Dead Rising 4 - Review

Frank west's return to dead rising will have you dreaming of a red christmas..

Dead Rising 4 Review

The allure of the original Dead Rising’s goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power fantasy and self-aware satire up to new heights. Even when technical issues rear their ugly heads, that feelgood loop of wading into the horde and coming out the other side has me feeling like a bonafide badass.

It’s no surprise, then, that Dead Rising 4 is the best incarnation of that satisfying and cathartic gameplay yet. It leans harder than ever into its ridiculous combo and weapon-crafting systems, but the core action gameplay, character progression, creative survival, and attitude are still very much central to this tale.

Frank West is the perfect delivery system for all of that. The cocky photographer’s return to the series after sitting out Dead Rising 2 and 3 is like being reunited with an old friend, despite his being voiced by a new actor. He’s still a wiseass, though he’s 16 years older and a little wiser; a wiserass, if you will. He might be the same self-important, sarcastic asshole with a heart of gold, but if Capcom set out to make Frank seem a little weathered with age, then it’s a job well done.

Capcom also absolutely nails the personality, the bizarre charm, and the Christmastime consumerism setting of the Willamette Memorial Megaplex. Holiday decorations adorn the mall and city, and that holiday vibe even extends into the game menus, which pipes out that good department-store Christmas jazz and the kind of rousing orchestral scores that swell when the kid and his family are reunited at the end of a feelgood holiday classic.

I’m impressed with the detailed presentation and careful consideration that went into both the world and the story. It would’ve been easy to go full slapstick with this ridiculous premise of yet another zombie outbreak, running down the same road that Saints Row took in later games in the series. But Capcom has balanced the absurdity with equal parts of intelligence and feeling. And for every trying-too-hard line of dialogue like, “Well, set my balls on fire,” that Frank blurts out, there’s a moment of wit or compassion or genuinely loveable buffoonery that becomes the antidote to the obnoxiousness.

And the quiet mystery at the heart of Dead Rising 4 is much more involved and compelling than it needs to be for a game that lets you tape a Segway to a golf cart to build a “Bogey Monster” death machine. There’s much more than a cut-and-dry “Oh no, the zombies are back,” plot at work here, with both callbacks to the original Dead Rising and characters that have more than one layer to them. Some of the ostensibly important relationships between characters end up failing to launch, which I found disappointing until several good secondary characters picked up the slack and turned out to be more than what they appeared.

Willamette, too, is more than it first appears to be. The open-world map is made up of the central Willamette Memorial Megaplex (the hulking Mecca of commerce that replaced the original Willamette Mall after the events of Dead Rising), but it’s also surrounded by the fully explorable neighborhoods and rural incorporations, and you can visit those as well. Every area is spread out just enough that it takes a short, deliberate effort to get there, but I prefer the zombie-smearing drive between neighborhoods over the mildly useful fast travel system between shelters and the mall.

Time to Kill

The biggest change Dead Rising 4 makes to the traditional Dead Rising formula is the removal of the countdown timer that forced you to rush through objectives and make tough calls to bypass potentially interesting side objectives, negating that sense of urgency earlier games did well. But I found I didn’t miss it much because there’s too much to see, and do, and squish to be satisfied by just 72 in-game hours, as we had in the original. There’s an exhausting number of collectibles and weapon blueprints to find, side mysteries to uncover and solve through investigations, and hidden graffiti art to photograph. Now you’re free to meander, explore, and get lost in this larger, denser version of Willamette.

One example of things I was glad I didn’t have to miss are the spontaneous events that spring up from time to time, giving you the opportunity to destroy some communication equipment belonging to the paramilitary bad guys, or rescue a survivor that will go toward upgrading the nearest shelter. Those missions punctuate the endless sea of undead and give welcome structure to wandering through Willamette, even if they only take a minute or two to complete.

On the subject of the shelters, I felt underwhelmed by that system in Dead Rising 4. Each shelter is mostly just a hub for vendors to sell you combo weapons and vehicles, alongside maps that mark the location on collectibles on your minimap. They’re useful, but I would’ve loved to see some sort of shelter defense system come into play. These safehouses are just a little too safe.

In any case, every collectible you find has real benefit: currency, experience, training manuals, or even just additional context and backstory. There’s incentive for exploring and scavenging, or more realistically getting pleasantly sidetracked for hours at a time, and that activity pads out the roughly 10-hour main storyline. By the time I finally finished the story, I had over 25 hours played, 20,000 zombies killed, and I was nowhere close to hunting down everything I wanted to find. (New Game+ mode gives you the opportunity to go back, though there’s no post-game free-roam mode.)

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Dead Rising 4

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fast travel dead rising 4

Hardcore Gamer

Review: dead rising 4.

Dead Rising 4 is a Dead Rising game, warts and all. A zombie slaying experience unlike anything else on the market.

Zombies are often associated with dark, heavy stories for mature audiences. The Walking Dead and The Last of Us are standouts in the genre, each covering topics like betrayal, surviving in a bleak world and deciding whether to make the ultimate sacrifice. That’s not the Dead Rising games. Dead Rising has always been about comedy, racking up huge zombie kill counts and creating some crazy death-dealing weapons. Dead Rising 4 is the latest entry and aims to bring players back to where the franchise began, Willamette, Colorado. Developer Capcom Vancouver, however, has made some controversial changes to the franchise’s formula that have many fans worried. Does Dead Rising 4 land on Santa’s naughty or nice list?

Dead Rising 4 takes place sixteen years after the events of Dead Rising . The citizens of Willamette, Colorado have descended upon their new mall to celebrate Black Friday and then all hell breaks loose. Despite finding a cure for the virus in Dead Rising 3 , a new zombie outbreak occurs. Perplexed, the Zombie Defense Force (ZDF) recruits photojournalist Frank West to go into Willamette and help them find the source of the outbreak and implicate the Pentagon, who has so far been able to deny any wrongdoing.

Dead Rising 4’s strength lies in its comedy. While the plot twists are predictable, the villain bland and forgettable, and many of the characters stereotypical, it’s all handled so well. The game elicits quite a few chuckles during its 6-8 hour runtime and there are more than a handful of memorable characters. You have your hippie millennial, no-nonsense army leader, nerdy reporters and overly-religious leader. Each has their moments, though it would have been nice to get to know some of them better. This is the Frank West show, however, and he’s a good protagonist. Consistently funny, newcomer Victor Nosslo delivers a strong performance as everyone’s favorite photojournalist. While it is disappointing to see Terence J. Rotolo replaced, Nosslo does a good job stepping into the character and showing a surprising amount of depth.

The only problem with Dead Rising 4’s plot is its one-note villain who is hastily set-up towards the end. He feels forced in and entirely out of place compared to the rest of the characters. In fact, the entire chapter feels out of place with the rest of the game. While the previous five chapters have all been lighthearted, the final chapter takes a dark and grave tone. It comes out of nowhere and stands in stark contrast to everything that came before it. Dead Rising 4’s campaign is divided into six chapters plus a brief prologue. Those powering through the campaign will likely beat it between 6-8 hours, but that’s ignoring a large amount of content available. Like the original Dead Rising, players can explore the mall in its entirety. Unlike the first game, however, players can now travel into the town of Willamette. It’s here that you’ll find a lot of rumors to check out, survivors to rescue and shelters to clean out.

Sidequests can take the shape of anything. There’s the standard go in and kill some enemies, investigation missions have Frank use his camera to uncover clues, rumor missions send Frank to check out local rumors and survivor missions have Frank save survivors. Each is important as completing sidequests in each area of Willamette will upgrade the area’s shelter. In turn, Frank unlocks new vehicles, weapons and costumes for purchase. There are also maniacs spread throughout Willamette. These crazies are incredibly powerful, usually carry powerful weaponry and are funny to boot. These fights replace Psychopaths from the previous games, and while they may not have as much of a backstory, they are just as zany.

