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Dead Rising 4 Announced (XB1/PC, Holiday 2016) Gameplay Trailer

T.O.P

Banned
Some mall footage popped up...

https://www.youtube.com/watch?v=IDw27_ASuR4

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Looks amazing
 
Dead Rising 3 didn't make me feel rushed at all, they gave you a lot of time that it didn't feel urgent. Oh well, I don't mind this change.
 
Well that is great news.

I love this, but many will complain.

The time limit is why I couldn't enjoy any of the early DR games, and making it less restrictive in DR3 made it far more enjoyable for me. I own all of them, but 3 is the first that I even finished one playthrough of. It was still annoying that sometimes I want to just want to wander around exploring and killing zombies, but I can't because of the time limit.

edit: Actually come to think of it, I beat DR3 3 times in the first week. I did a solo run, a co-op run, and a nightmare run to get the challenge for beating Nightmare during launch week.
 

pa22word

Member
I love this, but many will complain.

The time limit is why I couldn't enjoy any of the early DR games, and making it less restrictive in DR3 made it far more enjoyable for me. I own all of them, but 3 is the first that I even finished one playthrough of. It was still annoying that sometimes I want to just want to wander around exploring and killing zombies, but I can't because of the time limit.

Then play the 5000 other games with zombies in them instead of demanding one of the most unique zombie games out there ton turn into a generic piece of ass.


It'd be like doom with iron sights, regenerating health, and a jingoistic storyline were added.
 

TheKeyPit

Banned
Dead Rising 3 didn't make me feel rushed at all, they gave you a lot of time that it didn't feel urgent. Oh well, I don't mind this change.

Dead Rising 3 had stupid timers on the side quests involving survivors and I felt rushed. I even restarted my playthrough, because I missed one of those side quests and to this date I didn't complete the game, because I don't want to miss one thing.
I welcome this change.

Then play the 5000 other games with zombies in them instead of demanding one of the most unique zombie games out there ton turn into a generic piece of ass.


It'd be like doom with iron sights, regenerating health, and a jingoistic storyline were added.

Nah, it would be like having a timer in DOOM.

Edit: I'm a friend of choice and I'd be happy if it would have an option like "Timer" - "Yes/No". Everyone will be happy.
 

abracadaver

Member
The time limit in 3 was a joke already. Even on your first playthrough you had more than enough time to complete every mission.
 
I loved the timing aspect of DR1 too but you either do it or don't. The weird half-assed thing in DR3 wasn't good. I have no probs with them removing it.
They just need to make sure DR1 is BC on release.
 
Please show me all the other games that are like it.

It's regressive game design. You remove what made it intelligent, unique and challenging. Now you are left with Dynasty Warriors with zombies. If I mindlessly want to kill zombies I'll play Dead Island. The beauty of DR was that there was nothing like it. Then the sequels started to chip away at the qualities that made it unique and now we're left with a hollow shell of its former self.

It's like removing the three day mechanic of Majora's Mask. Dumbing it down.

The timer in Dead Rising gave the games some much-needed structure. Playing without it wouldn't be the same. Figuring out where to go, planning routes to pick up survivors and beat missions on-time was part of the challenge and fun of the original. Without it, you're left with shallow zombie killing, and I've done enough of that already.

Dead Rising just feels like a shell of its former self since Dead Rising 3. No intricate, time-based mission design, weak maps, uneven difficulty, unremarkable bosses.

To compensate, they simply keep adding DANK MEME weapons instead of expanding the ideas that worked on the first two -- mostly on the first, IMO.

I bought DR3 at launch, but unless something very different is shown, I don't see how DR4 is in any way interesting.

In an alternative universe, Dead Rising could have been a highly respected game franchise that has the same game philosophy of Dark Souls. However, instead of having a Lovecraft story, it would be a satire of culture.

Nah, instead Dead Rising is to turn into what it's mocked. Replacing Frank's voice actor just further cements it. it's the Dynasty Warriors of Zombies. Just forgettable.

It was already in the original, design wise. The sequels were dumbed down, and critically and commercially they've not benefited from the changes.

