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Dead Rising 4 new screenshots leak

Please no time limit this time. I loved these games but always hates the time limit.

Nah, the series has to have the time limit. That's what I really hated aboyt DR3, it didn't offer the same replay incentive as previous games because of how much time you get. You can see and do everything during your first playthrough, that's not how Dead Rising is meant to be played.
 
Really disheartened to see that they're continuing down the route of DR3's full city open world. I guess the Dead Rising I really liked is dead and buried. Another franchise I can cross off the interest list. :(

Different strokes I guess, I was under the impression DR1 was open world and was massively turned off by the segmented areas of the game.
 

Rembrandt

Banned
I don't own either console anymore, so you're wrong on your salt accusation, and my education is in video production, so I'm not mistaken about the crushed blacks in that game. It is factual and measurable.

I don't need a new TV, I don't need to recalibrate the one I have, and I don't need to convince you of facts in order for them to be true.

salt.png.cf.png


.
 

Karak

Member
Nah, the series has to have the time limit. That's what I really hated aboyt DR3, it didn't offer the same replay incentive as previous games because of how much time you get. You can see and do everything during your first playthrough, that's not how Dead Rising is meant to be played.
Expect modes and difficulty adjustments as we move forward. The one thing I keep hearing in my dev interviews is that the customization of experience is growing. Including hud/no hud, gfx slight adjustments like CA, and difficulty metering. That last one is a long time in coming but I do find that I return far more often to games that allow both a set but also a tailored experience. I am not saying I want madden options for every damn thing but devs seem to be getting the hint about allowing for some reflection of player state in their settings
 
Expect modes and difficulty adjustments as we move forward. The one thing I keep hearing in my dev interviews is that the customization of experience is growing. Including hud/no hud, gfx slight adjustments like CA, and difficulty metering.

No HUD? Nice...

Difficulty metering as in changing the difficulty based on how you're doing during gameplay? Play well they ramp up the difficulty, play badly and they lower it?
 

Skab

Member
Of all the games to sell me on a new Xbox, Dead Rising 4 was not one I expected.

Unless it comes to PC
 
That looks so damn good. The Christmas aspect looks a bit weak, but I hope that's just because of a small selection pool for the screens/gifs.

Still worried big time about the PC version. Not looking forward to UWP exclusivity. If that happens, I have a big decision ahead of me. Sigh.
 

duckroll

Member
I don't disagree that the city was generic as hell in 3, they really could and should have been more imaginative with its design, but that's not to say they can't/won't be here.

And who knows, maybe the mall is in this and they just added an additional part of the town for us to explore.

I dunno, they had one shot at making an interesting city and they failed spectacularly. Double dipping on it seems to suggest to me that they don't think they did a shit job of it, so I dunno if there are any lessons there for them to learn from.

It's way hard to create a city that fits the tone of DR1 and DR2 without it feeling like a gimmick city that wouldn't exist in reality. On the other hand, it is much easier to create a large game world that surpasses DR1 and DR2 in size while retaining the same sort of amusement tone - a theme park, a resort, etc. Sea World? Disney World? So many possibilities which would be so much more fun. But nope, has to be a city.

Another reason why I'm not a fan of a city design is because they are built around vehicles. The majority of areas in DR1 and DR2 not being vehicle accessible set the games apart from other open world action games. Forcing the player to travel on foot meant that every square meter counted in terms of level design, and there was far less pointless space meant entirely for traversal. That tight populated design appealed to me a lot.
 

Karak

Member
No HUD? Nice...

Difficulty metering as in changing the difficulty based on how you're doing during gameplay? Play well they ramp up the difficulty, play badly and they lower it?

Metering as in like Madden where various states have a meter that can be changed despite of, or along with the normal of easy, medium, hard.

For example you may like hard difficulty for everything but 1 particular aspect and you might be able to set that down. Its not easy for devs and requires a good deal of making sure that things like loot are hooked into that so it rewards you inline with that change. But strangely enough we see it in mobile games a bit and some larger companies are taking note. It will never stop the main easy, hard, kind of choice from being able to be made but it might allow for some tailoring.

