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** The staff working on the game absolutely hated the Exo-Suit and the Evo Zombies, but because Microsoft grew attached to the ideas they were forced to keep them in the game despite wanting to remove them.


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** Evo Zombies had a much bigger role in the plot and were going to be tied into an Evo Queen who was meant to have a major villain role. Once again, time shortage meant this was scrapped.
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* CreatorBacklash: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with the initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.

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* CreatorBacklash: For a A lot of the former Capcom Vancouver staff. They staff ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with the initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.

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Old Shame is now an in-universe trope.


* CreatorBacklash: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with the initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.



* OldShame: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with the initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.
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Not a movie.


* BoxOfficeBomb: The game sold fewer than a million copies according to Capcom official earning report. The UsefulNotes/PlayStation4 port of the game fared even worse, by all accounts barely even shifting 100,000 copies despite being an UpdatedRerelease with new content.
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YMMV


* FanNickname: “Hank East” is used to differentiate this game's [[OutOfCharacter version]] of Frank West from his original characterization.
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** Capcom Vancouver had already been toying with a ''Dead Rising 5'' before ''4'' was even completed, hiring a completely new-blood team to begin pre-development. According to [[https://youtu.be/6glExmQadfY?t=1186 an insider report by DidYouKnowGaming?]], the game was conceptualized as a story featuring [[VideoGame/DeadRising2 Chuck Greene and a now-fully grown Katey]], who had since developed quasi-psychic powers from her residual zombie infection, in Mexico ([[LighterAndSofter intentionally more colorful than the series' previous sequels]]). The initial pitch was that of a co-op affair focusing on tighter, more tense combat against a reduced horde full of stronger zombies, with character switching between Chuck and Katey, but continued internal squabbles and drastic changes in directors had it retooled multiple times, settling into ''VideoGame/DarkSouls''-inspired gameplay with much slower and deliberate combat. [[HistoryRepeats The team ended up repeating the same mistake as]] ''[[HistoryRepeats 4]]'''[[HistoryRepeats s development]], as the project was once again rejected by Capcom Japan for being too unlike the series, and plans for ''5'' entirely folded once ''4'' bombed and [[CreatorKiller Capcom Vancouver entirely shut down in 2018]].

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** Capcom Vancouver had already been toying with a ''Dead Rising 5'' before ''4'' was even completed, hiring a completely new-blood team to begin pre-development. According to [[https://youtu.be/6glExmQadfY?t=1186 an insider report by DidYouKnowGaming?]], the game was conceptualized as a story featuring [[VideoGame/DeadRising2 Chuck Greene and a now-fully grown Katey]], who had since developed quasi-psychic powers from her residual zombie infection, in Mexico ([[LighterAndSofter intentionally more colorful than the series' previous sequels]]). The initial pitch was that of a co-op affair focusing on tighter, more tense combat against a reduced horde full of stronger zombies, with character switching between Chuck and Katey, but continued internal squabbles and drastic changes in directors had it retooled multiple times, settling into ''VideoGame/DarkSouls''-inspired gameplay with much slower and deliberate combat. [[HistoryRepeats The team ended up repeating the same mistake as]] ''[[HistoryRepeats 4]]'''[[HistoryRepeats s development]], development]] as the project was once again rejected by Capcom Japan for being too unlike the series, and plans for ''5'' entirely folded once ''4'' bombed and [[CreatorKiller Capcom Vancouver entirely shut down in 2018]].
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** Capcom Vancouver had already been toying with a ''Dead Rising 5'' before ''4'' was even completed, hiring a completely new-blood team to begin pre-development. According to [[https://youtu.be/6glExmQadfY?t=1186 an insider report by DidYouKnowGaming?]], the game was conceptualized as a co-op affair featuring [[VideoGame/DeadRising2 Chuck Greene and a now-fully grown Katey]] (who had since developed quasi-psychic powers from her residual zombie infection) in a city in Mexico ([[LighterAndSofter intentionally more colorful]] than the series' previous sequels), with gameplay focusing on tighter, more tense combat against a reduced horde full of stronger zombies. Plans were folded once ''4'' bombed and [[CreatorKiller Capcom Vancouver entirely shut down in 2018]].

to:

