The Rise and Fall of Dead Rising
Video Statistics and Information
Channel: GVMERS
Views: 777,855
Rating: undefined out of 5
Keywords: Dead Rising, Dead Rising 2, Off The Record, Dead Rising 3, Dead Rising 4, Dead Rising 5, Capcom Vancouver, Capcom, Keiji Inafune, Chop Till You Drip, Lost Planet
Id: Et-cKSrWucU
Channel Id: undefined
Length: 42min 26sec (2546 seconds)
Published: Sat Aug 01 2020
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I still liked DR3, especially as a launch title. I felt that it retained enough of DR1/2 to still feel like a DR game. Plus, it actually connected with the story/lore of DR 1 pretty well (I know most people don't give a shit about DR's story but I thought that was neat).
However, 4 was a disaster. Sure, it wasnt a "bad" game, but.... focus testing is one thing, strippin game of all its features is another. Like, everyone that I know that likes Dead Rising LOVES psychopaths. Their intros are usually the best thing about each game. THey're funny, gross, disturbing, ridiculous, whatever. And DR3 nailed this too, by the way.
And then DR4....... removed them. You still have "maniacs" which are basically survivors that act like psychos but there's no cutsceen for them or anything. What a letdown.
Oh man the memories.
I worked on DR3 as essentially 1 of the 2 people that made up the zombie engineering team. I spent an insane number of hours (as in 7 days a week, often until 3 am in the office) implementing the ragdolls, dismemberment, and car-clinging mechanics. Prior to this, I didn't know anything about game physics or the Havok engine. The physics guy on DR2 had also left the company so I had to figure everything out the hard way.
The car-clingers were a form of powered ragdolls, which were one of the first in the industry. Prior to that, most games used loose ragdolls. In DR3, we wanted the zombies to swipe at the car but also to be shaken off. Havok physics had minimal support for powered ragdolls at the time, so I had to invent some crappy "engineer physics" to approximate it.
Ultimately, I know it's not the most accurate but I'm pretty proud of what I accomplished given that I literally went from knowing nothing about physics to implementing the entire ragdoll + dismemberment system (and that's not the only thing I worked on - as I said, I was 50% of the zombie team).
AMA, I suppose, if anyone's interested. The game came out a long time ago and modern game tech is way more advanced, so I'm not sure how much you can learn from my experience anymore.
What killed DR4 for me was New Frank. Frank was always a wisecracking kinda guy, and a bit tactless at times, but New Frank is an ASSHOLE. Like, TREMENDOUSLY. I couldn't play for more than an hour listening to his one liners and all his dialogue comes off as the biggest prick around. I get he's supposed to have gone through this multiple times but jeez.
I really feel Dead Rising was a game ruined by pandering to people who didn't actually want a Dead Rising game, they just wanted a zombie game.
Removing the timer, or diminishing the importance of it, was the start
There’s a fundamental misunderstanding about the nature of Dead Rising among non fans. Despite the title, Dead Rising isn’t a “zombie” game, it’s a time management rogue-like meant to be played over and over. The time constraints, level up system and the near impossibility of doing, and learning, everything in a single go should make this clear, and all of the tension in the game comes from the timer.
Thematically, the game is about three things, consumerism, mass shopping centers and journalism.
The game perfectly captures the mall experience and all of its associated frustrations, time constraints, store closings, construction detours, constant interruptions, people in your group WHO JUST WON’T LISTEN, getting hungry, goofing off during downtime, random psychos, and hordes of brain dead idiots constantly in the way. It literally is “A Day at the Mall”. Frustration isn’t a bug here, it’s an INTEGRAL part of the game.
The journalism angle provides the game with a bold tabloid style (AARON SWOOP IS DEAD!) and a thematic excuse for multiple play throughs (uncovering all the secrets of incident and the stories of survivors), as well as justifying the photography subgame for Westerners and a zaney, creative type as the main character.
Story wise, the mass consumerism theme is also echoed in the zombies, which are a literal stand in for mindless consumers as in Romero’s “Dawn of the Dead”, and in the viruses origin, “Do you have ANY idea what’s involved with meeting demand for beef?!” The game isn’t too serious or deep here, nor does it need to be, and frankly I’m surprised at just how well everything is interwoven.
Killing zombies, fighting bosses, all that stuff is just the icing on the cake, not the main meal. It’s a male shopping simulator, journalism cosplay, rogue like with zombie speed bumps. Like many Japanese arcade games, it’s meant to be played over and over to achieve mastery. Removing the timer kills this.
So yeah, there’s plenty of games out there if you just want to Kill Zombiez TM lol. I enjoy those games, too. But please, leave Dead Rising alone. Not every game is meant for mass consumption. 😉
IMO Dead Rising 1 and 2 are the only "true" Dead Rising games that captured the feeling Dead Rising 1 had.
3 was decent... But something about going into the streets of a massive semi-open world just felt wrong compared to the enclosed mall and vegas strip 1 and 2 had.
After the utter failure 4 was, I really wouldn't be shocked if we saw another remaster/rerelease of 1 and 2 come out with the next gen consoles.
I've played Dead Rising ever since the first game, even bought it during the first month it came out. Since then, I've played nearly every single DR game (except for the downgraded Wii version lol), including the DLCs and DR2's prequel and epilogue. I also read the DR2 pre-prequel comic and watched that terrible Crackle movie. You get the point.
Totally would have been fine if DR3 was the final game in the series since the ending perfectly capsized the plot. It even felt like a finale too, but as such with media franchise tradition, DR4 was soft-rebooting the series (or soft-remake?).
It could have potentially worked too, but they fucked up, especially in the period where Capcom wanted to get back on fans' good graces after the likes of DmC and Resident Evil 6.
DR4 is weird since the many changes (mainly the timer and inventory) are streamlining the gameplay for a larger audience, which is understandable. But when the developer keep saying that "we wanted to go back to our roots" despite the many major changes that series fans have enjoyed, it set off a ton of red flags that these devs (or the marketing) were desperately trying to reassure series fans.
They somehow found a way to do "fan-service but not really fan-service." I said my piece about Frank West's bastardization of a character here (see top comment).
The first game’s attention to visual detail has not been matched in any of the sequels which is a shame. In the sequels there’s almost a sense that the level designs were an afterthought, like these places were put together quickly in order to serve the gameplay. But the mall in the first game felt well crafted and photorealistic. The shiny and polished aesthetic of that game has not returned in the later games and I miss it.
I still hold out hope Capcom eventually brings back something akin to DR2/Off the Record. Easier said than done as there will be the push to modernize but as long as they can mesh the core features well (timers and opportunity cost, constant need to explore for weapons/items/survivors, B-tier movie schlock, ideally in a closed setting rather than too open worldy)
As someone who loved most of the original more in concept than execution, 2/OTR felt like the ideal incremental improvement, just enough edges smoothed while retaining most of its quirks. Also, I'm torn on what the weapon combo system became by the time DR4 came around.