Seems like people have forgotten that the original game was brilliantly designed in terms of game mechanics, and brought a fresh look to replayability. Shamefully. The franchise is a husk of what it used to be, and just caters to the lowest common denominator. There are already 100s of zombies games where you mindless kill zombies, Dead Rising doesn't need to be just that - this is why Dead Rising 3 is known throughout the community as a turd.

its the crux for the entire design of the game in terms of adding challenge and urgency to the game rather having it just be a zombie killing themepark that could be easily replicated by any moron

specifically, it's used as a method of generating importance to your actions as items have effectively unlimited stores (this is why that's changed in infinity mode btw)- learning the environment, planning routes and dealing with surprises that change up your plans in terms of supplies and routing all relies on the timer existing. without it always being a factor everything loses meaning and the game becomes a boring sandbox with little interactivity or consequence- it's the effective equivalent of playing RE1 or 2 with unlimited ammunition and infinite health because the challenge doesn't lie in survival given ideal circumstances, it's about adaptation and flexibility given increasingly dire situations.

DR1 at it's core is an evolution of the survival horror genre in a brilliant way that is actually like, unbelievable in it's design. there's a very deliberate and well thought out placement of items (both out in the world and in terms of stores), locations and general pacing- it's not nearly praised enough as it should be due to these key factors being 'unfun' since folks feel pressured by incredibly basic consequences

edit:
DR2 actually follows these principles quite well but with pretty heavy loosening on consequences through the timer being less important alongside removing a lot of the factors of adaptability due to crafted weapons and environmental enemy changes being less prevalent- the abundance of crafted weapons and workrooms lets players always have lots of powerful weapons onhand, rendering those tight situations rather rare and toothless

The lack of time restraints is the main reason 3 was a dull affair, but I think the environment was a pretty huge factor too. 1 and 2 took place in intricately designed locations where every area was colourful and unique, there was a focus on finding shotcuts to get from place to place and finding powerful item locations that you could easily get to in runs from your safe area. 3's environment was all dull grey buildings, there was a focus on vehicles to travel and an abundance of items everywhere (heck, you could just spawn weapons in.)

In the first games the goofy killing of zombies was a fun, cute, shallow wrapping on top of great game mechanics. In 3 they seemed to forget everything that made the games great and solely designed the title around the shallow wrapping. It sucks because I still had high hopes for the franchise after the move to Vancouver with 2.

There's no reason they couldn't keep the timers for the people that liked them and just include a sandbox mode for the people who didn't like them.

All of this is spot on.
 
Until we understand the rest of the mechanics, the impact of quality could be nothing or major. People are being too hyperbolic with such little information overall.
 

garyizraw

Banned
The timer mechanic was great before, all we truly needed was a free roam honestly. They should do classic mode and free mode.
 

DedValve

Banned
Booo at the lack of timer. 3 was already too lenient as is.

I hope theres a mode that re-introduces it. The timer was great in DR1.
 

amardilo

Member
The removal of the timer seems good to me. I didn't like the timer in the first 2 Dead Rising games as I felt like I was constantly being rushed and I like to explore a bit.

However Dead Rising 3's timer was fine as it allowed me enough time to get from one place to another without the worry.
 

nOoblet16

Member
Dead Rising 1 was first MT Framework game on X360. Dead Rising 2 didn't look like MT Framework game at all visually.
I disagree, it actually did.
Which is what I found most surprising about it that it looked so close to MT Framework despite being a different in-house engine from Capcom Canada.
 

Easy_D

never left the stone age
Very cpu bound in my experience. A decent overclock does wonders with the game.

Probably doesn't matter if you're on a skylake or broadwell chip, but still.

Also, the keyboard and mouse controls are legitimately better than the controller option. It really shocked me when I played just how well the game worked on a keyboard. A good idea to install flawless widescreen too, I'm pretty sure it has some nifty features for all the dead rising games.

It's not that CPU bound actually, my FX6300 has no issues with the game. The only FPS Killer is the Depth of Field, which luckily looks like ass, so the game's all the better with it turned off.
 

SAB CA

Sketchbook Picasso
While I understand the love for the Time Constraints, I think all the "It's Dynasty Warriors with Zombies!" and "It's dumbed down!" stuff is pretty shallow, in it's own way.

What I've grown to love in DR, once one gets past the time limits the the games had (which honestly didn't amount to much once you learned to manage your play-throughs) is the intricacy of the areas and locations the games take place in.

There are WAY too many games that still have mysteriously walled off buildings and conveniently only a few dull stores open. (Look at The Division for this kind of thing in droves and droves). The amount of objects that are stuck-in-place, and can't even be messed up or destroyed is insane.

Whereas in a Dead Rising (especially 3), you can pretty much destroy or use anything that SHOULD be movable. You can drive cars that are in a condition to be driven (I hate how useless cars are in The Division), use any debris that was left behind after the outbreak, find things as miniscule as magazines and soda cans, all of which have use, and generally scale or find a way into basically any building, save for a few.