All that is great, but there’s no denying how much fun just driving around Willamette is. The town is fully realized and it’s where players can hop in all kinds of vehicles and just mow down hordes of zombies. It’s rather satisfying just to jump in a car and just spend minutes on end flattening the undead. Driving controls are tight and there’s a vast array of conventional and unconventional vehicles to play with.

One thing that isn’t so great is the loss of the timer. Dead Rising is well known for giving players a three-day time limit to complete all the chapters. It’s been a series tradition and Dead Rising 4 doesn’t have it. The campaign is structured well to where the absence of the timer isn’t felt, but it’s sad that the option to play with a timer isn’t included. Especially disheartening is the fact that the upcoming Frank Rising DLC will include a timer. There doesn’t really seem to be a reason why this couldn’t be an option for the main campaign.

Slaughtering thousands of zombies wouldn’t be any fun if the gameplay isn’t solid, but thankfully Dead Rising 4 plays like a dream. The same inventive combat has returned with even more kookiness. Almost any item players can find in the environment can be used as a melee or ranged weapon. These items can be further enhanced by collecting Blueprints, which allow Frank to combine weapons and items into awesome combinations. Want an ice sword capable of freezing and shattering enemies? Combine a broadsword and liquid nitrogen. Want to fire explosive crossbow bolts? Grab a crossbow and strap some firecrackers onto it.

Melee combat is by far the best way to go. The weapons are inventive and the carnage they unleash is amazing. Frank has a basic attack, a sweeping attack and a powerful attack he can unleash once players rack up a decent combo. Brand new exo-suits further enhance the melee combat. These powerful suits can only be found at certain points in the game, but they pack a punch. With the exo-suit, Frank can use Christmas Trees as spears, presents as boxing gloves and all manner of heavy objects. Combine an exo-suit with a squishee or arcade machine, and you have the perfect zombie-slaying machine. It’s some of the most fun and satisfying melee combat in any game. Unfortunately, the same cannot be said for ranged combat. Despite being the fourth entry in the franchise, Dead Rising 4’s shooting mechanics feel off-putting. Aiming feels stiff, guns don’t feel useful and the brain dead human AI is somehow dumber than the actual zombies. There are some cool ranged weapons Frank can make, but melee is the way to go in Dead Rising 4.

Another controversial change is the removal of campaign co-op. Rather than have that, Capcom Vancouver has crafted a standalone four-player co-op mode. Separated into four different episodes, four survivors traverse the mall completing randomized objectives. Each episode takes place over two days, which equates to about 30 minutes of playtime. The same blueprints, weapons and exo-suits that are in the campaign are in the co-op mode. It even comes with its own progression system separate from the campaign. Unfortunately, there isn’t much else to the co-op. There’s no additional story taking place, nor real interactions between the four characters. Plus, the co-op action is limited to the mall, cutting out a significant portion of the game’s world. We also experienced lag and connections issues while playing. Dead Rising 4’s co-op mode was a neat idea on paper, but it can’t hold a candle to the excellence of the campaign co-op from previous games.

Regarding presentation, Dead Rising 4 really only has one goal: throwing hordes of zombies on screen and having a whole lot of effects go off as they explode. Capcom Vancouver succeeded. The screen can be filled with hundreds of zombies at once and some of the effects are amazing. An exo-suit ability gives Frank the power to send out a blast of ice, causing zombies to freeze and shatter without the performance dropping much. Dead Rising 4 also fully embraces its Christmas setting by letting players slay zombies with famous Christmas tunes playing in the background. That isn’t to say that the presentation is flawless. Dead Rising 4 sees some significant slowdown towards the end of the game and an audio glitch would cause the dialogue to cut out in cutscenes. Taken as a whole, while Dead Rising 4 may not be the best looking game ever made, it does accomplish what it sets out to do.

Closing Comments:

Fans can rest assured, Dead Rising 4 is still a Dead Rising game despite some controversial decisions. Capcom Vancouver has retained what made the series so appealing in the first place. The campaign is, expect for that final chapter, a hoot to play through. Melee combat gives players the reins to use any tool in the world they find, combine it with something else, and then use that combination to beat the brains out of zombies. Plus, there are hordes of zombies to run over. It is a shame that some of the controversial decisions didn’t pay off. The co-op mode doesn’t feel like a solid enough replacement for campaign co-op and it remains puzzling why there isn’t even an option for a timer. While Capcom Vancouver enhanced the melee combat with the new exo-suits, sadly the shooting mechanics aren't improved. Dead Rising 4 is a Dead Rising game, warts and all. A zombie slaying experience unlike anything else on the market. It’s a riot, it’s a hoot and it’s on Santa’s nice list.

Dead Rising 4

Reviewed on Xbox One

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  • Walkthrough *

6. Dead Rising 4 Story Walkthrough: Case 2 - Part 2

Case 2 - invasion on main street - part 2.

West Ridge is a fairly large area, it has a town area and a rural area. I have had to divide this map into two images, hopefully it will make sense for you all to assist with navigation.

Map of the town:

Image 1

Map of the rural area:

Image 2

Just a reminder that there are 3 collectibles that can be missed, these are Zombie Tag 71/100 and 72/100 and Vick's Upload to Cloud - Vick Log #7 . You also have Person of Interests to obtain: Kylie Hammond, Jordan Maxwell, Issac Tremaine, Tom Pickton and James Cabellero.

I would recommend looking at your remaining combat trials. Look to see which weapons you need to work on and focus on these, keep an eye on which ones need specific enemy types as some will be human kills, some fresh zombies etc. This will save you grinding them out at the end. Don't forget you also need to purchase 200 items from vendors (the maps, blueprints and training manuals work towards these), you also need to buy 50 combo weapons and all of the maps. (I would recommend waiting until you have the Smart Shopper skill (found in survival after hitting level 65) to save you money on this.

Also it will be worth focussing on get the bottom row of Brawling obtained for your skills (the vehicle skills). This is for the later grind of zombie killing.

We start by leaving the Scrapyard compound, you will find distress calls from survivors that need help. Look at your map to find them, they show as a blue icon on the map. This is a quick way to get your Shelter level up if you can help them. You will have to complete different tasks, some are simply to save them and escort them, others give you timed tasks to take photographs.

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Leave the Mall, open your map to identify your best route into West Ridge. I seriously recommend taking this road using a combo vehicle as it is loaded with zombies. As you reach the waypoint you will have a cut scene to watch, after this you will find yourself at Tom's Compound. As you get in control of Frank, make sure you take photographs of Tom Pickton and Issac Tremaine who are in the same room for Persons of Interest 8/16 and 9/16 .

After taking the photographs, If you are facing the back of Tom, look at the shelving unit to the right of him. On this is Newspaper - Missed Connection. Turn around (if you are facing the shelving unit) and on a small table to your left you will see Blueprint - Bon Bomb . There is a Holiday Cracker next to this and you will likely have the explosives on your already to create this.

Look at Issac, (don't chat yet) he is facing an open door which leads to an adjacent barn. Go into the barn, turn immediately right and climb into the hay cart and up the hay bales. This leads you to an upper level for the barn. On the floor of this upper level in front of the window, you will find Cell Phone - Not a Creature Was Stirring 1/4 .

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Now go and chat to Issac, once he has finished talking head back into the barn we were just in. This time take a left and go through the open barn door at the end. Look in front of you, you should see a chain link fence and a white cargo container with "Get out, Stay out" spray painted on the side. Go to the right side of this fencing to find an access point, enter the cargo container to find Podcast - Undead Gospel #6 on the first mattress on the floor.

