History VideoGame / DeadRising

15th Jul '17 12:24:09 PM SuperWaitei
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** You can forget about finding all 100 of the PP Stickers in the mall without consulting a guide; little white stickers that are plastered on very specific objects in very specific places, including the long-winded Maintenance Tunnels. You'll give yourself an aneurysm trying to find them on your own.


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** You don't ''have'' to kill all of the Convicts while you're fighting them. If you want to farm them for some PP points, you can kill any two of your choosing and simply leave and re-enter the park while one is left alive. They'll all be there when you come back. Granted, it's only a few thousand PP, but it's a great way to gain some levels when you're starting out.
15th Jul '17 10:46:25 AM SuperWaitei
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* EarlyInstallmentWeirdness: Naturally, being followed by three sequels gives plenty of weirdness to the first game. Several staple mechanics such as combo weapons and vehicles are absent from this game; you simply pick up whatever you can find and go to town on the zombies. The only real "combos" the game has are the blenders where you mix food items to create special drinks. The plot is also more convoluted and mysterious than the future games, although justified since this is the first outbreak to occur in America. The various skill moves are also more clunky and difficult to pull off consistently due to their wonky inputs; an issue that would be resolved in the later games. The survivor AI is also at its most abysmal here while the survivors in the sequels are ''much'' more intelligent. The time limit here is also ridiculously strict and wouldn't become more lenient until the later games.


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* LoopholeAbuse: Wanna get that god-forsaken 7 Day Survivor achievement, but don't feel like playing for 14 hours straight? No problem! As long as you are playing on the Xbox One or PlayStation 4, you can set your console to the Instant Power-On mode and turn off the console while the game is running. When you next boot up the console, the game will still be suspended and will pick up right where you left off when you choose to resume; a much more viable tactic than staring at your tv for 14 hours, although the only downside is that you can't play any other games until you get the achievement or give up.
5th Jul '17 4:29:38 PM SuperWaitei
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* DifficultySpike: Once the cultists show up on the second day, the game gets even harder, as you have to contend with their path-blocking clusters in every section of the mall as well as the zombies. Each one takes a fair amount of hits to kill, they always appear in big numbers and can blow knockout dust in Frank's face to instantly take him down. If that happens, you have to waste even more time fighting your way out of their hideout with no clothes or weapons, which will often make you miss a scoop or two.
** Another spike occurs after you complete "The Facts". At this point, the Special Forces soldiers will enter the mall, and boy are they MadeOfIron. They're immune to headshots, take at least two hits from the [[GameBreaker Small Chainsaw]] and can shred through your health in no time. They can also incapacitate Frank as well should he take enough damage from them. It's no wonder you get an achievement just for managing to take out a measly ''ten'' of them in a playthrough because they really are that dangerous.



** Even if you exterminate the entire population of Willamette, reaching 53,595 kills, (which nets you an achievement and the Real Mega Buster), zombies will continue to appear in the mall.

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** Even if you exterminate the entire population of Willamette, reaching 53,595 53,594 kills, (which nets you an achievement and the Real Mega Buster), zombies will continue to appear in the mall.


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* GetBackHereBoss: Paul isn't the hardest Psychopath to defeat and he will often damage himself from most of his attacks, but the real challenge is getting close enough to actually hit him since he ''never stops running''. You can't make a straight beeline for him either, or else you'll be blown apart by the copious amounts of pipe bombs he drops behind him.
** The Hall family also counts. They easily fall apart from a few good swings from a decent weapon, but they will sprint full steam away from Frank when he gets within a certain proximity to them.
3rd Jun '17 12:42:33 PM Sullytofu
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* TragicVillain: Cliff is one of the few sympathetic Psychopaths, who is a Vietnam War veteran having a PTSD-fueled flashback. This was brought on by the [[spoiler: death of his family,]] and even Frank (who has been somewhat of a {{Jerkass}} to everyone) shows sympathy towards the guy upon being forced to kill him.
** Adam is a clown that lived to make everybody happy, but has been driven completely insane by the outbreak, and is desperately trying to save survivors by sticking them on the ride he guards. He only attacks Frank because Frank is trying to save the guy he's keeping held hostage.
3rd Jun '17 12:29:52 PM Sullytofu
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The game is somewhat difficult and has a [[LuckBasedMission rather strange]] way of rewarding the player with experience: PP (or [[FunWithAcronyms Prestige Points]]) is given to the player upon completing major milestones, like killing a milestone of zombies, saving survivors, completing cases and defeating dangerous human bosses called Psychopaths. The player can also earn PP by killing zombies in creative ways, like heating up a frying pan and smacking a zombies face with it. This levels up Frank, who gains more health, item slots, new moves and more. Also unique is the games take on NewGamePlus. Frank starts out pathetically weak and slow at the beginning of the game, and the player must fight hard to even survive. Upon dying, the player is given the option to reload the last save, or end the playthrough at that death and transfer Frank's level over to the next playthrough. Reaching the level cap simply can't be done in one playthrough, so the player is encouraged to beat the game multiple times in an attempt to see everything, facilitated by the games MultipleEndings.