** Capcom Vancouver had already been toying with a ''Dead Rising 5'' before ''4'' was even completed, hiring a completely new-blood team to begin pre-development. According to [[https://youtu.be/6glExmQadfY?t=1186 an insider report by DidYouKnowGaming?]], the game was conceptualized as a co-op affair story featuring [[VideoGame/DeadRising2 Chuck Greene and a now-fully grown Katey]] (who Katey]], who had since developed quasi-psychic powers from her residual zombie infection) in a city infection, in Mexico ([[LighterAndSofter intentionally more colorful]] colorful than the series' previous sequels), with gameplay sequels]]). The initial pitch was that of a co-op affair focusing on tighter, more tense combat against a reduced horde full of stronger zombies. Plans were zombies, with character switching between Chuck and Katey, but continued internal squabbles and drastic changes in directors had it retooled multiple times, settling into ''VideoGame/DarkSouls''-inspired gameplay with much slower and deliberate combat. [[HistoryRepeats The team ended up repeating the same mistake as]] ''[[HistoryRepeats 4]]'''[[HistoryRepeats s development]], as the project was once again rejected by Capcom Japan for being too unlike the series, and plans for ''5'' entirely folded once ''4'' bombed and [[CreatorKiller Capcom Vancouver entirely shut down in 2018]].
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None

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** Capcom Vancouver had already been toying with a ''Dead Rising 5'' before ''4'' was even completed, hiring a completely new-blood team to begin pre-development. According to [[https://youtu.be/6glExmQadfY?t=1186 an insider report by DidYouKnowGaming?]], the game was conceptualized as a co-op affair featuring [[VideoGame/DeadRising2 Chuck Greene and a now-fully grown Katey]] (who had since developed quasi-psychic powers from her residual zombie infection) in a city in Mexico ([[LighterAndSofter intentionally more colorful]] than the series' previous sequels), with gameplay focusing on tighter, more tense combat against a reduced horde full of stronger zombies. Plans were folded once ''4'' bombed and [[CreatorKiller Capcom Vancouver entirely shut down in 2018]].
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* CreatorsApathy: [[https://youtu.be/6glExmQadfY?t=1107 According to anonymous developer reports]], due to the game's [[ChristmasRushed incredibly accelerated production timeline]] with departures of high-profile developers, the remaining developers were fully aware that they had a potential bomb on their hands as it was being made, but they simply had no time or creative freedom to fix any of it.
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Cutting as per X Killer cleanup thread.


* CreatorKiller: The game's unimpressive sales and critical reaction, saw Capcom Studios Vancouver, who had handled all of the ''Dead Rising'' sequels, regulated to doing mobile titles before the poor reception to ''Puzzle Fighter'' led to them being shut down in September 2018.
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* FanNickname: “Hank East” is one for DR4’s [[OutOfCharacter version]] of Frank West.

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* FanNickname: “Hank East” is one for DR4’s used to differentiate this game's [[OutOfCharacter version]] of Frank West.West from his original characterization.
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* FanNickname: “Hank East” is one for DR4’s [[OutOfCharacter version]] of Frank West.

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** If the story feels lackluster, that's because there was meant to be a more fleshed out narrative, particularly around Frank and Vicki. Again the shortened development time ended up neutering most of it.

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** If the story feels lackluster, that's because there was meant to be a more fleshed out narrative, particularly around Frank and Vicki. Again Again, the shortened development time ended up neutering most of it.it.
** Psychopaths ''were'' meant to be implemented in the game, with one in particular being a deformed man in a reindeer helmet known as the "[[ExactlyWhatItSaysOnTheTin Reindeer Man]]". However, you guessed it, the abysmally short development time raised concerns of how exactly they could be developed with their own unique personalities, voice actors, and music, as well as any UnfortunateImplications that could come from beating up and killing handicapped people, and they were sadly scrapped, being replaced with the painfully generic Maniacs.
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* FranchiseKiller: Thanks to this game's performance, any hope of a fifth game has pretty much died.

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* ChristmasRushed: Ironically not by the main branch of Capcom, but ended up being enforced by the Vancouver branch as they had initially tried to make a reboot of the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up getting fired and Vancouver had to start over from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with a limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress critics and the audience and, despite trying to salvage themselves with DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.

to:

* ChristmasRushed: Ironically not by the main branch of Capcom, but ended up being enforced by the Vancouver branch as they had initially tried to make a reboot of the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up getting fired and Vancouver had to start over from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with a limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress critics and the audience and, despite trying to salvage themselves with DLC, patches and the UpdatedRerelease for the Playstaion Playstation 4, it wasn't enough and ultimately was the major blow that tanked the branch.



* ExecutiveMeddling: The developers wanted to reboot the series, with a tone [[FollowTheLeader similar]] to ''VideoGame/TheLastOfUs'', but Capcom Japan wasn't interested in the concept, telling them to make a more traditional entry.