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Leave the cargo container, walk through the chain link fence opening and you will see a open backed truck in front of you. Walk past the truck with it on your right side, as you get to the front you should see shooting targets in the distance in front of you, walk to these. Either walk around the front or the back of these targets, at the end of the target area are hay bales, atop these is Cell Phone - Not a Creature Was Stirring 2/4.

Image 1

Head to the main farmhouse, enter the building. Aim for the living room, look for the fireplace and on the table in front of this is Hudson's Dairy Farm locker key. This locker is found in the barn that was opposite Issac, it will show up on your mini map. Turn to face the fire, turn left 90 degrees and walk forward past the large TV on your right. Turn right and aim for the room in the far corner. In this room, look at the back wall, there is a desk with Cell Phone - Not a Creature Was Stirring 3/4 on this.

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Leave this room, take a right walk forward. You should see 4 blue cool boxes diagonally right, look to the open doorway to the left of this to enter the bathroom. On the left is the bathroom sink and you will find Cell Phone - Not a Creature Was Stirring 4/4 .

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Get into a vehicle and travel out of the compound, we start by going to the blue waypoint - clear out the Emergency Shelter. Before entering the Shelter, go through the gates to access the compound. Turn left, as you get to the edge of the building, turn right and head to the edge, turn right again. Follow the outside of the building and turn right. As you approach the next corner, look to your right to find Zombie Tag 52/100.

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Now retrace your steps and enter the Shelter. This is the same process as the other ones, once you clear the Shelter head upstairs. Look to the desk containing all of the CCTV monitors, this has Traning Manual - Melee, Ranged, and Thrown Inventory Slots .

Image 1

Head back down to the level with the vendors. Enter the Weapon Armory, (left of the weapon vendor if you are facing him) turn left and left again to find the Hunter Residence Zom-B Safe Key on the left side of the table.

Head to the Garage, (left of the vehicle vendor) on the left between two shelving units is Patriot Residence Zom-B Safe Key.

Make your way downstairs, as with all the shelters look above the doors for the room names. Enter the Lavatory & Change Rooms (if you have your back to the stairs, turn right and it's on the right). Head through the door, turn left and go into the next room. You should see lockers diagonally right from you, look to the open locker on the right to find Newspaper - SurviviCon 1/4 .

Go to the weapons vendor and purchase Blueprint - Glass Knuckles . This is your 30th Blueprint and you will unlock:

Collect 30 Blueprints in Story Mode

Inventor

Go to the location vendor, purchase the available maps and don't forget when you get to Shelter level 4 you can buy Training Manual - Food Inventory Slot +2 .

We are now heading to the building in the top left corner of grid F3. Leave the Shelter, turn right and head to the road. When at the road, turn left and when you get to the next junction take another left. Head to the 3rd house on the left to find The Mekanicks house. As you enter via the front door, look diagonally left to find an open doorway with a neon Beer sign above it. Enter this room and turn left to find Mekanick Residence Zom-B Safe Key atop a large red tool box. Re-enter the house via the same doorway, look opposite for the stairs and go up them. Turn right and enter the last room on the left. Whilst in the room, look at the set up cupboards next to the wardrobe to find Cell Phone - Terror is Romantic 1/4 .

Go down the stairs, at the bottom look to for the back door on your right. After exiting the building, turn right and head for the detached garage. As you enter this garage turn left and look on your left to find the keypad to the Panic Room . The floor will open, enter the bunker to find the usual stash of supplies but also Blueprint - Suckmaster 3000 on the bed.

We are now aiming for the building in F4. Leave this house, walk to the road. Turn left and at the junction turn left. Ignore the 1st house on the left, but enter the 2nd house on the left - The Brieder Family. From the front door, walk into the living area and turn left to see the fireplace, sofa and chair. On the table in between these is Blueprint - Magic Wand . There is a wand on the table next to this and household cleaners on the floor near to the Christmas tree.

Leave this building, we are now heading to the church opposite this. There are loads of zombies to kill here, either use a vehicle to thin out the horde or alternatively to the East side of the building is an Exo Suit. To the left of this suit as you look at it, you will see some steps. To the left of the steps is a Vacuum Power-Up for the Exo Suit. Once you have cleared out some zombies, look for a parked hearse and tow truck, on the church wall behind these is Zombie Tag 53/100 .

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Return to the front of The Brieder Family house, turn right (if you are facing the front door) and walk forward. Go past a boarded up house on your left and then enter the next house on the left - Ned and Ann Teeks. As soon as this location is tagged, head out onto the road and turn left. Walk along the road, ignore the 1st house on the left but enter the next house on the left - The Gardners via the front door. Once inside, open the door on the left that is closest to the front door. Inside this room, turn left and on a table under the window is The Gardners locker key. Turn around, in the left corner is a cupboard / sideboard. Look in the open doors of this piece of furniture to find Cell Phone - Tom and Luke 1/5 .

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Leave this room, look diagonally left to see a door that leads to the garage. Enter this, opposite the doorway is a locker. Open this for Blueprint - Gandelf , to the right is a Lawn Ornament and to the right of the garage door is a rake that you can combine to create this.

Exit the house via the front door. We are now heading to the house opposite (top left corner of H5). You should see on the mini map a small square to the left of the house (as you are looking at the front). Jump over the picket fence and walk down the right side of the garage, you will find Zombie Tag 54/100 on the wall of the garage.

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We are now looking to head to the building in H7 on the grid map. With our back facing the garage entrance walk forward and jump over the picket fence. Go to the road and turn right, at the junction turn left and walk to the next junction. At this junction turn right and walk up the hill. Go past the Green Titan removal truck and continue forward up the hill till you get to the next house on the left (has a cement mixer van out the front), enter the House Under Construction. From the front entrance, you should see a set of metal ladders. Walk past these so they are on your left side and enter the room in front of you.

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In the centre of the room are some boxes, look on top of one to find Cell Phone - Her Name is Hammond 1/3 .

Head back to where the ladders were, walk past them so they are on your left and walk towards the window of the adjacent room. As you are stood where the window should be, turn left. You will see Zombie Tag 55/100 on the wall. Also within this room is the Vacuum Exo Suit Power-Up.

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Now leave this building, turn left and enter the next building on your left - The Quizeens. From the front door, walk into the main living area. Turn right to enter the kitchen and on the island counter is Blueprint - Ice Chain Gun . Behind you, to the left of the oven is a Snow Cone Maker. Go upstairs, look diagonally left for the doorway you want to enter. Walk past the pool table with it on your right and enter the door. On the floor in the centre of the room is an industrial fan, combine this to make the Ice Chain Gun. In the back right of this room is a large wardrobe. On the floor in the left corner of this wardrobe is Quizeen Residence Zom-B Safe Key. Turn around and walk a few steps forward, turn left and you will see Zombie Tag 56/100 on the wall.

Head back downstairs and into the kitchen. To the right of the fridge is the access point to the Panic Room , use Spectrum Analyzer to find it. It has the usual supplies within. Now leave this house out the front door. Look diagonally left and you can see a small boundary wall, this leads to a footpath that leads North West, head up this footpath.

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We are looking for the next house on the left (grid F7) The Prawp Family. Enter via the front door, turn left and walk into the kitchen. At the kitchen, turn left and go past the bottom of the stairs. Opposite the washing machines is a door, open these to a cinema room. Go to the chairs closest to the TV and the chair next to the wall, you will find Prawp Residence Zom-B Safe Key. In this room is an Electric Exo Suit Power-Up. Leave this room and go up the stairs. At the top of stairs, enter the first room on the right. Walk around to the bed, as you are facing the end of the bed, turn right 90 degrees. On the wall you will see Zombie Tag 57/100 .