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The game is somewhat difficult and has a [[LuckBasedMission rather strange]] way of rewarding the player with experience: PP (or [[FunWithAcronyms Prestige Points]]) is given to the player upon completing major milestones, like killing a milestone of zombies, saving survivors, completing cases and defeating dangerous human bosses called Psychopaths. The player can also earn PP by killing zombies in creative ways, like heating up a frying pan and smacking a zombies face with it. This levels up Frank, who gains more health, item slots, new moves and more. Also unique is the games take on NewGamePlus. Frank starts out pathetically weak and slow at the beginning of the game, and the player must fight hard to even survive. Upon dying, the player is given the option to reload the last save, or end the playthrough at that death and transfer Frank's level over to the next playthrough. Reaching the level cap simply can't be done in one playthrough, so the player is encouraged to beat the game multiple times in an attempt to see everything, facilitated by the games MultipleEndings.
MultipleEndings that each require harder and harder qualifications in order to get, and the games rather short run time.


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* AntiFrustrationFeatures: Played with. While there are a lot of concessions given to the player to make the game easier (such as the camera shop being right next to the security room, or the katana being found in Paradise Plaza, also not far from the security room) there are almost an equal amount if not ''more'' things explicitly designed to frustrate the player.
** One example of the above is the fact that the Convicts, the trio widely agreed to be exceedingly difficult to defeat, respawn ''every single day'', meaning the time and effort you took to take them down is rendered moot no less than 24 hours later. No wonder Adam rewards the player with an easy way around them.
23rd May '17 8:04:28 AM TyeDyeWildebeest
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* EnemyPosturing: Subverted with [[spoiler: Brock Mason]], the final boss. He starts the fight by laughing at you, but you're not actually supposed to attack him when he does; if you try, he'll preempt your attack with a shoulder block. Instead, you have to wait for him to come at you, sidestep him, and ''then'' attack him.
21st May '17 7:13:15 AM Ominae
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See also ''VideoGame/DeadRisingChopTillYouDrop'', a PragmaticAdaptation for the UsefulNotes/{{Wii}}. And speaking of ''Dead Rising'' and the Wii, Frank made his fighting game debut in ''VideoGame/TatsunokoVsCapcom: [[UpdatedRerelease Ultimate All Stars]]''. And speaking of fighting games, Frank makes an appearance in ''VideoGame/MarvelVsCapcom3'''s UpdatedRerelease, ''Ultimate Marvel vs. Capcom 3''. [[RunningGag And speaking of]] crossover games, he makes another appearance in ''VideoGame/ProjectXZone'', a cross between Capcom, NamcoBandai, and Creator/{{Sega}}. Clearly, Frank West gets around.

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See also ''VideoGame/DeadRisingChopTillYouDrop'', a PragmaticAdaptation for the UsefulNotes/{{Wii}}. And speaking of ''Dead Rising'' and the Wii, Frank made his fighting game debut in ''VideoGame/TatsunokoVsCapcom: [[UpdatedRerelease Ultimate All Stars]]''. And speaking of fighting games, Frank makes an appearance in ''VideoGame/MarvelVsCapcom3'''s UpdatedRerelease, ''Ultimate Marvel vs. Capcom 3''. [[RunningGag And speaking of]] crossover games, he makes another appearance in ''VideoGame/ProjectXZone'', a cross between Capcom, NamcoBandai, Creator/BandaiNamcoEntertainment, and Creator/{{Sega}}. Clearly, Frank West gets around.
19th Apr '17 4:39:28 PM Sullytofu
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It's somewhat difficult and has a [[LuckBasedMission rather strange]] way of rewarding the player with experience: PP (or [[FunWithAcronyms Prestige Points]]) is given to the player upon completing major milestones, like killing a milestone of zombies, saving survivors, completing cases and defeating dangerous human bosses called Psychopaths. The player can also earn PP by killing zombies in creative ways, like heating up a frying pan and smacking a zombies face with it. This levels up Frank, who gains more health, item slots, new moves and more. Also unique is the games take on NewGamePlus. Frank starts out pathetically weak and slow at the beginning of the game, and the player must fight hard to even survive. Upon dying, the player is given the option to reload the last save, or end the playthrough at that death and transfer Frank's level over to the next playthrough. Reaching the level cap simply can't be done in one playthrough, so the player is encouraged to beat the game multiple times in an attempt to see everything, facilitated by the games MultipleEndings.

