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Dead Rising 2: Off the Record - PS3 (Pre-owned)
Playstation 3

Dead Rising 2: Off the Record - PS3 (Pre-owned)

Regular price $ 14.99 CAD $ 0.00 CAD

1 Complete available online.
0 Missing Manual available online.


he entire game is a "What If?" scenario where Frank West covered the Fortune City outbreak, instead of Chuck Greene. As such, the game isn't considered canon within the Dead Rising continuity. It also changes the plot of Dead Rising 2 significantly in regards to the different characters and their motives. After surviving the zombie outbreak that occurred in Willamette (though now infected with the zombie virus), freelance photojournalist Frank West quickly became a celebrity for exposing the truth behind the outbreak. However, his fame soon vanished due to frequent scandals and controversies. In hopes to regain a place in the spotlight, he accepts an offer from Tyrone "TK" King to appear as a special guest on the controversial pay-per-view zombie-killing show Terror is Reality, taking place in Fortune City, Nevada. At the beginning of the event, Frank, wearing a wrestling outfit, is lifted via platform into a wrestling ring and made to kill zombies. After the event is finished, a humiliated Frank takes his winnings and leaves. As he is leaving, he overhears TK talking with someone and goes to investigate. With his camera, Frank manages to take some pictures of TK handing money and a strange item to a young man, though a few of TK's thugs attack him when he tries to escape. Frank then calls the elevator to leave, but a loud tremor knocks him out. When Frank wakes up, he finds that the zombies have gotten loose and are now infesting Fortune City. Frank fights through the undead hordes to the emergency shelter. Security chief Raymond Sullivan initially refuses Frank due to his infection, but Frank bluffs his way in with an empty box of the anti-zombification drug Zombrex. He then meets Stacey Forsythe, who leads her branch of the protest group CURE (Citizens for Undead Rights and Equality) and had been in Fortune City to protest Terror is Reality's zombie-exploitation when the outbreak began. After helping Frank find a dose of Zombrex, Stacey monitors Fortune City from the Safe House and informs him of any new developments or signs of survivors. In three days, the military will arrive to rescue them all. A news report appears on the Safe House television, and reporter Rebecca Chang runs footage of TK's accomplice placing a bomb on the zombie holding pens. Stacey recognizes him as Brandon, a member of CURE, and her group is blamed for starting the outbreak. Frank goes out to meet Rebecca and the two of them search a security room in the Arena, which has been sabotaged and destroyed. Back in the Safe House, Stacey spots Brandon hiding in a bathroom. He has gone insane, and Frank is forced to fight him to the death. Frank confronts Stacey about how Brandon was part of CURE and how he started the outbreak. Stacey responds that he was new and TK must have planted him in the group. They continue to argue until Frank notices people moving equipment in the underground on a security camera. Moving through the underground tunnels and fighting off guards, Frank confronts TK. The gameshow host admits that he is indeed behind the outbreak before escaping. TK's men then begin robbing Fortune City's casinos, though Frank stops the attempted heist. Rebecca invites Frank to come with her and meet her source. Frank arrives, but finds nothing except a transceiver. TK talks to Frank on the other line, demanding that he bring $1,000,000 to the Shoal Nightclub or Rebecca dies. Frank arrives with the money and is confronted by her "source" Amber and Crystal, TK's twin girlfriends and bodyguards. He manages to kill one of them, and the other woman commits suicide out of grief. Rebecca and Frank chase TK to the roof of the hotel, where he is preparing to escape Fortune City on helicopter. Frank foils the escape and captures TK, who is held prisoner at the Safe House. By this time, the military has arrived in Fortune City to begin the cleanup and rescue. At first, the soldiers have little trouble with the zombies. However, a strange green gas begins rising from the vents in the ground. This causes some of the zombies to mutate, becoming faster, stronger, and seemingly unkillable. No match for the "gas zombies", the military team is nearly wiped out. The sergeant in charge of the team escapes the zombies, and Rebecca follows. Frank heads to the underground, and finds the sergeant has gone completely insane and is holding Rebecca hostage. After defeating the sergeant, Frank gets Rebecca back to the Safe House. TK refuses to say anything about the gas. When asked why he framed CURE, he says that Brandon was just the name "they" gave him. The Safe House doors are suddenly breached, allowing zombies to flood inside. Frank manages to hotwire the inner doors to close, but he realizes that the breach wasn't an accident, Nearby, TK tries to escape but is knocked over by a zombie and bitten. Enjoying the irony but needing him alive for his story, Frank contemplates on whether he should give TK a dose of Zombrex. He ultimately does so despite TK's ungrateful insults. The television news reports that since no survivors were found in Fortune City, the military will commence a firebombing to wipe out all the zombies. Realizing that TK could not plant such false news, Frank heads to the underground tunnels to find the source of the gas. He finds a secret base of scientists and soldiers harvesting zombies for Queens, the bee-like parasites responsible for the zombie virus, and grabs a laptop containing classified information from the pharmaceutical corporation Phenotrans, which also produces Zombrex. After studying the information, Rebecca concludes that Phenotrans started the outbreak and created the gas zombies to both produce and drive up demand for Zombrex. She also attempts to call her news station to send helicopters for the survivors. Rebecca is suddenly shot and Frank turns to face her shooter... Stacey. Sullivan stops her from killing Frank, but he is shot dead and Stacey escapes. Frank chases her into Fortune Park, where Phenotrans soldiers are continuing to harvest Queens from the zombies and storing them in giant machines. After destroying the harvesters, Frank goes to Uranus Zone to confront Stacey, who is actually a Phenotrans agent codenamed "Agent S". Stacey boasts that Phenotrans didn't start the outbreak for money, but to save lives. She explains that they need Queens to make Zombrex and therefore need to make more zombies to produce them. Stacey calls it "a necessary sacrifice for our country", but TK's actions (getting CURE on television and robbing the city) were carried out without her permission. She then turns on a giant robot and attempts to kill Frank, but he is able to destroy it and Stacey is killed when the robot collapses on her. Frank then uses her phone to call Rebecca's news station and demand helicopters for the survivors. The station sends a convoy of news helicopters to evacuate the Safe House, and Frank helps the survivors board. Before the last helicopter leaves, Frank leaves to get TK, but finds that he has vanished from the Safe House along with Rebecca (who is still alive but badly wounded). TK calls Frank on his transceiver and tells him to prepare for "Overtime". Frank is made to travel through Fortune City and gather various items for TK. When he arrives at the Arena to deliver the items, TK knocks Frank out with a taser. Frank wakes up and finds himself in the zombie wrestling ring again, and he fights them off as TK taunts him from the rafters. Rebecca manages to crawl to a switch and lower a winch for Frank to climb, where he confronts TK and eventually throws the evil host down to the ground below. Frank takes Rebecca and carries her out of the Arena, and a zombie jumps out for one final scare.