Head downstairs, turn right and right again. Walk forward and as you get to the corner of the wall, on your right is the keypad to the Panic Room. Turn right and find the bunker has opened up, inside you find the usual supplies. Now leave this house via the front door.

Walk to the road and turn right, look for the house with the bright blue panel van on the drive. Enter this house - The Muzaks. From the front door, immediately to your left you will see Blueprint - Hit Maker . Pick up the turn table next to this, enter the kitchen area and on the counter is a toaster, combine them to make this weapon. Look for the stairs, head up them. At the top of the stairs look right, you will see an open door leading to the bathroom, enter this. On the floor, next to the bath is Cell Phone - Terror is Romantic 2/4 .

Leave this house, walk on to the road, turn right and head down the slope. Look for the EMS building that will be coming up on your left as you get to the bottom of the slope. Enter this building using the entrance to the left side of the front. Walk past the sofa on your left, as you reach the table turn left. Look at the lockers in front of you and find Newspaper - SurviCon 2/4 in the open locker. Turn right from this locker and open the door in front of you, this leads to a bathroom. Turn right and you will see Zombie Tag 58/100 on the wall next to the cubicle.

Leave the bathroom, turn left and enter the garage. In the far corner is a locker, we will get the key for this in the next building we visit. As you leave the EMS building via the garage, look opposite and you will see our next shop to visit - Speedy Expresso. Upon entering the shop, look to the left side of the shop near the window. On a shelf you will find Emergence Medical Services locker key. On the shop counter, next to a keyboard you will find Cell Phone - Greater Mountain Grizzly Girls 1/7 . In the back room of this store is a safe, if you wish to get the scrap from it. Head back to the EMS building to unlock the locker in the garage.

If you open the map, you will see a large area in the bottom left. This is the gated community and we cannot access this part yet. So out next building is diagonally left as you leave the garage area of the EMS (E5 on the grid).

The shop is called Chakra Flex Yoga, enter via the front entrance, walk into the yoga studio. On the right, atop some stacked workout mats is Newspaper - SurviCon 3/4 . Behind the counter in the front part of the shop is a safe. Leave the shop, turn right and then right again down the side alley. As you get in line with the white roll top garage on your right, look at it to find Zombie Tag 59/100 . Turn right, we are now heading to the shop to your right - Cruz Tanning Salon. After entering, look to the shop counter on your right. Walk behind the counter to find Podcast - Undead Gospel #7 . Walk to the back of the shop, look to the 1st changing room on your left. Inside on the back wall you will find Zombie Tag 60/100 .

Leave the salon, turn right and aim for the shop on the corner - Submega. On the back counter you will find Ice Power-Up for the Exo Suit. In the kitchen at the back of the store, look to the right next to the sinks to find Vick's Upload to Cloud - Vick Log #6 . Leave via the front door, head forward over the road to the opposite building - The Fogey's. Walking through the front door, look diagonally left to the large piece of furniture, in the middle section is Cell Phone - Terror is Romantic 3/4 . Look to the door that is to the right of that large piece of furniture, this is the bathroom. On the tiled wall, next to the shower curtain is Zombie Tag 61/100 .

Open your map, you should see a large yellow circle and to the left of this a large blue circle (if you have been following this guide). We are heading to the blue circle 1st. Leave this building, head along the road and skip the 1st building on your left, but enter the front garden of the 2nd building. Make your way round the left size of the house and clear the zombies in the rear garden. Enter the detached building in the garden, as you enter turn right to find Zombie Tag 62/100 on the wall. On the wall next to the exit is the Panic Room keypad, open the bunker in the ground. Head down to find a survivor, Blueprint - Nut Blaster on the bed and Newspaper - SurviCon 4/4 opposite the bed. There is a Nutcracker and a rifle in this room to create the weapon.

Leave the Panic Room and enter the main house to tag the location. Head out the front and to the left, we are going to get the last available location in this area before moving on with the story. Walk along the road and you should see a fuelling station on your left. Enter the Tornado Convenience Stop, turn left and walk to the fridges. At the fridges, turn right and on the counter where the coffee machines are found, you can pick up Newspaper - Baby Shoes . Walk to the counter, to the right is an ATM and to the left of the ATM on the counter is Willamette Jr. High School locker key. Leave the store, turn left and left again. On the side of the building you can find Zombie Tag 63/100 .

You should have 136/163 locations if you have been following along. We are now in a position to head to the waypoint to help out Kylie Hammond. When you get to the waypoint you are required to kill a few soldiers, once this is done follow Hammond. She will be performing 1st aid on Jordan Maxwell. Make sure you take a photograph of both Kylie Hammond and Jordan Maxwell as they are Persons of Interest 10/16 and 11/16 . You can do this before the fight or after the next cutscene. You are tasked with holding off the soldiers, just kill them as they appear. Once you kill the last soldier you will watch a cutscene. Once back in control of Frank, if you have the Blueprint map you will see one near Hammond, ignore this for the moment.

If you are facing Hammond, turn around and jump up over the railings, open the double doors to access the school. Walk forward, turn left and look for the vending machine in the corner. On the left side of this is Zombie Tag 64/100 .

Image 1

Turn around and open the double doors diagonally to your left (next to "Go Wild" graffiti"). Once outside turn left and head to the end of the building, at the end turn left and look for the open door on your left about half way along the building. Enter this part of the school, turn left and walk along the corridor with lockers either side of you. At the end is a classroom on your right. At the back of the room is a teachers desk, on the left side of this desk (as you are facing the blackboard) is Cell Phone - Tom and Luke 2/5 . Leave the classroom, turn left and walk all the way to the double doors. Open this to enter a makeshift bedroom in the school gym.

Turn left and walk down the left side of the gym, on the floor look for pop up camping beds. On the last one you will find Cell Phone - Terror is Romantic 4/4 .

Image 1

Look forward, you should see a closed white door in the corner of the room, beside this is Zombie Tag 65/100 .

Image 2

Whilst facing that Zombie tag, turn right 90 degrees, walk past the tables on your left and the mattress leaning against the door. Enter the next door on your left, get your camera out and enter night mode. Look for the locker on the right side to open this open. Open the door to the right of the locker and turn left to leave the school.

You have a choice, you need to get an Exo Suit and using the screenshot, these are the two closest locations - To the side of Tornado Convenience Stop or at the side of the Church.

Image 1

We now are looking to explore the rural part of West Ridge, not all of these locations will add to your overall tally so don't panic. Open up the relevant grid map and we are initially aiming for K7 but will then move to L7. For those not using the grid map, look on the in game map and look for the road heading up towards the waypoint from the Shelter. We are aiming for a small building on the left and then the compound that is on the right hand side of the road up from the Shelter.

Image 3

This red building is called Kent Farms Fruit Stand. Inside on a stack of plywood is Kent Farm Zom-B Safe Key. Look to one of the exits, you will see on the wall next to it Zombie Tag 66/100 . Open up your map, to the right of your current location is the Kent Farm. Head across there and look for a detached building, this has a single open door and an open barn door with the green sliding door open.

Image 1

As you are looking at this walk around that building to the left and through an open hay storage, you will see a very large bale of hay within this. Walk through the storage and to the right you will see Zombie Tag 67/100 on the wall of the building.

Image 1

Enter that building through the open barn door, look to the right of the entrance to find the Panic Room keypad on the wall next to the door frame, this opens up the bunker on the floor behind. Inside the bunker on the bed is Newspaper - Willamette Time Capsule II . On the red bench next to the gun locker is Cell Phone - Greater Mountain Grizzly Girls 2/7 .

