Capcom’s tonally chaotic zombie game remains charming nearly 20 years later despite some obvious flaws.
By Mark DelaneyTwitter on September 17, 2024 at 10:52AM PDT
As a high schooler in 2006, I spent many months and what little money I had renting screen time with an Xbox 360 in a mall store that had dozens of TVs and consoles available for use at hourly rates. Several visits and two years later, I’d saved up enough money to buy myself the console, no longer willing to be only a part-time player of the game I’d wanted: Capcom’s Dead Rising. Nearly 20 years since then, it’s been entertaining to discover that it still holds up as an endearing, open-world zombie game that undoubtedly has its flaws. Dead Rising Deluxe Remaster isn’t a new entry in the series I hope we one day get, but it’s a fun return to the roots of a series that has a unique voice and, for better or worse, strange design choices.
Dead Rising Deluxe Remaster (DRDR) is not a remake. The title should give that away, but the line between remake and remaster has been blurred as of late, so I stress that as a means to explain that this game is, in most major ways, the same as it was. Changes come largely in the form of quality-of-life fixes and a welcome visual overhaul, but the bones of the original game–the dimensions of its mall setting, the tonally chaotic cutscenes, the feel of protagonist Frank West’s wrestling moves and melee attacks–that’s all as it was before. This puts a cap on the game’s appeal in 2024, as several of its systems were awkward even in 2006, and have aged poorly since.
Acting as Capcom’s second zombie-themed series alongside the established Resident Evil, Dead Rising offers a more humorous interpretation of Romero’s Dawn of the Dead. Set within a mall in Willamette, Colorado during a zombie outbreak, it features photojournalist Frank West, who investigates the scene in a serious manner yet can be adorned in numerous ridiculous outfits. Trapped in the mall with many survivors and facing endless zombies each time he leaves the safe room, Frank must uncover the origin of the zombie epidemic, survive until help arrives, and rescue as many as possible.
Sometimes, Frank’s journey leads him to various locations like the back of a jeweler or a supermarket, drawn by the sounds of survivors in need. Escorting them to safety proves challenging as NPCs struggle with navigation and frequently fall victim to zombie attacks. Although Frank can equip and heal them, his limited carrying capacity complicates the logistics of rescue missions.
One of the significant challenges from the original game that persists in Dead Rising’s remaster (not a remake) is the difficulty of keeping NPC allies alive. Despite his experience in warzones, in the mall, Frank’s role shifts to more of a caretaker than a combatant.
At times, finding survivors happens unexpectedly during explorations—not explicitly marked in one’s mission log—but might be hinted at by distant shouts amidst combat, perhaps while slicing through zombies with a katana near a coffee shop. Dead Rising consistently varies in tone, although it doesn’t signify internal conflict but rather seems designed to span a broad emotional spectrum. There aren’t truly impactful moments given the generally over-the-top character portrayal, yet the game maintains a mix of light and serious moments.
Some levels are executed with the gravity of a severe accusation, while others are marked by outlandish martial arts and corny lines that might belong in a low-budget film. The game’s photography feature, which awards points for snapping compelling shots (termed “PP” in-game), encourages players to capture both gruesome and hilarious images, such as live consumption scenes and zombies dressed up for a laugh. This juxtaposition of moods results in an overwhelmingly absurd atmosphere. Even at its most serious, Dead Rising remains outlandish, and this suits the game well.
The character of the game’s bosses, known as psychopaths, epitomizes this notion. Distributed across various mall locations during different story phases, each psychopath exaggeratedly represents facets of American culture that the developers critique. The portrayal of a hunter family targeting humans reflects America’s controversial gun culture. An authoritarian police officer who terrorizes hostages in a women’s store distorts serious societal issues into grotesque vignettes. A veteran grappling with PTSD blurs the boundaries between past traumas and present reality.
In the end, these characters don’t deliver any profound statements. Nor does it appear that the developers overlooked their target effect; they simply showcase exaggerated facets of American flaws. Any deeper analysis added seems extraneous to the game’s explicit or implied narrative. Engaging in elaborate discussions on this creative choice and its potential impact seems unwarranted, as the approach resembles more of an irreverent jest by Capcom. These depictions don’t come across as particularly offensive or enlightening. They might be approached differently in contemporary settings, yet for the most part, they are boisterous and trivial.
Together with a persistent time management system, these non-playable characters and bosses shape whether striving for a perfect game run—completing missions, rescuing all survivors, and defeating every boss—proves thrilling or frustrating based on personal preference. In my view, achieving this feels more burdensome than satisfying due to some unaddressed issues of the game, though the time constraints once bothersome in the original now seem less annoying in the remaster. The game maintains a steady day-night cycle, not in real-time, but consistent within its universe, allowing players to plan strategically as they navigate through zombie masses while mission opportunities slip away if not timely addressed.
Exploring the game reveals secret shortcuts and the ability to operate vehicles, albeit with clunky controls that have not improved much since the game’s release. Within the game’s 12-hour span, players discover a precise path that maximizes time efficiency to experience everything on offer, a discovery that was initially a collective effort. In today’s digital age, these strategic insights are easily accessible online, making the game less challenging for new players who missed out on the original shared experiences but more accessible to those who prefer smoother gameplay.
The unique crowdsourcing element of Dead Rising enhances its charm despite some gameplay flaws. Unannounced survivors require attention, and seasoned players share wisdom through old game forums, advising when to gather NPCs for critical tasks or to avoid imminent threats from powerful in-game adversaries using strategic retreats to safe zones. These lessons often come the hard way if attempted without community input.