** As stated above, the developers wanted to reboot the series to be more serious and gritty to compete with ''VideoGame/TheLastOfUs''. But when the concept was shown to the Japan branch, they were swiftly denied.

to:

** As stated above, the The developers wanted to reboot the series to be more serious and gritty to compete with ''VideoGame/TheLastOfUs''. But when the concept was shown to the Japan branch, they were swiftly denied.



** If the story feels lackluster, that's because there was meant to be a more fleshed out narrative, particularly around Frank and Vicki. Again the shorten development time ended up neutering most of it.

to:

** If the story feels lackluster, that's because there was meant to be a more fleshed out narrative, particularly around Frank and Vicki. Again the shorten shortened development time ended up neutering most of it.
Is there an issue? Send a MessageReason:
None


* ChristmasRushed: Ironically not by the main branch of Capcom, but ended up being enforced by the Vancouver branch as they had initially tried do a reboot of the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up fired and Vancouver had to start from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with a limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress with the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.

to:

* ChristmasRushed: Ironically not by the main branch of Capcom, but ended up being enforced by the Vancouver branch as they had initially tried do to make a reboot of the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up getting fired and Vancouver had to start over from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with a limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress with critics and the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.
Is there an issue? Send a MessageReason:
None


* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced by the Vancouver branch as they had initially tried do a reboot as the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up fired and Vancouver had to start from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress with the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.

to:

* ChristmasRushed: Ironically not by the main branch of Capcom, but ended up being enforced by the Vancouver branch as they had initially tried do a reboot as of the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up fired and Vancouver had to start from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with a limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress with the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.



* OldShame: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.

to:

* OldShame: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with the initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.
Is there an issue? Send a MessageReason:
None


* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced by the Vancouver branch as they had initially tried do a reboot as the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up fired and Vancouver had to start from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc). The finished product failed to impress with the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.

to:

* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced by the Vancouver branch as they had initially tried do a reboot as the series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction the complete opposite of what the series was known for. As a result, a good chunk of the staff ended up fired and Vancouver had to start from scratch, making the game with the assets they wanted to use initially for the reboot. Essentially having wasted the time needed to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features (The time limit, more unique psychopath battles, fleshing out the story, etc).etc) as the staff were under a major crunch time to get it out on time. The finished product failed to impress with the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that tanked the branch.
Is there an issue? Send a MessageReason:
None


* OldShame: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with initial result.

to:

* OldShame: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with initial result. Considering it likewise cost the branch their jobs in the long run, that also is a factor as well.
Is there an issue? Send a MessageReason:
None


* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced due to the decision by the Vancouver branch as they had initially tried to do a game akin to ''VideoGame/TheLastOfUs'' hoping to do it as a reboot for the series. But when shown to the higher ups, they were unimpressed since the more mature direction wasn't what the series was known for and a good chunk of the staff ended up fired. Vancouver had to start from scratch and make the game with the assets they wanted to use initially for the reboot, essentially having wasted the time to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features. Not helped that a lot of the staff were new hires. It's what ended up leading to their Creator Killer as stated below.

to:

* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced due to the decision by the Vancouver branch as they had initially tried to do a game akin to ''VideoGame/TheLastOfUs'' hoping to do it as a reboot for as the series. series in a style akin to ''VideoGame/TheLastOfUs''. But when shown to the Japan branch, the higher ups, they ups were both unimpressed and ''livid'' since they were never told of this switch and, understandably, found the more mature direction wasn't the complete opposite of what the series was known for and for. As a result, a good chunk of the staff ended up fired. fired and Vancouver had to start from scratch and make scratch, making the game with the assets they wanted to use initially for the reboot, essentially reboot. Essentially having wasted the time needed to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features. Not helped features (The time limit, more unique psychopath battles, fleshing out the story, etc). The finished product failed to impress with the audience and, despite trying to salvage themselves with the DLC, patches and the UpdatedRerelease for the Playstaion 4, it wasn't enough and ultimately was the major blow that a lot of tanked the staff were new hires. It's what ended up leading to their Creator Killer as stated below.branch.
Is there an issue? Send a MessageReason:
None


* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced due to the decision by the Vancouver branch as they had initially tried to do a game akin to ''VideoGame/TheLastOfUs'' hoping to do it as a reboot for the series. But when shown to the higher ups, they were unimpressed since the more mature direction wasn't what the series was known for and a good chunk of the staff ended up fired. Vancouver had to start from scratch and make the game with the assets they wanted to use initially for the reboot, essentially having wasted the time to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features. It's what ended up leading to their Creator Killer as stated below.