As much as I like harder games and such, I actually find deep interactivity with environments much more unique. If the cost of putting a lot into the world is "We want you to be able to take it in, without distraction", that's a pretty fair trade to me.

I still want to see some elements that have limits by design (like while in the middle of a mission), but having freedom in between the story sounds fine. As long as the world is a fun place to play around in. I hope the Mecha-suit really helps to open up the world to even more mechanics (such as punching down certain walls for shortcuts, or stacking cars to climb up to roofs).

Really, if I had an ultimate feature that I'd want to see in a DR now, it'd be less timeline quest, and more like... getting some kind of geo-mod similar to Red Faction Gorilla. I might not want it to be as insane, but being able to do things like make craters in the ground to slow hordes, or to escape into the sewer system when you're too surrounded, would be quite fun.
 

Zaverious

Member
I expected this. I didn't expect Capcom Vancouver to design meaningful gameplay and levels around a timer. And no, giving a choice between a timer or not doesn't matter if the game isn't designed around it like in 3. They should've just did what 2: Off the Record did and gave a sandbox mode since the game is actually designed somewhat well around a timer but oh well. I can't expect a rogue-like survival horror with great level design and route memorization from this series anymore, and I should of picked up on that earlier.
 
The timer mechanic was great before, all we truly needed was a free roam honestly. They should do classic mode and free mode.

This is how I feel. Just allow us to free roam after we beat the game.

I believe it's possible to get that same effecr without the timer. Just have it where certain decisions lock off certain quests. Have multiple paths to the end and each decision opens up a new path, but closes off another.
 

Tonky

Member
I'm really confused about a couple things:

1. Isn't this game running on UE4? Why are people talking about MTF, Forge?

2. Is this a reboot/remake of DR1/"re-imagining"/or true sequel?
 

8bit

Knows the Score
I'm really confused about a couple things:

1. Isn't this game running on UE4? Why are people talking about MTF, Forge?

2. Is this a reboot/remake of DR1/"re-imagining"/or true sequel?

1. No idea. Does it matter?

2. The trailer seemed to indicate it's a sequel, set 10 years after the first.


As to the timer, I'll concede that it was unfriendly to a mass audience but I'll be disappointed if there are no concessions to create a harder mode available from the outset for those of us who did enjoy a more restrictive experience. DR3 had some fun elements (especially in the DLC) and I'm happy the series still exists but it's not what attracted me to DR in the first place.
 

Ivan 3414

Member
Fuck the timer; glad it's gone. Made the shitty AI of the first two games even more unbearable. Plus it makes it much harder to complete everything in one run. Let me decide whether or not to do a second play through instead of basically forcing me to in order to see everything
 

Bsigg12

Member

Cool cool. Should be fun to wander around finding all the oddities the devs put in.

Hardcore timer DLC to be launched in February.

I'm really confused about a couple things:

1. Isn't this game running on UE4? Why are people talking about MTF, Forge?

2. Is this a reboot/remake of DR1/"re-imagining"/or true sequel?

I'm pretty sure it's UE4.

It's set 15 years after the first game.
 

batfax

Member
Jeez. No timer and changing Frank? What's the point of bringing him back if you change him? And why not make a tight, well designed campaign based on a timer with a "freeplay" mode available at the outset instead of unlocked? This is so quickly going from day 1 to "on sale I guess." =\

Plus it makes it much harder to complete everything in one run.

This is what made it fun. You didn't have to save all 50 people, but man was it a thrill to do it perfectly.
 
Think they'll just rewrite the characters ages since this has been confirmed to be a continuation? At this point Frank should be in his 50's.
 

Bsigg12

Member
Think they'll just rewrite the characters ages since this has been confirmed to be a continuation? At this point Frank should be in his 50's.

No, there's an Xbox Daily from E3 with one of the devs who talks about that and they specifically wanted it to be him coming back to Willamette 15 years later and it happening again.
 

mrklaw

MrArseFace
Dead rising 2 for £4.50 or dead rising 3 for £12 in the steam sale? I think I only played the first one (possibly a bit of the second, not sure - had a scary clown and a psycho chef in it)
 

I also completely agree with all of this.

It's frustrating that they're going the same route that they did with 3 again.

In 3 they clearly built the city without any regards for a timer and then shoe-horned it in after the fact which lead to alot of the problems with the flow of the gameplay/traversal of the city.

If they just built the game around the timer first, and then allowed for people to have the identical experience without a timer then everyone would be happy.

Building it from the ground up without consideration for a timer will lead to more counter-intuitive level design like the third game.
 
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