Dead Rising - It's Resident Evil mixed with photography and robot masks.

  • Thread starter Thread starter SU 390
  • Start date Start date
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
And both are going to be inferior to the real deal.
Time is a flat circle.
I mean, I can't really say Chop Till You Drop is "Inferior" considering how different of an experience it is. I'd be more inclined to call it an interesting novelty.
Obviously, if you want Dead Rising, get the actual original and not the Wii version.

But Chop Till You Drop is a fun novelty for someone who wants something a little different or is a fan of Resident Evil I suppose. I can't say it's bad, but different. There's even a couple of things that it does that I thought was neat like being able to buy guns from the gun store guy instead of just killing him. Stuff like that.
I've seen worse Wii "ports."
 
Last edited:
The DeS remake is a war crime. Turning boletaria from a clearly makeshift pile of metal, something hobbled together in hurry, something strictly utilitarian, into an oranatevictorian palace is an insult to the original. That first reveal trailer made me sick and I never played it because of that.
But they put niggers in the game! Surely that made it worthwhile! Those pesky nipponese just don't worship niggers enough.
 
It's actually funny how that I just realized how the Wii version of DR1 was very clearly on the RE4 engine and now this remake is going to be running on the same engine as the RE4 remake.
Not sure what the right term would be... ironic? Coincidental?
and MT framework, engine made specifically for Dead Rising, was used on many other games, including RE 5, which is probably the next horror remake capcom is making after this
It's a multilayered level of humor
 
I always wondered what this quote was suppose to mean

1721005608018.png

Its a weird note to end the game on. In fact, the canon ending of Dead Rising is very bittersweet, mostly the former than the latter.

The truth is out, sure but people shockingly, disturbingly and predictably eventually move on...and its not entirely clear if anyone truly got punished for Santa Cabeza. And there was still the looming threat of Carlito's plan coming into fruition in the future. And Frank's future is looking omnious with him being infected and only having bought himself time with the antidote.

Until Dead Rising 2, gamers could only speculate whatever happened next and only had that quote to think about.
 
The dead rising endings caught me off guard as a kid. The thing that made me like Capcom horror games is they always had that cheesy "the hero wins in the end" storytelling that made all the death and suffering worth it. Most other horror games just give up and say "ok everyone dies now" after a random point, which I get most people think enhances the horror, but it just frustrates me. Why make me waste hours fighting to survive if you're just going to smoke me in a cutscene?

Silent Hill 2 was the worst offender in my book. If you take the in water ending as canon, james: drives to silent hill with his wife's corpse to kill himself, has his memories erased, meets a bunch of stupid assholes who might not be real, fights and kills a bunch of monsters that might not be real, fights and kills the embodiment of his desire to kill himself, remembers he wants to kill himself, then kills himself. I could've let James die to the first enemy in the game and achieved just as much narratively.

But I think Dead rising as a series struck a good middle ground. You have each game have super dark true endings that stick with you and just retcon them in the sequels. It's actually the opposite of resident evil funnily enough, where characters have happy endings in game, but the sequels retcon them back into being shitty losers.
 
I always wondered what this quote was suppose to mean

View attachment 6192223

Its a weird note to end the game on. In fact, the canon ending of Dead Rising is very bittersweet, mostly the former than the latter.

The truth is out, sure but people shockingly, disturbingly and predictably eventually move on...and its not entirely clear if anyone truly got punished for Santa Cabeza. And there was still the looming threat of Carlito's plan coming into fruition in the future. And Frank's future is looking omnious with him being infected and only having bought himself time with the antidote.

Until Dead Rising 2, gamers could only speculate whatever happened next and only had that quote to think about.
The first Dead Rising was top to bottom a pretty clear condemnation of consumerism and America as a whole. The quote from Robin the Bobbin plays into that, as does the games use of zombies and other story elements. Of course, this was back before such things had become entirely overdone.

The game's story still works because the critique was of consumerism, not capitalism. Tragically, these days I doubt most western developers could tell the difference between consumerism and capitalism.
 
Even weirder is DR2's canon ending is A which without the DLC or 3 (which doesnt exist anyway) is chuck dying.
I never really got the hate behind DR3. The story wraps up everything perfectly, it's a textbook way to end a trilogy: The main conflict of the games is finished, ideas from as far back as the first game are explored and are central part of this game, we know what happens to most major characters by the end, the hero gets a happy ending and we know that there will be no new zombie outbreaks...then Dead Rising 4 comes along and it becomes a textbook example of an unnecessary sequel.