We are now aiming for K6 and L6, this is a large barn just up the road from this farm. As you enter the barn, kill the zombies and look to the left to find a hay cart. Climb into this, up onto the bales of hay and onto the upper level. Up here you will find Zombie Tag 68/100 right in front of you on the wall, to the left of that tag on the bags of fertilizer you will find Cell Phone - Greater Mountain Grizzly Girls 3/7 .

Get back to the ground floor, head back out of the entrance you came in and turn left. We are heading down to M6.

Image 1

Approach the building and look for the parked MFD McANERIN Food Distribution lorry, on the building behind this you will find Zombie Tag 69/100 .

Image 1

We are now aiming for the building in K5, head back to the main road near to the barn we recently explored (where Zombie Tag 68 was found). When on the road, turn right and look for the white wooden building with a blue roof and two green water towers out the front:

Image 1

Enter this building, go through to the 2nd barn and in the left corner on a barrel next to the large opening is Cell Phone - Greater Mountain Grizzly Girls 4/7 .

Image 1

With the barrel you just collected the Cell Phone from on your left, walk forward through the opening and head down to the main road. Turn left, and you will see a small red shack on the left hand side, this is the Fireworks Stand. (L4 on the grid)

Image 1

Go through the shack and on a barrel to the right of the exit is Cell Phone - Greater Mountain Grizzly Girls 5/7 . With your back to the exit of the Fireworks Stand, turn left and jump over the fence. Make your way through the field and to the wooden fence that surrounds the Christmas tree lot (K3 and K4). Follow the fence around to the left of the perimeter until you come to a gate you can jump over to access this:

Image 1

To the left of the gate you just jumped is an old flatbed truck. Walk around this with it to you right. On the building in front of you, you should see Zombie Tag - 70/100 . Turn around, head to the gate and then turn left 90 degrees. Walk past 3 aisles of Christmas trees to your right and you will come to a small sheltered area that has a sign for "Wreaths $10". On the table in the centre you will find Cell Phone - Greater Mountain Grizzly Girls 6/7 .

Image 1

Turn around and when back in the middle of the lot, turn right. We are aiming for the large white barn, there are loads of zombies here.

Image 1

Enter the right side of the building where the car is parked. To the right of the entrance are 3 bales of hay and on top of these is Blueprint Cryonic Commando . The two vehicles required are within the barn you stand in. Jump in the created vehicle, move it forward slightly to find the Obadiah Cattle Zom-B Safe Key underneath.

After picking up the key, leave the way you entered. Turn right and look past Santa's chair for a building behind this:

Image 1

Enter the barn side of this building, on the wall to the right is the keypad to the Panic Room . Interact with this to open the bunker, inside you will find the usual supplies. Use the Cryonic Commando you just created to kill 200 zombies and then we can head to the next collectible which is found on the road leading to the waypoint. (Top right of L4 for the grid users).

Make your way to the waypoint, as you travel along the road you will have to turn left to head to the waypoint location. You should come across an army truck at the left turning. Jump in the back of this to find Cell Phone - Greater Mountain Grizzle Girls 7/7 .

Image 1

We have managed to collect all of the open world collectibles and visit every location available to us at this point. You should be on 139/163 locations. Now head to the waypoint, we will be heading into the dam.

You need to kill a few soldiers who are guarding the dam 1st and lots of zombies. Once they are all dead head into the entrance area of the Dam, before going through into this, look right and you will see two benches. On these is the Willamette Hydroelectric Station locker key. Now enter the dam.

You will hear Darcy talking, it is all dark, use your night mode on your camera to see. Walk forward down the steps, turn left and on the pillar is the light switch. Once the lights are on, to the right of the pillar on the back wall is Zombie Tag 71/100 .

Image 1

Talk to Darcy who is tied up on a chair, at the end of the conversation you will start Investigation 4 - Case 2.

The clues for this one are:

  • Where did they get this printed... ?:

Stand with your back to Darcy, look in front of you for an Obscuris poster that is displayed on an A frame - take a normal photo of this.

  • Thanks for the paper trail:

Behind Darcy there are two tables. It has a gun, medical supplies etc on this. Also on top are some paper files, take a normal photo of these.

  • Where's the ON button?:
  • Not exactly holiday photos:

Look to the images being projected, take a normal photo of these.

That ends this investigation. Once Darcy finishes speaking, go through the doorway where the waypoint is leading to. Walk forward through the corridor and turn left. Walk forward into the next room, turn left after entering and find Vick's Upload to Cloud - Vick Log #7 on the left on the counter. Turn right, before the doorway on the left is a weapons locker you can unlock. Walk through the doorway, turn right and kill the soldiers. Head forward along the outside area and at the end turn right. Head through the first corridor, you will enter a room that has a step leading to the left. Head down to the left to kill the soldiers and return back up to the corridor, turn left and head outside. Turn right outside, make your way forward killing any soldiers in your way. At the bottom of the stairs, turn right and walk forward.

As you walk forward you will enter a room, on the walls in front of you, you will see 14 E printed. There are lots of soldiers in this room, clear them out.

Image 1

Whilst in this room, look at the walls to find 13 D printed, head down that corridor. Walk outside, turn around and to the left you will see Zombie Tag 72/100.

Now return to the central room, turn right and then on the left you will see 10 A printed, head through that corridor.

Image 1

Turn right, head up the stairs and on the next level, continue up the next set of stairs. At the top you will have a cutscene. It is important after the cutscene that you take a photograph of James Cabellero as he is Person of Interest 12/16 . This is your only opportunity to do this, so if you miss it you will have to do the entire case again. I cleared the 1st wave of soldiers and ran up whilst he was on the walkway above and took the photo.

Kill the waves of soldiers, eventually James will jump down for you to inflict damage. Just aim for his flame pack, if you run out of ammo look around as there are plenty of weapons scattered around. There are also loads of health packs for you to pick up. Just rinse and repeat and eventually you will defeat him, be warned you do have Exo-Troops to deal with, however they are easy to kill if you use the rail gun or mini gun.

Once you win the battle you will reach the end of Case 2, thus unlocking:

Complete Case 2 of the Story

Invasion on Main Street

You will get Blueprint - Electric Axe for completing the Case.

This is the level of progress you should have unlocked, if you were following the guide. Obviously your Skills and Trials will vary due to personal choice and luck:

Image 1

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Dead rising 4: frank's big package, playstation 4, dead rising 4: frank's big package (playstation 4).

  • I'm on case 5. I think, and have to travel to the west ridge emergency center. I'm stuck in the mall and the game keeps taking me to locked doors. How can I unlock them? mbailey9862 - 5 years ago - report

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Dead Rising 4 - Review

Frank west's return to dead rising will have you dreaming of a red christmas..

Dead Rising 4 Review

The allure of the original Dead Rising’s goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power fantasy and self-aware satire up to new heights. Even when technical issues rear their ugly heads, that feelgood loop of wading into the horde and coming out the other side has me feeling like a bonafide badass.

It’s no surprise, then, that Dead Rising 4 is the best incarnation of that satisfying and cathartic gameplay yet. It leans harder than ever into its ridiculous combo and weapon-crafting systems, but the core action gameplay, character progression, creative survival, and attitude are still very much central to this tale.

Frank West is the perfect delivery system for all of that. The cocky photographer’s return to the series after sitting out Dead Rising 2 and 3 is like being reunited with an old friend, despite his being voiced by a new actor. He’s still a wiseass, though he’s 16 years older and a little wiser; a wiserass, if you will. He might be the same self-important, sarcastic asshole with a heart of gold, but if Capcom set out to make Frank seem a little weathered with age, then it’s a job well done.