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Game (Disc or Cartridge) comes with Box only, no manual (if applicable). Box and game are considered to be in “not-mint” condition with signs of creases, sun fading and wear and tear on the box and manual and some scratches on the disc but still works unless otherwise noted. You may contact us to request a picture of the actual items before purchasing as there will be no exchanges or refunds for cosmetic reasons *Please refer to our Cosmetic Conditions and Definitions Grading Guide

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Cosmetic Conditions and Grading Definitions Guide:

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Wear and Tear:
Any damages that are naturally cause as a result of everyday and normal use. New items, usually means that there are tears on the original cellophane

Stickers:
Any stickers that were placed on the product. To avoid further damage to the product, we do not attempt to remove all stickers.

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Trading Card Game Conditions:

Near Mint: 
Cards in Near Mint (NM) condition show minimal to no wear from shuffling, play or handling and can have a nearly unmarked surface, crisp corners and unblemished edges outside of a few minimal flaws. A Near Mint card may have a tiny edge nick or a tiny scratch or two, but overall look nearly unplayed with no major defects or flaws.

The acceptable range of cards within the Near Mint condition include both cards with no imperfections and cards with a few minor imperfections.

Slightly Played: 
Cards in Slightly Played (SP) condition may have minor border or corner wear or even just slight scuffs or scratches. There are no major defects such as liquid damage, bends or issues with the structural integrity of the card. Noticeable imperfections are okay, but none should be too severe or at too high a volume.

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A Moderately Played card may have some form of a more major marking, such as creasing that doesnʼt affect card integrity, but not in combination with other issues such as scratches, scuffs or border/edge wear and not impacting a large area of the card.

Heavily Played: 
Cards in Heavily Played (HP) condition show a severe amount of wear. Cards with less than 30% of the surface being liquid damaged are typically accepted but may be considered Damaged if especially detrimental. HP cards can have one small instance of missing ink (such as if something is stuck to a card, then removed and pulls away part of the card), along with major creasing, whitening and border wear if the card can still be sleeve playable.

Damaged: 
Cards in Damaged condition can exhibit a tear, bend or crease that may make the card illegal for tournament play, even in a sleeve. If more than 30% of the card is damaged by liquid, it's considered Damaged. Cards in Damaged condition may have extreme border wear, extreme corner wear, heavy scratching or scuffing, folds, creases or tears or other damages that impacts the structural integrity of the card. (Note: No one likes to receive a card that is covered in a foreign substance, such as food, liquid or other material.)


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