It is a hotspot for many devs because even if I don't mention it in interviews they normally do.
 

halfbeast

Banned
please don't be xbone exclusive and if you are, please make the previous games backwards compatible. I'm ok with either option! :D

dead_rising_frank_west_and_kent_swanson_by_solidcal-d4jcjqg.png
 

RiccochetJ

Gold Member
I'm going to buy it regardless, but I really want a mode that has very strict time limits. The groundhog day aspect of the first 2 games is what made me spend hours upon hours engaged with those games. It was something they dialed back way too much in the third one imo. Even on the hard difficulty, I felt like I had way too much time to be able to go and jack around.

I don't mind if they keep those modes in there, but I want a setting with really strict time limits.

This is one of my absolute favorite franchises.
 
I dunno, they had one shot at making an interesting city and they failed spectacularly. Double dipping on it seems to suggest to me that they don't think they did a shit job of it, so I dunno if there are any lessons there for them to learn from.

It's way hard to create a city that fits the tone of DR1 and DR2 without it feeling like a gimmick city that wouldn't exist in reality. On the other hand, it is much easier to create a large game world that surpasses DR1 and DR2 in size while retaining the same sort of amusement tone - a theme park, a resort, etc. Sea World? Disney World? So many possibilities which would be so much more fun. But nope, has to be a city.

Another reason why I'm not a fan of a city design is because they are built around vehicles. The majority of areas in DR1 and DR2 not being vehicle accessible set the games apart from other open world action games. Forcing the player to travel on foot meant that every square meter counted in terms of level design, and there was far less pointless space meant entirely for traversal. That tight populated design appealed to me a lot.

Theme park would be fucking awesome.

I'm going to buy it regardless, but I really want a mode that has very strict time limits. The groundhog day aspect of the first 2 games is what made me spend hours upon hours engaged with those games. It was something they dialed back way too much in the third one imo. Even on the hard difficulty, I felt like I had way too much time to be able to go and jack around.

I don't mind if they keep those modes in there, but I want a setting with really strict time limits.

This is one of my absolute favorite franchises.

I hate the time limit personally.
 

MilkyJoe

Member
I don't own either console anymore, so you're wrong on your salt accusation, and my education is in video production, so I'm not mistaken about the crushed blacks in that game. It is factual and measurable.

I don't need a new TV, I don't need to recalibrate the one I have, and I don't need to convince you of facts in order for them to be true.

Well aren't you a treat
 

Alienous

Member
I'm not a huge fan of a town or a city for Dead Rising - I really like to get to know the ins-and-outs of a more intimiate area. It's part of the series identity, or was before DR3.

A resort or theme park seems like it would be a good fit.
 

Blam

Member
The map, will be the mall, then 3 towns. You don't start off in the mall, you are at the top part of the map, and you I'd assume work your way down.
 
So I checked the maps, I cannot provide pictures but it'll be the Mall, then 3 towns. You don't start off in the mall, you are at the top part of the map, and you I'd assume work your way down.

yeah, the mall better return!


man, it's gonna bring back so many memories.
 
Well aren't you a treat
It gets a little tiring to have people arguing with you over objective facts over a period of years. You start being blunt about it when it comes up. There's no debate to be had about facts, and it doesn't help anything to humor people who think otherwise.
 

duckroll

Member
The map, will be the mall, then 3 towns. You don't start off in the mall, you are at the top part of the map, and you I'd assume work your way down.

The mall and -3- towns? Sounds like the focus of the game isn't even the mall anymore. :/
 

Blam

Member
The mall and -3- towns? Sounds like the focus of the game isn't even the mall anymore. :/

Well I mean, the story is what I'd assume not even tied to the other games. The mall is also the biggest area in the map from what I can tell.
 

pa22word

Member
Expect modes and difficulty adjustments as we move forward. The one thing I keep hearing in my dev interviews is that the customization of experience is growing. Including hud/no hud, gfx slight adjustments like CA, and difficulty metering. That last one is a long time in coming but I do find that I return far more often to games that allow both a set but also a tailored experience. I am not saying I want madden options for every damn thing but devs seem to be getting the hint about allowing for some reflection of player state in their settings

I seriously just don't believe it after the garbage afterthought Nightmare Mode was in Dead Rising 3.