I played the game recently so I know this isn't my nostalgia for the game either. I'm loving every second of it, even the story and characters aren't that bad. Only really annoying part is how minute the time limit is, but I actually played around with the game files so that I have Nightmare Mode's timer(which is just a regular 6 real time hours timer vs 12 real time hours in the base game) without it's ridiculous bullet sponges in the normal mode. Now, I can't even complain about the time limit altho this does make days ridiculously short(each ingame day is only 1 real time hour).
As an aside, this game aged incredibly well. One of it's core themes is how government overreach in trying to contain the outbreaks destroyed any shred of personal privacy, so now cameras are everywhere, NSA style databases and microchipping of every infected is the norm, along with 1984 esque propaganda quite literally being shouted from the speakers in every part of the city. Then the President gets assassinated by someone who is clearly evil and corrupt in order to gain more power and take over the country. Yeah, that part in particular aged rather well, considering what happened only a few days ago.

Anyways, I don't see why ending S for Dead Rising 2 can't transition directly into Case West. TK dies, but we can assume he becomes a zombie afterwards. How Chuck gets stuck with him in an elevator and loses Katey/Stacey on the way is unknown, and a bit of an asspull, but then again so is Chuck getting pinned by a single zombie and struggling with him when he has been responsible for a zombie genocide just a few short moments ago. It leads to him teaming up with Frank to take down Phenotrans so I guess I can't complain too much about it(remember, the safehouse survivors might be rescued and Sullivan might be dead but at that point Chuck is still a wanted criminal since Sullivan destroyed the evidence he wasn't responsible for the outbreak. This is the whole premise of Case West, Chuck looking for the evidence to clear his name).

The game's story still works because the critique was of consumerism, not capitalism. Tragically, these days I doubt most western developers could tell the difference between consumerism and capitalism.
Watch all the subtlety be gone in the remake. Remember, this is made for "modern audiences" in mind.
 
Last edited:
I never really got the hate behind DR3.
Nick is an inconsistent character, 80% he sees a death he pukes all over himself, something which really doesnt fit tonally a rare few times hes cocky about his murder. The camera is far too zoomed in and wobbles like a drunk person is carrying it the only camera ive seen come close to as bad is kane and lynch. The world is far too big and lacks any kind of notable landmarks. The weapons locker completely defeats the point of the game, and "just dont use it" isnt a good argument when the world isnt designed in a way that combos are left next to each other. Bosses are way too easy and lack any kind of specialty/gimmick like past games. Its just not very good, I couldn't care less about the story, games are games.

Anyways, I don't see why ending S for Dead Rising 2 can't transition directly into Case West. TK dies, but we can assume he becomes a zombie afterwards.

He'd be a pancake in the S ending not a zombie.
 
Am the only one that always saw "Kill The Sound" as Chuck Greene's psycho theme?

Now, before you say, I know that Chuck technically has an official psycho theme in OTR, "Firewater" and that one is great too but I consider Chuck from both games to be different characters even if similar.

The lyrics of "Kill The Sound" just match Chuck's character, situation and the specific moment before Overtime becomes available (looking for Katie and only finding her abandoned backpack, implying who knows what happened to her and he wasnt there to stop it).

Chuck always came off to me as someone hanging onto sanity by his fingertips. He is mostly emotionally restrained, rarely smiles or jokes or even show some level of empathy for the people he is killing. That isnt the say he doesnt have his moments of humanity, they are just more far in between than Frank who was able to show some level of empathy even to Carlito in his final moments despite being the one responsible for all of this. Its clear that the core of Chuck's humanity and his tie to morality and sanity is Katie. Without her, he lost everything, he will become a failure of a man as he couldnt protect his wife and daughter from a tragedy he should have prevented somehow.

Some lyrical examples

"Two voices in my head, now I want one of them dead" You could interpretate that as Chuck's mental struggle between sanity and insanity and its not clear which of the voices he wants dead, all he wants is to "Kill The Sound".

"Foundations trembling, These voices deafening, Feels like I am running out of time" Katie's life has been on a timer since she was infected, all Chuck can ever do is delay the inevitable and he knows it. And he hates it. Its killing him on the inside and he cant show it to Katie since she is depending on him. His life is now ruled by his watch, if Katie doesnt get her daily zombrex, she WILL die...

"Way down,Dark on the sound,Simple scare will take you down, Sell yourself inside in suffering,Protect, Protect low, Take it slow, down it goes Don't save yourself, We'll set you free" This is the psycho voice mostly speaking, almost mocking of his struggles but also reassuring that it will set Chuck free of all his fears and pains. It could also include his temptation towards alcohol to drown out the voices telling how much of a failure he is (which sort of leads into the lyrics of "Firewater" but thats another can of worms"

OTR does confirm that Chuck always had the potential to be a psycho within him if he lost Katie and Dead Rising 3 does show how far he is willing to go to make sure Katie has a supply of Zombrex, even if she starts to resent him for it. He is able to return from it in DR 3, especially with the prospect of a cure on the horizon, reminding us he is just a caring but very desperate father.

