Capcom's Dead Rising was one of the titles that defined Xbox 360's early life.
Taking its cue from subversive horror movies such as George A Romero's Day Of The Dead, the title introduced gamers to zombie-slaying maestro Frank West.
Capcom is now readying a sequel alongside Canada-based Blue Castle Games - and promising that it has managed to hugely increase the amount of undead bloodsuckers on your screen at any one time.
Here, we catch up with the game's producer, Capcom's Shinsaku Ohara...
What influences have you taken on board for Dead Rising 2? The portion we have played seems heavily influenced by The Evil Dead 2...
I don't want to name specific movie titles, but we watch all sorts of zombie movies and horrors. We try to get the essence of that into Dead Rising.
The important thing about Dead Rising is the humour of it; we try to pull in bits and pieces from different movies.
There are a sea of zombies this time round - dwarfing the number in the last game...
Well I know than in the last game, the maximum we could show was maybe about 500. People wanted more zombies. We figured out the next step. That was one of our focus areas. We knew 500 zombies wouldn't do it.
We had to get better at that aspect of development. We put a lot of investment in technology into it that would allow us to do that.
Las Vegas is one of the more morally questionable areas of the world. Why base DR2's city on it?
We wanted this game to be set in a casino city, sort of like Las Vegas - we created New Fortune. Dead Rising 1 was in a mall - and that's an easy place to offer players many items to use as weapons.
We had to find a new location that would offer these things. A city like this has different kinds of shops that are allowed different kinds of weapons in a different atmosphere.
What differentiates Dead Rising from Left 4 Dead and Resident Evil?
Resident Evil is very serious. Their zombies are slow and a lot stronger than ours. Left 4 Dead has fast zombies, it's a fast-paced game. Dead Rising 2 is, I don't want to say in-between, but we play with our zombies - we have fun with them.
They're not a real threat, but if there are tons of them around the situation becomes a threat. It's about having fun with them - putting buckets over their head, putting rockets into their mouth. That is what Dead Rising unique - the humour element of it.
It has almost party game feel...
It's certainly a game you can pick up a game and have fun. If you're into the story then it allows you to go with it, but if you just want to have fun with the zombies, you can have fun with that.
We have multiplayer, so you could look at it as a party game. It's just a fun game to pick up. There are so many things you can do with the zombies.
What things from the first game did you know you needed to change for this sequel?
The first Dead Rising was built in a very Japanese style. We had some help from America, but basically it was all done in a Japan. We wanted to do it better for a Western audience this time.
That's why we're working with Blue Castle now. They know what they like - and it's good to have them come up with ideas and it becomes a back and forth thing.
Together, we've come up with crazier ideas than we did in the first game. What we didn't quite manage in Dead Rising 1 was that - it still felt too Japanese. We're much closer to feeling like a Western game with this title.