Capcom also absolutely nails the personality, the bizarre charm, and the Christmastime consumerism setting of the Willamette Memorial Megaplex. Holiday decorations adorn the mall and city, and that holiday vibe even extends into the game menus, which pipes out that good department-store Christmas jazz and the kind of rousing orchestral scores that swell when the kid and his family are reunited at the end of a feelgood holiday classic.

I’m impressed with the detailed presentation and careful consideration that went into both the world and the story. It would’ve been easy to go full slapstick with this ridiculous premise of yet another zombie outbreak, running down the same road that Saints Row took in later games in the series. But Capcom has balanced the absurdity with equal parts of intelligence and feeling. And for every trying-too-hard line of dialogue like, “Well, set my balls on fire,” that Frank blurts out, there’s a moment of wit or compassion or genuinely loveable buffoonery that becomes the antidote to the obnoxiousness.

And the quiet mystery at the heart of Dead Rising 4 is much more involved and compelling than it needs to be for a game that lets you tape a Segway to a golf cart to build a “Bogey Monster” death machine. There’s much more than a cut-and-dry “Oh no, the zombies are back,” plot at work here, with both callbacks to the original Dead Rising and characters that have more than one layer to them. Some of the ostensibly important relationships between characters end up failing to launch, which I found disappointing until several good secondary characters picked up the slack and turned out to be more than what they appeared.

Willamette, too, is more than it first appears to be. The open-world map is made up of the central Willamette Memorial Megaplex (the hulking Mecca of commerce that replaced the original Willamette Mall after the events of Dead Rising), but it’s also surrounded by the fully explorable neighborhoods and rural incorporations, and you can visit those as well. Every area is spread out just enough that it takes a short, deliberate effort to get there, but I prefer the zombie-smearing drive between neighborhoods over the mildly useful fast travel system between shelters and the mall.

Time to Kill

The biggest change Dead Rising 4 makes to the traditional Dead Rising formula is the removal of the countdown timer that forced you to rush through objectives and make tough calls to bypass potentially interesting side objectives, negating that sense of urgency earlier games did well. But I found I didn’t miss it much because there’s too much to see, and do, and squish to be satisfied by just 72 in-game hours, as we had in the original. There’s an exhausting number of collectibles and weapon blueprints to find, side mysteries to uncover and solve through investigations, and hidden graffiti art to photograph. Now you’re free to meander, explore, and get lost in this larger, denser version of Willamette.

One example of things I was glad I didn’t have to miss are the spontaneous events that spring up from time to time, giving you the opportunity to destroy some communication equipment belonging to the paramilitary bad guys, or rescue a survivor that will go toward upgrading the nearest shelter. Those missions punctuate the endless sea of undead and give welcome structure to wandering through Willamette, even if they only take a minute or two to complete.

On the subject of the shelters, I felt underwhelmed by that system in Dead Rising 4. Each shelter is mostly just a hub for vendors to sell you combo weapons and vehicles, alongside maps that mark the location on collectibles on your minimap. They’re useful, but I would’ve loved to see some sort of shelter defense system come into play. These safehouses are just a little too safe.

In any case, every collectible you find has real benefit: currency, experience, training manuals, or even just additional context and backstory. There’s incentive for exploring and scavenging, or more realistically getting pleasantly sidetracked for hours at a time, and that activity pads out the roughly 10-hour main storyline. By the time I finally finished the story, I had over 25 hours played, 20,000 zombies killed, and I was nowhere close to hunting down everything I wanted to find. (New Game+ mode gives you the opportunity to go back, though there’s no post-game free-roam mode.)

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Dead Rising 4

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Dead Rising 4 Review

fast travel dead rising 4

December 6, 2016.

The original Dead Rising polarised critics and gamers in 2006, its dedication to cathartic, slapstick violence either marrying well, or clashing with (depending on your stance), its insistence on strict time constraints, escort mission busy-work, and maddening boss fights. The sequel balanced some issues and bred more, and it was a long time until Dead Rising 3 shambled into the launch line-up of Xbox One and almost, almost, found the sweet spot.

What’s apparent in Dead Rising 4 is that the consistent slide from “tense, claustrophobic thriller with added fun” towards “mindless zombie murder with added missions” has continued and, sadly, the results aren’t as positive as we might have hoped.

But first, the good: Frank’s back. That’s perhaps the best news, to be honest, as Frank’s neolithic, opportunistic, alpha-male attitude makes for a likeably-unlikeable protagonist who’s infinitely more interesting than Dead Rising 3’s two-tone mechanic, Nick Ramos. Frank is mean, he’s selfish, he’s the most accidental of accidental heroes. He rarely acts in the interest of others, but always seems to come out like the Saviour.

Set in the December of 2021, 15 years after the original outbreak, Frank is a 52-year-old photography professor still living on his reputation as the “Hero of Willamette”. He’s teaching young, impetuous prodigy Vick Chu, and agrees to take her on a covert mission to a top-secret military base to give her a first-hand taste of how to cover wars and stir up shit. The secrets they uncover there lead to the dissolution of their relationship and Frank ending up a fugitive on the run for the next four months, going by the genius alias of Hank East. It isn’t long before he’s contacted by Brad Park, director of the ZDC, and told about a new outbreak in Willamette. The Memorial Mega-Mall is under attack by zombies once again, this time spreading through the town at the height of Black Friday mania. The government have contained it, but Vick is already there – and so Frank cancels his Christmas plans and heads back to Willamette.

The story is decent enough, ably bolstered by great voice acting and a genuinely funny script. Frank is a blast, a rugged rogue with an Ash Williams-level of abrasive sarcasm. Caught between a military outfit called Obscuris who are hunting down a dangerous new breed of super-zombie and a community of survivors led by a Governor-like fanatic, Frank, as always, follows his own interests first, with unintended consequences.

Unfortunately, though, the mechanics have been dumbed-down considerably. The escort missions are gone; when you see a survivor battling zombies, all you have to do is clear out the immediate threat to earn a reward. The survivor will then run off alone, never to be seen again. Maybe it makes sense – after all this is a world where zombies are kind of old news – but it’s a bit disappointing. Safe zones are all identical, and once cleared out will re-populate with vendors who sell food, weapons and blueprints, vehicles, clothing and maps. All safe zones are linked to the Mall, which is a good thing as that’s where the most fun is to be found. The opening few hours inside the complex are great fun, evoking memories of the first game and presenting a game-world absolutely crammed with ingenious weaponry and silly costumes.

Once outside in the town itself, cracks begin to show. For a start, under the light of day the zombies look far less impressive, and you’ll begin to realise there are only around a dozen or so different models. That would be fine, but when there are hundreds on screen at once, it’s horribly noticeable. Vehicle handling is fine, and some of the combined vehicles are great fun, but you’ll spend a lot of time ploughing through zombies between points A and B, and it loses its appeal quicker than you’d expect. Psychos are replaced by Maniacs, usually optional encounters that require you to simply kill a bunch of standard enemies and one slightly stronger one. It’s boring, frankly, and they add nothing to the game besides tongue-in-cheek humour.

Capcom has brought back photography, which is as much fun as it was in the original as you attempt to capture the best shots in several categories such as Brutality, Horror, Drama, Comedy and Special, which are one-time shots of specific scenes or items. There are also Capcom Tributes everywhere, such as Arthur’s head from Ghouls ‘N’ Ghosts, Vega’s claws, and various other hidden and not-so-hidden in-jokes. You can also use the camera to enter a kind of Detective Mode that reveals hidden secrets like Panic Rooms containing supplies and special blueprints; you’ll also need to solve Investigations, which essentially means you need to find specific things in a given area to photograph.