And I guess to add to this point, the credits theme of DR1, "Justified", could also be about Frank but also other characters in the story too as they all felt they were "justified" in the things they did. So clearly there was a thematic meaning to the credit themes since the beginning.

So "Kill The Sound" could imply just how close to snapping Chuck was at that moment, believing Katie was possibly dead and he failed her too. He was about to kill the voice of sanity, to "Kill The Sound" once and for all.

That is until Overtime begins.
He'd be a pancake in the S ending not a zombie.

And anything left of him would be immediately devoured by the nearby zombies.
 
Nick is an inconsistent character, 80% he sees a death he pukes all over himself, something which really doesnt fit tonally a rare few times hes cocky about his murder. The camera is far too zoomed in and wobbles like a drunk person is carrying it the only camera ive seen come close to as bad is kane and lynch. The world is far too big and lacks any kind of notable landmarks. The weapons locker completely defeats the point of the game, and "just dont use it" isnt a good argument when the world isnt designed in a way that combos are left next to each other. Bosses are way too easy and lack any kind of specialty/gimmick like past games. Its just not very good, I couldn't care less about the story, games are games.
Nick is a very consistent character: At the start, he's scared shitless of everything, no better than a DR1 survivor. As the game goes on, he gets used to his situation and grows some balls, and by the end he's a cocky zombie killing machine like Frank or Chuck. It's a very satisfying character growth, and mirrors how weak you are at level 1 vs how much of an unstoppable killing machine you are at level 50.
I don't really see a problem with the camera, but I guess your mileage may vary. The world isn't too big unless you don't chose to use vehicles(why wouldn't you?). It's set up like a theme park, having it's own sections: In DR1 you have various area of the mall, like the Entrance Plaza filled with clothing shops or North Plaza with it's unfinished construction work. DR2 has varied areas as well, but the themed casinos do most of the legwork. In DR3, you have 4 different areas: Ingleton is a ghetto, Almuda is an industrial area with workshops, construction area, chemical plants ect. Central is downtown, that's the urban part of the map, with a little boutique type shopping center in the middle and a giant crashed yacht covering the bottom portion of it. Sunset is the Hollywood area, filled with expensive McMansions where rich and influential lived, as well as the areas you would expect from this part of town like a food court, yoga center or a school. Then, you have the highways connecting various parts of the town as well as a metro station/drained canal that act as the equivalent of the maintenance tunnels from the previous games that form shortcuts to various parts of the city. Capcom Vancouver did a great job translating the map design of the previous games into a bigger open world, but I will admit I also remember the map being more generic than it is. Once you play around in it, you will know instinctively where you are and where you need to go, as the individual areas themselves aren't too big and are full of little local landmarks(as well as many hidden nooks and crannies that you will need to explore to get all the collectibles).
The weapon locker is a necessary evil, the only reason to use it personally is if I am missing a combo weapon component or if I want to spawn a DLC weapon that you would not be normally able to spawn outside of the DLC episodes. Does it make the game trivial? Yes, but so does the Small Chainsaw with magazines in DR1 or all the easy to get combo weapons from DR2. These games were never too hard unless you started over with a level 1 character, if you want to make the game easy there is nothing to stop you. You will have to either ignore it or use it sparingly. The episodes, except for one of them, don't have weapon lockers and they are a completely different experience BTW, I suggest you try them out if you haven't(you can still spawn a mobile locker if you're at level 50, but that's besides the point)
The bosses are blander than in the previous games, but they're still fun to fight. They are a bit too easy to defeat, but so were the psychos in DR2 with all the combo weapons you could bring. Even in DR1 most bosses were trivial with the small chainsaw as well, so again this is an issue that dates back to the first game. I should point out that if you played on the Xbox One and have Kinect hooked up, you can scream into the mic to make them go apeshit, every single Psychopath has this feature. It's an interesting concept, and a few bosses also have something unique about them that other games don't have(one has you drugged up and not able to fight him head on, so you have to distract him and grapple him to do damage, another one is too lazy to fight you so he sends drones to fight you instead)
Dead Rising 3 isn't bad, it's different. So was DR2 compared to DR1 and that's certainly not a bad game. I think people are overreacting because it's not the exact same game as the first two. That's fine, but it's still one of my favorite open world games of all time and I love it, especially the DLC episodes. There is surprising level of polish to them for what they are, altho the last two are glitcher than the first two, showing how little time they had to make them. I enjoy each episode having a different theme and gimmick to it, and I especially like how you get to play as different characters, like the biker. I really want a standalone, full length Dead Rising game where you play as one and just do your own thing causing mayhem instead of rescuing survivors.

He'd be a pancake in the S ending not a zombie.
These games were never really consistent with the science of the zombies. You had instances of people getting gut shot with a shotgun and then coming back as a zombie like nothing happened, so I can buy that the fall would somehow still make TK mobile enough after zombification to chase down Chuck. Call it his blind retard/nigger strength giving the corpse a single minded desire to kill him, just like it did in his last few moments of life. For all we know, he's in the process of turning into a gas zombie, which would make him far more dangerous than the garden variety of zombie.

