Rich is a games journalist with 15 years' experience, beginning his career on Edge magazine before working for a wide range of outlets, including Ars Technica, Eurogamer, GamesRadar+, Gamespot, the Guardian, IGN, the New Statesman, Polygon, and Vice. He was the editor of Kotaku UK, the UK arm of Kotaku, for three years before joining PC Gamer.
We're finally back, baby! Dead Rising is a Capcom gem and a true original, but boy did the publisher fumble it after the original. Heavily inspired by George Romero's Dawn of the Dead, Dead Rising would be arguably the last masterpiece from Capcom production genius Keiji Inafune and was a cutting-edge technological feat with that '80s/'90s arcade DNA running right through it: something old and something new, all at once.
You begin to juggle relatively freeform exploration with tips from Otis, a security guard watching on the cameras who'll tell you when he spots other survivors, in concert with pursuing the true story behind the outbreak. Everything is on the clock: when you find out about something happening, there's a limited time to investigate it before that opportunity is lost forever.
But the gorgeous new looks can rub up against the moment-to-moment play, which is positively old school. The combat in DRDR remains as simple as it ever did, which is to say that it's fun and rewarding cutting through the mobs but there's no particular depth. A hunting knife may be incredibly effective but you're using two slash animations while hammering the X button.
With a few exceptions Dead Rising's boss fights are terrible, and in 2024 they're even worse. This is the one area of the game where I really hoped that DRDR would be brave enough for a bit of a do-over in how they worked, but you still have to brute-force your way through them with assault rifles, chainsaws, and hunching behind cover gobbling baguettes.
This system feels archaic, busywork for busywork's sake, and another area where a remaster could have made bolder choices. In a game designed for multiple playthroughs, why not just let Frank memorise the books on a given run? Some of the buffs might need adjusting, and certainly the way they stack would, but the system as-is just feels like a bit of a pain.
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