Incorporating roguelite features, the game allows players to restart after the character Frank’s demise—either from the last save point or from the game’s start—while retaining his developed abilities. This option proves crucial during challenging missions, as early-game Frank lacks speed, power, and resources. Players often choose to restart to strengthen Frank for a more successful run, a strategy particularly beneficial for those aiming for a perfect playthrough. This design choice, novel in 2006, now contrasts sharply with the evolved roguelite genre, prompting thoughts on how modern adaptations might refine or eliminate this feature to suit contemporary gameplay styles.
Dead Rising’s partial adoption of roguelite elements presents a unique but somewhat underutilized feature that significantly assists players at challenging points, yet it also stirs curiosity about potential enhancements in modern iterations of similar games.
Sometimes, the complexity of combat systems in games can significantly amplify gameplay frustrations. One such example is a game set in a mall where virtually anything can be used as a weapon. Items to use range from scavenged guns, blades, and baseball bats to throwable objects like trash cans, benches, and tables aimed at the undead. Additionally, the game features a variety of food items—from gallons of orange juice to coffee creamer and whole pies—that the protagonist consumes quickly in a humorous, animated fashion reminiscent of Scooby-Doo.
The game also includes a range of novelty weapons, some of which harbor secrets enhancing their performance. One notable weapon is obtained from an early boss and offers the advantage of respawning near the mall’s roller coaster anytime it is needed, which helps counter the game’s weapon durability system. Also, if you carry this weapon while holding three specific skill-boosting magazines from different mall stores, the weapon’s durability is enhanced 27-fold, making it nearly the only weapon required for the entire game.
While this weapon can disrupt the game balance by reducing the need for scavenging different tools, it emerges as a preferred choice since the combat mechanics are less smooth and often result in missed attacks then getting caught by zombies. The slow pursuit by zombies forces continuous maneuvering through crowds, enhancing the player’s dodging skills. Frequent quicktime events offer escape opportunities but also pose a challenge that could gradually diminish your resources unless you have secured sufficient food items like orange juice or corn.
Zombies in Dead Rising seize moments of vulnerability, such as the short time between grabbing a shopping cart—which slightly increases movement speed—and gaining enough momentum to navigate efficiently. They often capitalize on pauses after using certain abilities, like a dive that Frank, the character, can only use every few seconds, to attack and deplete health, even if you successfully complete the quicktime event.
Beyond the basic combat methods like melee strikes and firearms, Frank gains access to a variety of special moves activated through simple button combinations, now simplified for easier execution. These moves add a layer of absurdity to the environment. With progress, I discovered moves that let Frank stand on zombies’ shoulders like a rockstar or execute a soccer-inspired bicycle kick that decapitates zombies, among other outrageous maneuvers influenced by elements like the TV show The Boys or professional wrestling moves such as bulldogs and German suplexes.
Although these spectacular moves focus more on individual zombies and are less effective against large groups, they occasionally come in handy. For instance, a jump-kick move can save an ally from a zombie attack without harming the ally.
While I have some criticisms about the game, its distinctive quirks and flaws are also what make Dead Rising stand out. For example, being grabbed by a zombie due to rigid controls occurs within a bizarrely amusing context—like being in a mall where cheerful Muzak plays continuously and zombies roam in amusing costumes. These moments, despite their gameplay issues, often become secondary to the game’s consistent absurdity, making it hard to stay frustrated with the game for long. The game’s more irritating late-game enemy notwithstanding, Dead Rising is endearing, reminiscent of a mischievous puppy making a mess.
In the Deluxe Remaster version, it’s evident that the overall aging of Dead Rising might render it subpar compared to its original 2006 release. However, paradoxically, this version also stands out as the best iteration of the game, thanks to several quality-of-life improvements. For instance, Frank can now move while shooting, a feature not available in the original. Navigation is enhanced with a compass and optional shortcuts become visible once discovered, and weapon durability is now displayed, mitigating the need for guesswork prevalent in the original game.
Arguably, the most significant feature is the ability to fast-forward time, which accelerates the intervals waiting for the next main mission to unlock based on the game’s timer. This feature is especially beneficial for perfectionists aiming to level up Frank quickly to level 50 and execute the perfect game run. However, it’s important to note that players still don’t have control over which upgrades they unlock. Each upgrade, whether a speed enhancement, an additional inventory slot, or a new wrestling move, is tied to reaching a certain level. This is a peculiar choice that seems ripe for redesign in a potential future version of Dead Rising, yet it remains unchanged in the 2024 remaster, adding to the game’s quirky design choices.
My preferred update in the game is straightforward yet highly effective: auto-saves. Previously, failing to save the game at designated restrooms before dying meant losing all progress since the last save, although your level was retained for a roguelite-style restart. Now, the game saves automatically whenever you move between different areas, like exiting a safe room or transitioning from the North Plaza to the supermarket. This improvement ensures smoother gameplay continuity and reduces the penalties for not saving frequently.
All these enhancements clearly elevate the game above its original version. The graphical updates, facilitated by the move to Capcom’s RE Engine, incorporate subtle sepia tones that subtly shift the color palette—potentially troubling purists but mostly remaining discreet unless directly compared with the original hues. Improved textures and enhanced facial animations modernize the visuals, although Frank’s features have been slightly hardened, giving him a grumpier appearance despite his typically surly demeanor.
Dead Rising Deluxe Remaster improves upon a classic yet imperfect game. While some original flaws become more apparent today, meaningful upgrades correct other issues. The game maintains its charm with an outlandish narrative and enjoyable setting, ensuring it doesn’t become a stale reiteration. I hope future Dead Rising titles will address the current game’s shortcomings—even some sequels have started this trend. By 2024, Dead Rising may not prompt an urgent console purchase, but it remains a delightful title to revisit in its refined form.