Am the only one that always saw "Kill The Sound" as Chuck Greene's psycho theme?
Kill The Sound is very underrated, like you said it fits Chuck perfectly just like Justified is a perfect credits theme to Dead Rising 1. If I had to complain about Dead Rising 3, it's that the credits song sucks. The lyrics are boring, the music is boring, the sound mixing(at least on PC version) is ass, it's just dreadful. Mind you, the sound design in the game is fantastic elsewhere, but then they drop a deuce at the very end(I do recall that the Overtime/True Ending credit theme is a bit better, but nothing on the level of Kill The Sound or Justified)
 
These games were never really consistent with the science of the zombies. You had instances of people getting gut shot with a shotgun and then coming back as a zombie like nothing happened, so I can buy that the fall would somehow still make TK mobile enough after zombification to chase down Chuck. Call it his blind retard/nigger strength giving the corpse a single minded desire to kill him, just like it did in his last few moments of life. For all we know, he's in the process of turning into a gas zombie, which would make him far more dangerous than the garden variety of zombie.
He still wouldn't be a zombie he just took zombrex which is one of the required items to get to the S ending fight. The reason hes in the elevator in the A ending is because you have to forget that you left an infected in the safehouse untreated. And that elevator is directly connected to the safehouse its the same one you use to spot the helicopter TK is using to escape for his first boss fight.
 
He still wouldn't be a zombie he just took zombrex which is one of the required items to get to the S ending fight. The reason hes in the elevator in the A ending is because you have to forget that you left an infected in the safehouse untreated. And that elevator is directly connected to the safehouse its the same one you use to spot the helicopter TK is using to escape for his first boss fight.
Meh, we don't know the timeline of when it happens in the S ending. For all we know, it took some time for Chuck to get the necessary supplies and a vehicle to get him, Katey and Stacey out of there, and by that time TK was zombified, resurrected and halfway to turning into a gas zombie, making him much tougher and taking Chuck off guard. Just like in the A ending, a scuffle breaks out and he tells the two to go on without him as he buys them time in the elevator.
Am I reaching there? Sure, but the A ending where Chuck is overwhelmed by a single zombie when he has been swatting them like flies for over 3 days before that cutscene doesn't make much sense either. Let's just agree that this is a poorly written cutscene that was only made to bridge the end of DR2 and start of Case West.
 
What's with the remake lighting (particularly on hair)? Some of the dark colors look washed-out, yet others are appropriately dark. what gives?
 
For all we know, it took some time for Chuck to get the necessary supplies and a vehicle to get him, Katey and Stacey out of there, and by that time TK was zombified, resurrected and halfway to turning into a gas zombie, making him much tougher and taking Chuck off guard.
We know theres less than 8 hours for all of that to happen and that TK took his second dose in the later part of those 8 hours and it lasts for 24. Because there's a firebomb incoming.

Theres no circumstance where tk is a zombie in the S rank, can be on that elevator nor does that elevator even get used because there's no more helicopters coming for them.
 
Last edited:
I never really got the hate behind DR3. The story wraps up everything perfectly, it's a textbook way to end a trilogy: The main conflict of the games is finished, ideas from as far back as the first game are explored and are central part of this game, we know what happens to most major characters by the end, the hero gets a happy ending and we know that there will be no new zombie outbreaks...then Dead Rising 4 comes along and it becomes a textbook example of an unnecessary sequel.
Was DR3 the one where Isabella reveals she was the one who orchestrated everything in the end, destroys all the evidence, and walks off Scott free? When I heard Frank was coming back in 4 I assumed it was gonna be a follow up on that plot thread, not the shit show it wound up being.
 
Was DR3 the one where Isabella reveals she was the one who orchestrated everything in the end, destroys all the evidence, and walks off Scott free? When I heard Frank was coming back in 4 I assumed it was gonna be a follow up on that plot thread, not the shit show it wound up being.
I think its the one where katey became a hobo goth girl because reasons...?
 
Not sure how big of an issue this is, hell, its not that big of a deal for me, but i wish they gave some more "oomph" to the unarmed combat.

Recently played through DR2 again and when i got to the final boss, they make sure to build the pre-battle cutscene as dramatic as can, but when the fight itself starts, the only viable moves you have are the jump kick and the knee drop, you can tell that's not what they had in mind when designing the fight but almost everything else you try doesnt work against Sullivan.

Iirc it was the same for 1, dramatic prebattle cutscene building up a fisticuffs fight, but the only real move that works is the jump kick.

Not even sure how they'd improve the hand to hand combat, honestly. It works great against the zombies which is the main idea, but it completely sucks to use against psychopaths
 
Back
Top Bottom