Ending D Be a prisoner of the special forces at 12 pm on the 22nd Ending E Dont be at the helliport and dont solve all cases Ending F Fail to collect all of Carlitos bombs on act 7-2
Unlock Weapon: Molotov Cocktail
You can obtain the Molotov Cocktail that one of the Boss, Paul uses:
1) After the boss fight, when Paul is on fire, DO NOT KILL him. Instead, pick up the fire extinguisher in the store to put out the fire.
2) Then bring Paul back to the security room. (You can also save the 2 women as well)
3) After a while, you will receive a call saying Paul has a present for you,
4) Go back to the security room to meet Paul, continue to talk to him and he will give you his Molotov Cocktail to use. (Unlimited supply!)
Unlockable How to Unlock Molotov Cocktail (infinite supply) Use fire Extinguisher to save Paul, then bring him to the security room.
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