to:

* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced due to the decision by the Vancouver branch as they had initially tried to do a game akin to ''VideoGame/TheLastOfUs'' hoping to do it as a reboot for the series. But when shown to the higher ups, they were unimpressed since the more mature direction wasn't what the series was known for and a good chunk of the staff ended up fired. Vancouver had to start from scratch and make the game with the assets they wanted to use initially for the reboot, essentially having wasted the time to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features. Not helped that a lot of the staff were new hires. It's what ended up leading to their Creator Killer as stated below.

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* ChristmasRushed: Ironically not by the main branch of Capcom, but ended being enforced due to the decision by the Vancouver branch as they had initially tried to do a game akin to ''VideoGame/TheLastOfUs'' hoping to do it as a reboot for the series. But when shown to the higher ups, they were unimpressed since the more mature direction wasn't what the series was known for and a good chunk of the staff ended up fired. Vancouver had to start from scratch and make the game with the assets they wanted to use initially for the reboot, essentially having wasted the time to make a proper sequel to the game with limited budget they now had and lead to the removal of a lot of the series key features. It's what ended up leading to their Creator Killer as stated below.



* OldShame: For a lot of the former Capcom Vancouver staff. They ''knew'' the game was going to be lackluster when they switched gears back to the more hack and slash motif as they didn't have the time necessary to give it any polish. While they did what they could, even they weren't pleased with initial result.




to:

* WhatCouldHaveBeen:
** As stated above, the developers wanted to reboot the series to be more serious and gritty to compete with ''VideoGame/TheLastOfUs''. But when the concept was shown to the Japan branch, they were swiftly denied.
** There was meant to be side quests involving serial killers which tied in to the camera feature. But was cut due to lack of time and budget.
** If the story feels lackluster, that's because there was meant to be a more fleshed out narrative, particularly around Frank and Vicki. Again the shorten development time ended up neutering most of it.
Is there an issue? Send a MessageReason:
None


* CreatorKiller: The game's unimpressive sales and critical reaction saw Capcom Studios Vancouver, who had handled all of the ''Dead Rising'' sequels, shut down in September 2018.

to:

* CreatorKiller: The game's unimpressive sales and critical reaction reaction, saw Capcom Studios Vancouver, who had handled all of the ''Dead Rising'' sequels, regulated to doing mobile titles before the poor reception to ''Puzzle Fighter'' led to them being shut down in September 2018.

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* BoxOfficeBomb: The game sold fewer than a million copies according to Capcom official earning report.

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* BoxOfficeBomb: The game sold fewer than a million copies according to Capcom official earning report. The UsefulNotes/PlayStation4 port of the game fared even worse, by all accounts barely even shifting 100,000 copies despite being an UpdatedRerelease with new content.
* CreatorKiller: The game's unimpressive sales and critical reaction saw Capcom Studios Vancouver, who had handled all of the ''Dead Rising'' sequels, shut down in September 2018.
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* BoxOfficeBomb: The game sells fewer than a million copies according to Capcom official earning report.

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* BoxOfficeBomb: The game sells sold fewer than a million copies according to Capcom official earning report.
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* BoxOfficeBomb: The game sells fewer than a million copies according to Capcom official earning report.
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* TheOtherDarrin: Frank's original voice actor, Terence J. Rotolo, was replaced by Victor Nosslo for this installment, which also leads to a FlashbackWithTheOtherDarrin during the opening prologue that echoes memorable lines from ''VideoGame/DeadRising''.

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* TheOtherDarrin: Frank's original voice actor, Terence J. Rotolo, was replaced by Ty Olsson (under the pseudonym Victor Nosslo [[SdrawkcabName Nosslo]]) for this installment, which also leads to a FlashbackWithTheOtherDarrin during the opening prologue that echoes memorable lines from ''VideoGame/DeadRising''.

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First names aren't enough for Names The Same


* NamesTheSame: Frank has had two allies named Brad.

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* NamesTheSame: Frank has had two allies named Brad.TheOtherDarrin: Frank's original voice actor, Terence J. Rotolo, was replaced by Victor Nosslo for this installment, which also leads to a FlashbackWithTheOtherDarrin during the opening prologue that echoes memorable lines from ''VideoGame/DeadRising''.

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* NamesTheSame: Frank has had two allies named Brad.

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