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It's The game is somewhat difficult and has a [[LuckBasedMission rather strange]] way of rewarding the player with experience: PP (or [[FunWithAcronyms Prestige Points]]) is given to the player upon completing major milestones, like killing a milestone of zombies, saving survivors, completing cases and defeating dangerous human bosses called Psychopaths. The player can also earn PP by killing zombies in creative ways, like heating up a frying pan and smacking a zombies face with it. This levels up Frank, who gains more health, item slots, new moves and more. Also unique is the games take on NewGamePlus. Frank starts out pathetically weak and slow at the beginning of the game, and the player must fight hard to even survive. Upon dying, the player is given the option to reload the last save, or end the playthrough at that death and transfer Frank's level over to the next playthrough. Reaching the level cap simply can't be done in one playthrough, so the player is encouraged to beat the game multiple times in an attempt to see everything, facilitated by the games MultipleEndings.



%%* MonsterClown: Adam.

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%%* * MonsterClown: Adam.


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* NintendoHard: While the game is a perfect example of SchizophrenicDifficulty, it's always ''consistently'' hard. It just depends on how hard the game is feeling at the moment.
** Clearing Zombie hoards and doing the Scoops? Not too bad. Doing Psychopaths, the main quest, or escorting survivors? Good luck. There's a reason why the PP system is in place, and it's to make the game go from unimaginably hard to fairly easy.
19th Apr '17 4:26:58 PM Sullytofu
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* WakeUpCallBoss: Adam is one of the first psychopaths the player can encounter, and he's a steep step up in difficulty from the regular zombies you've been facing. He does a lot of damage, can take quite a few hits, and can block your weapons, instantly breaking them. It makes sense that your reward for beating him is twofold- his [[DiscOneNuke Small Chainsaw]], and a [[AntiFrustrationFeatures backdoor from Wonderland Plaza to Paradise Plaza]], eliminating the need to cross the park and deal with the Convicts.
* WeaponOfChoice: Each psychopath carries weapons that reflect their personalities. If you kill them, you can often get these weapons (which respawn very quickly) to use for yourself. This is good, as a lot of the weapons they use are absolutely deadly.
** Adam drops his Small Chainsaw, which is a positively ''deadly'' all-purpose weapon that deals a shit ton of damage and can clear hordes easily. It also has a decent bit of durability, and if you get three bladed weapon books turns into an InfinityPlusOneSword. If you follow the survivor you get for beating him, you also unlock a backdoor across the mall.
** Cletus allows access into the gun store (including his devastating shotguns and sniper rifles), which is vital for defeating Psychopaths like the Hall family and dealing with [[spoiler: Isabela]] and/or Steve, who coincidentally reside only a few meters from his store.
** Larry, despite [[spoiler: not being optional]] drops his Meat Cleaver. This weapon is about as strong as the Katana and Small Chainsaw, but it's low durability means it's not really useful.
** Paul doesn't drop anything. [[spoiler: Unless of course you succeed his GuideDangIt mini-quest, then you'll get both his Cocktails and his help as a survivor.]]
** Cliff allows access into the tool store, which is filled with an assortment of lethal melee weapons- including his Machete, which is almost as good as the Small Chainsaw (and perhaps even better due to it's high rate of attack).
** Jo drops her taser, which can fry zombies with a small charge. However it also allows for human enemies to take a decent bit of damage as well.
** The Hall Family drop their sniper rifles, which are a good reward if you don't want to deal with Cletus- justifiable, as Cletus is ''definitely'' ThatOneBoss incarnate.
** Sean drops his Ceremonial Sword, which while no better than any other bladed weapon comes with a secondary attack. If you jump kick while it's equipped, Frank instead swings the sword down. This can bisect zombies, and does a huge amount of damage to other psychopaths.
** Steve allows access back into the Grocery Store, and drops his weaponized shopping cart to use.
** The Convicts drop their heavy machine gun. This can trivialize the rest of the game if used judiciously, and makes short work of other psychopaths. Unfortunately, the Convicts respawn ''every day'', meaning your reward is somewhat short-lived. Killing them also makes the park easier to traverse for 24 hours.
** [[spoiler: Kent]], who is so hard to find out he even exists that it's unlikely you'll fight him until a second playthrough, drops [[spoiler: a photography book that doubles the amount of PP Frank gets from photographs.]]
15th Apr '17 11:45:00 AM Sullytofu
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It's somewhat difficult and has a [[LuckBasedMission rather strange]] way of rewarding the player up leveling.

to:

It's somewhat difficult and has a [[LuckBasedMission rather strange]] way of rewarding the player with experience: PP (or [[FunWithAcronyms Prestige Points]]) is given to the player upon completing major milestones, like killing a milestone of zombies, saving survivors, completing cases and defeating dangerous human bosses called Psychopaths. The player can also earn PP by killing zombies in creative ways, like heating up leveling.
a frying pan and smacking a zombies face with it. This levels up Frank, who gains more health, item slots, new moves and more. Also unique is the games take on NewGamePlus. Frank starts out pathetically weak and slow at the beginning of the game, and the player must fight hard to even survive. Upon dying, the player is given the option to reload the last save, or end the playthrough at that death and transfer Frank's level over to the next playthrough. Reaching the level cap simply can't be done in one playthrough, so the player is encouraged to beat the game multiple times in an attempt to see everything, facilitated by the games MultipleEndings.
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