The bulk of your time will likely be spent looking for as many secrets as you can find, hoovering up the 55 blueprints and then making as many outlandish weapons as you can. The combinations are not only easy (they only ever require two ingredients) but plentiful, and while they don’t make an awful lot of sense and you can, for example, cobble together an ATV and a military jeep to create a “Warmonger” assault buggy in seconds, they’re often fun and most come with their own instant kill animations. Combat is bloody and satisfying, but it’s too easy, and gone are the insane hand-to-hand, crowd-surfing moves of yesteryear. I didn’t die once in my playthrough, as you level up very fast and first aid supplies and weapons are ten-a-penny. Even when “Evolved” zombies are introduced around the halfway point, they don’t pose much of a threat. There are also Exo-suits everywhere that offer temporary boosts of strength and defence.

Perhaps the most damning upshot of this is that the tension is gone. You’ll never worry about a new area, or a new threat, you’ll never have to worry about how to escort a wounded survivor back to a safe room; you’ll never worry about your ammo or weapon durability and you’ll never, ever, take the threat seriously. That might be a plus for some people, but it’s a major problem for me. Still, you’ll find hours and hours of things to do, unique photos to take, blueprints to collect, and trials to complete.

Technical issues are a second problem. The sheer amount of enemies on-screen can cause issues with collision detection, physics, and frame rate (though the latter is very rare, which is commendable). Most environments are highly detailed, while others are clearly cut and paste, but there’s so much to find out in the world, raiding homes and shops and bases, that you might not mind. Make no mistake though, this is now far closer to Undead Labs’ State of Decay than it is to the original Dead Rising, mechanically, thematically, and technically.

A multiplayer element allows you to choose the role of one of four story characters and fight your way through a collection of “episodes” in 4-player coop. You’re rated at the end of each segment against one another in terms of deaths, revives, enemies killed, and Prestige Points earned. It doesn’t offer an experience vastly different to the campaign, but it is noticeably less smooth. Glitches abound, and the entire exercise is a little scrappy, despite the fun factor.

You’ll have to go a long way to find another game that allows you to eviscerate thousands of zombies with an electrified battle-axe while wearing a spa robe, welding mask and cowboy boots. Sadly, you won’t have to go far to find generic story missions and lacklustre boss encounters. By increasing the fun factor and stripping back the busy work, Capcom have diluted the quintessential Dead Rising experience to the point where it has lost some of its identity and a lot of what made the franchise so unique.

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Unpretentious, cathartic fun Detailed, busy environments Genuinely funny

Technically iffy Far too easy Dumbed down mechanics

Dead Rising 4 is a lot of fun, but the challenge and tension that made the first few games so unique are dead and buried.

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Dead Rising 4 skills

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DR4 Skills

In Dead Rising 4 , as Frank progresses and earns PP, he will level up. With each new level attained, Frank earns skill points , which can be allocated to different skills in the skill tree. These upgrades unlock new moves, boost his stats, and provide upgrades to weapon properties. Unlike in the first two games, skills are more akin to attributes from Dead Rising 3 .

There are four categories that Frank can upgrade using skill points: Brawling, Fortitude, Shooting, and Survival. Brawling focuses on melee combat, Fortitude on Frank's health and stats, Shooting on ranged weapons, and Survival on Frank's crafting and item abilities.

  • 2 Fortitude

Brawling [ ]

Fortitude [ ], shooting [ ], survival [ ].

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  • 3 Frank West
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Dead Rising 4: How to Run and Sprint

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How to Run and Sprint – Dead Rising 4

While you’ll often want to take your time strolling around Dead Rising 4 and killing everything that moves, there are going to be some times where you’ll need to make a quick escape and sprint away. Of course, not knowing exactly how to do this is going to see Frank turn into fresh zombie food pretty quickly, so you’ll want to make sure you’ve got this down in case of an emergency.

In order to make Frank sprint in Dead Rising 4, all you need to do is hold down the RB button on your Xbox One controller. As long as you keep the sprint button held down on your controller, Frank will continue to run. This is much faster than his standard movement speed, although that’s not slow enough to make traversal on foot an annoyance. Being able to sprint won’t just help get Frank out of tough situations either. If you really want to see what Willamette has to offer in terms of collectibles and cool new weapons, you’ll want to head out into the world and explore on foot, rather than using the fast travel system.

That’s all there really is to making Frank run and sprint in Dead Rising 4. For more features, guides, and tricks for Dead Rising 4, be sure to check back with Twinfinite.

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Dead Rising 4

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Dead Rising 4 - Review

Frank west's return to dead rising will have you dreaming of a red christmas..

Dead Rising 4 Review

The allure of the original Dead Rising’s goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power fantasy and self-aware satire up to new heights. Even when technical issues rear their ugly heads, that feelgood loop of wading into the horde and coming out the other side has me feeling like a bonafide badass.

It’s no surprise, then, that Dead Rising 4 is the best incarnation of that satisfying and cathartic gameplay yet. It leans harder than ever into its ridiculous combo and weapon-crafting systems, but the core action gameplay, character progression, creative survival, and attitude are still very much central to this tale.

Frank West is the perfect delivery system for all of that. The cocky photographer’s return to the series after sitting out Dead Rising 2 and 3 is like being reunited with an old friend, despite his being voiced by a new actor. He’s still a wiseass, though he’s 16 years older and a little wiser; a wiserass, if you will. He might be the same self-important, sarcastic asshole with a heart of gold, but if Capcom set out to make Frank seem a little weathered with age, then it’s a job well done.

Capcom also absolutely nails the personality, the bizarre charm, and the Christmastime consumerism setting of the Willamette Memorial Megaplex. Holiday decorations adorn the mall and city, and that holiday vibe even extends into the game menus, which pipes out that good department-store Christmas jazz and the kind of rousing orchestral scores that swell when the kid and his family are reunited at the end of a feelgood holiday classic.

I’m impressed with the detailed presentation and careful consideration that went into both the world and the story. It would’ve been easy to go full slapstick with this ridiculous premise of yet another zombie outbreak, running down the same road that Saints Row took in later games in the series. But Capcom has balanced the absurdity with equal parts of intelligence and feeling. And for every trying-too-hard line of dialogue like, “Well, set my balls on fire,” that Frank blurts out, there’s a moment of wit or compassion or genuinely loveable buffoonery that becomes the antidote to the obnoxiousness.

And the quiet mystery at the heart of Dead Rising 4 is much more involved and compelling than it needs to be for a game that lets you tape a Segway to a golf cart to build a “Bogey Monster” death machine. There’s much more than a cut-and-dry “Oh no, the zombies are back,” plot at work here, with both callbacks to the original Dead Rising and characters that have more than one layer to them. Some of the ostensibly important relationships between characters end up failing to launch, which I found disappointing until several good secondary characters picked up the slack and turned out to be more than what they appeared.

Willamette, too, is more than it first appears to be. The open-world map is made up of the central Willamette Memorial Megaplex (the hulking Mecca of commerce that replaced the original Willamette Mall after the events of Dead Rising), but it’s also surrounded by the fully explorable neighborhoods and rural incorporations, and you can visit those as well. Every area is spread out just enough that it takes a short, deliberate effort to get there, but I prefer the zombie-smearing drive between neighborhoods over the mildly useful fast travel system between shelters and the mall.

Time to Kill

The biggest change Dead Rising 4 makes to the traditional Dead Rising formula is the removal of the countdown timer that forced you to rush through objectives and make tough calls to bypass potentially interesting side objectives, negating that sense of urgency earlier games did well. But I found I didn’t miss it much because there’s too much to see, and do, and squish to be satisfied by just 72 in-game hours, as we had in the original. There’s an exhausting number of collectibles and weapon blueprints to find, side mysteries to uncover and solve through investigations, and hidden graffiti art to photograph. Now you’re free to meander, explore, and get lost in this larger, denser version of Willamette.

