Dead Rising will utilize the Wii Remote in much the same way as previous ports of titles from other systems; players will now use the pointer functionality to aim Frank West's camera along with any of the guns he acquires. The sniper rifle will require players to move the view in broad strokes with the control stick on the Nunchuk, while a simple shake will reload ammunition. Swinging the Wii Remote will be used to control the baseball bat and chainsaw. Finally, when players are attacked by zombies, they can literally shake them off with a gesture of the Wii Remote.
The game will be titled Dead Rising: Zombie no Ikenie (meaning "Zombie Sacrifice") in Japan. There is currently no word on a launch date, or the prospect of a release outside of Japan.
James Charlton contributed to this story
Hopefully this game will prove the Wii can handle the same games the 360 and PS3 can which will open the door to more multi-platform titles in addition to the expected exclusives. The majority of the 360/PS3's extra power goes to HD graphics anyway. So taking away the HD and maybe lowering the textures and polygon count a little if necessary should make this and any other title playable on the Wii with the unique controls making up for the compromised graphics which won't even be all that noticeable on a standard television.
I see no reason RE5 can't appear on the Wii as well. It's really nothing but RE4 with HD graphics.
Dead Rising wasn't a particularly beautiful or detailed game. The Wii is more than capable of handling MANY zombies on the screen at once. Remember, Nintendo had the Gamecube doing such things before it even released. Given that the Wii happens to be even stronger, there is no reason why this can't be accomplished.
The only thing that can hold this game back from looking and playing exactly like the 360 version is laziness on the part of Capcom.
Some of the screen shots from Famitsu (http://www.nintendoworldreport.com/forums/index.php?topic=25132.msg440747#msg440747) have quite a few enemies on-screen (particularly the one with the chain saw on the first page). However, since I'm not overly familiar with the original, I can't say how it compares.
I knew you would bring up the GameCube, and probably be referring to Pikmin in particular. Pikmin 1&2 did have over 100 characters on screen at once, however the Pikmin models appeared to be relatively basic in comparison.
Capcom could do it. Even those screenshots don't look impossible, Tuxedo Bond. Good skinning can easily negate notice of low poly models. Furthermore, coding in a progressive, distance-based level of detail would hardly be a big deal and have been used in games for over a decade now.
Besides, any game engine designed with displaying many characters on screen at once will most likely be properly coded to do so. Look at Serious Sam. That game still looks pretty good today, yet would easily run on even modest systems back when it was initially released. You could always expect to see tons of enemies at any given time, all in ridiculously wide-open areas.
The only thing that can hold this game back from looking and playing exactly like the 360 version is laziness on the part of Capcom.
Remember, Nintendo had the Gamecube doing such things before it even released.
Earth Defense Force had craptons of giant enemies on the freaking PS2.