Dead Rising Wii: Good Idea?

For me, 2006’s early 360 title Dead Rising was always about the sheer number of zombies that were pushed. Hundreds of the creatures could be onscreen at any given time–and it was a joyous initial exhibit of the 360’s power.
But now, these screens from Dead Rising’s Wii port (Zombie Sacrifice) have been released. I must say, I’m impressed with the detail of the character models–but at what price has this feature come? Take a look.
As you can see, the zombies (and Frank) are looking spiffy–but there’s only a few of them. Now, I understand the Wii can’t push polys like the 360 can–but, personally, I’d rather have zombies that looked 50% worse, but 100 of them onscreen instead of 20. I’d rather have a LoD system where distant zombies faded even into the 2D realm–but not this surely pop-in filled display.
On a gameplay note, I’m ecstatic to see that they’re implementing real mechanic and structure to the game–Dead Rising was a good title for the early 360, but its timed mechanic kept ol’ OCD-explorer me away.
What do you think? Fire off a comment.