One example of things I was glad I didn’t have to miss are the spontaneous events that spring up from time to time, giving you the opportunity to destroy some communication equipment belonging to the paramilitary bad guys, or rescue a survivor that will go toward upgrading the nearest shelter. Those missions punctuate the endless sea of undead and give welcome structure to wandering through Willamette, even if they only take a minute or two to complete.

On the subject of the shelters, I felt underwhelmed by that system in Dead Rising 4. Each shelter is mostly just a hub for vendors to sell you combo weapons and vehicles, alongside maps that mark the location on collectibles on your minimap. They’re useful, but I would’ve loved to see some sort of shelter defense system come into play. These safehouses are just a little too safe.

In any case, every collectible you find has real benefit: currency, experience, training manuals, or even just additional context and backstory. There’s incentive for exploring and scavenging, or more realistically getting pleasantly sidetracked for hours at a time, and that activity pads out the roughly 10-hour main storyline. By the time I finally finished the story, I had over 25 hours played, 20,000 zombies killed, and I was nowhere close to hunting down everything I wanted to find. (New Game+ mode gives you the opportunity to go back, though there’s no post-game free-roam mode.)

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Dead Rising 4

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COMMENTS

  1. Fast Travel?

    I'm asking because it's on the "Legend Menu" on the map screen when you press Y. HeroicBloodshed 7 years ago #6. There is none. You can travel from the basement of safe houses to the mall as a shortcut but that's it. Good morning. That's a nice tnetennba. Boards. Dead Rising 4.

  2. Dead Rising 4

    Fast Travel? TrueAchievements forum thread. TrueAchievements. Gaming. News. ... Game Discussion: Dead Rising 4. Fast Travel? PwcrLinux79,621. Posted on 21 December 16 at 02:36.

  3. Fast travel to west ridge?

    Fast travel to west ridge? I'm on case 5. I think, and have to travel to the west ridge emergency center. I'm stuck in the mall and the game keeps taking me to locked doors. How can I unlock them? You're browsing GameFAQs Q&A as a guest. Sign Up for free (or Log In if you already have an account) to be able to ask and answer questions.

  4. Cheats and Secrets

    Easy Scrap (Exploit) Head to the nearest emergency shelter location, and make your way to the basement. Next, fast travel to the shelter located at the Willamette Mall. Head through the hallway ...

  5. Steam Community :: Guide :: Dead Rising 4 Keys and more locations

    Dead Rising 4 Keys and more locations. By demontrace. ... Fast Money Exploit Guide From any Emergency Shelter, enter the basement and fast travel to the Willamette Mall. Exit to Main Menu, then Continue. This will create a Checkpoint at the Willamette Mall Emergency Shelter. Use the Employee's Only hallway to reach Caribbean Cove though the ...

  6. Help with fast travel

    I think. And have to get to the west ridge shelter, but I'm stuck in the mall. The game keeps sending me to fast travel locations but the doors are locked. Where can I get the key to unlock them? For Dead Rising 4: Frank's Big Package on the PlayStation 4, a GameFAQs message board topic titled "Help with fast travel".

  7. Walkthrough

    Check out our complete video walkthrough of Dead Rising 4 here on IGN. Case 0: Minigolf Night. Case 1: Door Crasher Special. Case 2: Invasion on the Main Street. Case 3: Shit's Getting Science ...

  8. Tips and Tricks

    Tips and Tricks. This page contains tips, tricks and strategies that will help players survive and succeed the zombie-infested streets (and malls) of Willamette, CO in Dead Rising 4. If you're ...

  9. Dead Rising 4 Review

    The allure of the original Dead Rising's goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power fantasy and self-aware satire up to new heights. Even when technical issues rear their ugly heads, that feelgood loop of wading into the horde and coming out ...

  10. Dead Rising 4

    Dead Rising 4 is a 2016 action-adventure game developed by Capcom Vancouver and published by Microsoft Studios.The game was released for Windows and Xbox One on December 6, 2016. It is the sequel to Dead Rising 3 and the fourth installment in the Dead Rising series. It features the return of Frank West, and is set in a rebuilt Willamette, Colorado during the Winter holiday season.

  11. Guide for Dead Rising 4

    4.2 Blackest Friday Playthrough of Frank Rising- This playthrough can be a little difficult as you have to complete 15 in game trials with a near flawless run in order to complete the game in time ...

  12. Review: Dead Rising 4

    Review: Dead Rising 4. By Kevin Dunsmore. Published Dec 5, 2016. Dead Rising 4 is a Dead Rising game, warts and all. A zombie slaying experience unlike anything else on the market. Dead Rising 4 ...

  13. Dead Rising 4 Review

    The allure of the original Dead Rising's goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power fantasy ...

  14. 6. Dead Rising 4 Story Walkthrough: Case 2

    Walk forward down the steps, turn left and on the pillar is the light switch. Once the lights are on, to the right of the pillar on the back wall is Zombie Tag 71/100. Talk to Darcy who is tied up ...

  15. Fast travel? : r/deadrising

    I'm on case 3 and have yet to figure out how to fast travel. I pull up the legend and it shows the icon for it. But i can't find it anywhere on the map. Ive done about all the button clicking i can on the emergency shelters, nothing. Any help would be appreciated. Edit: playing dr4 btw. I do know if you go to the basement of any of the shelters ...

  16. Fast travel to west ridge?

    Fast travel to west ridge? I'm on case 5. I think, and have to travel to the west ridge emergency center. I'm stuck in the mall and the game keeps taking me to locked doors. How can I unlock them? mbailey9862 - 5 years ago - report. You're browsing GameFAQs Q&A as a guest.

  17. Dead Rising 4

    Dead Rising 4 - Review. Frank West's return to Dead Rising will have you dreaming of a red Christmas. + by Brandin Tyrrel Posted Dec. 5, 2016, 3:56 p.m. The allure of the original Dead Rising's goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power ...

  18. Dead Rising 4 Review

    Dead Rising 4 is a lot of fun, but the challenge and tension that made the first few games so unique are dead and buried. ... Minishoot Adventures | How to fast travel. Social Media. SUBSCRIBE ...

  19. Dead Rising 4 skills

    In Dead Rising 4, as Frank progresses and earns PP, he will level up. With each new level attained, Frank earns skill points, which can be allocated to different skills in the skill tree. These upgrades unlock new moves, boost his stats, and provide upgrades to weapon properties. Unlike in the first two games, skills are more akin to attributes from Dead Rising 3. There are four categories ...

  20. Dead Rising 4: How to Run and Sprint

    Dead Rising 4 is out and players will be busy exploring Willamette and killing zombies with Frank West. Here's how to run and sprint in the game. ... rather than using the fast travel system. ...

  21. Dead Rising 4

    The video guide shows three easy methods to farm PP points to level up fast in Dead Rising 4 on Xbox One and PC. Our full Dead Rising 4 Let's Play Walkthroug...

  22. Is this game actually bad? :: Dead Rising 4 General Discussions

    - Lack of fast travel - Lack of warning if player is near death - Auto-save doesn't happen regularly - Boring final boss fight ... played dead rising 3 and it was pretty meh not good and not bad, dead rising 4 has 144hz support and unlocked framereate wich is a very big plus for me, same weapons as in the 3 game and a few new ones, i really ...

  23. Dead Rising 4 Review

    The allure of the original Dead Rising's goofy and gratuitous zombie slaughter was the reason I bought an Xbox 360 back in 2006. Dead Rising 4 ratchets that arcadey, hack-and-slash power fantasy ...