After the PC version came out you could tell they basically spent 15 mins making it (there's literally an ini tweak for the time bar speed and checkpoint system) after E3 to shut DR fans up after they complained the game looked like another generic open world game, which it was and is.

Don't get me wrong I played the HELL out of DR3, but the game was more dynasty warriors meets ass creed than anything like the old games. Anyone going into DR4 expecting anything more than that is going to be seriously disappointed no matter how much they hype up bullet points for good PR.

I'm not a huge fan of a town or a city for Dead Rising - I really like to get to know the ins-and-outs of a more intimiate area. It's part of the series identity, or was before DR3.

A resort or theme park seems like it would be a good fit.


I always thought an airport would have been perfect for the series before DR3 came out and turned the series into dynasty warriors.
 
I seriously just don't believe it after the garbage afterthought Nightmare Mode was in Dead Rising 3.

After the PC version came out you could tell they basically spent 15 mins making it (there's literally an ini tweak for the time bar speed and checkpoint system) after E3 to shut DR fans up after they complained the game looked like another generic open world game, which it was and is.

Don't get me wrong I played the HELL out of DR3, but the game was more dynasty warriors meets ass creed than anything like the old games. Anyone going into DR4 expecting anything more than that is going to be seriously disappointed no matter how much they hype up bullet points for good PR.

I played DR3 for the first time using Nightmare mode and the game was so easy that I beat it on my first try.

Something like that should never be possible in a Dead Rising game and certainly wasn't possible in the first 2.

They should design the game first and foremost around the frantic nature of beating the clock and making tough choices as to where you want to be at what times during your playthrough. Specific events that only happen when you're at the right place at the right time, or wrong place at the wrong time make the game so much more dynamic. I still remember how blown away I was the first time I encountered the cult people outside the movie theater in the first game.

They should build the game around being challenging and well choreographed and then remove the timer in an easy mode for people that want that.

To make the game without a timer and then hastily throw it in after the fact seriously takes away from the moment to moment gameplay that the first 2 games had.
 
Really love Dead Rising, I played all of them (other than the first obviously) co-op with my brother and we have so much fun haha.

Whether it is exclusive or not is irrelevant to me, as long as it is on Xbox One at all I am happy because he doesn't have a PS4!
 

RootCause

Member
Im sorry i havnt really followed any rumors are you saying ms has all that exclusive? If so gawd damn then maybe
Nope, that's not what I'm saying. :p
Excluding Megaman(that's my dream scenario) those are the rumored Capcom games for e3. If that's their showing, then I think they will have the best e3.

DR4 is the only one rumored to be exclusive.
 

CamHostage

Member
Don't get me wrong I played the HELL out of DR3, but the game was more dynasty warriors meets ass creed than anything like the old games. Anyone going into DR4 expecting anything more than that is going to be seriously disappointed no matter how much they hype up bullet points for good PR.

Yeah, I'm not super-invested in Dead Rising, but the fun part of DR1 for me wasn't exactly killing zombies, it was messing with them. It was also fun getting yourself into super-hairy situations and then somehow squeezing yourself out of it with what you find, or coming into an event sequence (the movie theater, for example) and having to think through the scenario and surroundings and available equipment after getting brutalized by it several times in order to finally come out victorious. As happens a lot of the time, when you scale a sequel up, you can easily lose what was interesting about the concept in the first place.

Also agree with duckroll that I'm generally more interested in orienting a project around a single locale rather than a city, as you can get to know the spaces and will likely have more focused level design, plus it adds character and specificity to the game. When you get the scale right, it rarely feels cramped; maybe I'd feel different if I played it today, but DR1's mall always seemed like there was more to explore, there are probably a number of spaces that I never played through or spent much time in. Las Vegas was a decent idea for DR2, as that's a city that's more locale than city, but it might have set the wrong precedent for this series. An amusement park or airport are more my speed of open-world unless the designers really need all those streets and empty buildings to build a game.
 
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