Video Game: Dead Rising 2
"72 hours to kill... thousands of zombies... What would Chuck do?"
The highly successful 2010 sequel to 2006's highly successful Dead Rising
Chuck Greene is a former motorcycle racing champion, whose wife was zombified and bit their daughter, Katey, in an outbreak in Las Vegas some years before. Due to this, now the girl needs daily doses of Zombrex, a medicine that can halt the infection for 24 hours
Cut to the present day, Chuck is now a contestant in the game show Terror Is Reality
, set in Fortune City, NV, whose crew keeps caged zombies
who are released in an arena just so the competitors may mow them down with motorbike-mounted chainsaws
One day, after another episode of the show, someone releases the captive zombies and they overrun the city in no time
. Having found a shelter, Chuck is informed that the military will raid the city within 72 hours and the shelter isn't stocked with Zombrex, so they only agree to let Katey stay there as long as he can find the medicine to keep her alive.
Eventually, Chuck finds out he's being held responsible for breaking out the horde, and now he's involved in a three-way quest: find Zombrex for Katey, save the survivors left about the city and clear his name
. All the while crushing thousands
of zombies with anything he may find
- and anything he may make with what he finds
.Dead Rising 2: Case Zero
was released a few weeks before the main game, as a five-dollar "demo" available exclusively on the Xbox Live Arcade. Set immediately after the Las Vegas outbreak mentioned in passing in DR2
, Case Zero
finds Chuck and Katey stranded in a tiny town in the middle of nowhere. Chuck has about fourteen hours before the military moves in to quarantine the town, and if he and Katey aren't gone by then, they'll take her away. Chuck has to find at least one dose of Zombrex for Katey and put together a vehicle.Dead Rising 2: Case West
came out in December 2010 on the Xbox Live Arcade. Set after the main game in Phenotrans's facility in Fortune City, Chuck is joined by Frank West (an AI buddy in single-player, and the second player's character in co-op) as they work to clear Chuck's name once and for all.Dead Rising: Off the Record
at Captivate '11, and Capcom admits that the new game is basically Fanservice
(as in Continuity Nods
and stuff). Indeed, the wackiness is Up to Eleven
zombies, for example), and even the beloved photos-for-PP mechanic returns. The game is a What If?
Frank West had been in Chuck Greene's shoes, and Frank's simple answer to the question, "What would you have done differently?" is EVERYTHING
In November 2011, IDW began publishing a four-issue Dead Rising
comic book series, Road to Fortune
, which begins two years after the original game and covers several of the incidents between DR
, including the Vegas outbreak, Katey's infection, and Frank West and Rebecca Chang's first meeting.
The list of Shout Outs can be found here
open/close all folders
Dead Rising 2: Case Zero Provides Examples Of:
- Adam Smith Hates Your Guts: Justified. It's not a literal Zombie Apocalypse, so money's still useful.
- Adult Fear: Fail to fix up the bike in time and you get to see Chuck and Katey get seperated by the military while desperately calling out to each other.
- The Alcoholic: Fausto Vargas, who refuses to go anywhere until you give him TWO alcoholic beverages. Fortunately, both him and his wife are found inside the local bar.
- Artificial Stupidity: Blessedly subverted; although only a few civilians need transportation to safety and always over a small, simply laid out area, their path-finding ability is largely improved over the original Dead Rising. Even when unarmed survivors are mostly competent enough to bull-rush their way through small groups of zombies without any problem.
- Ascended Meme: The Locksmith achievement dubs Chuck the master of unlocking.
- Quite a few in Case West, starting with "For a guy who's covered wars..."
- Awesome but Impractical: Many of the customized weapons can be considered this. Some are so large you cannot switch inventory items without dropping them, some are meant to do massive damage to single targets (which is overkill on zombies but does not work on bosses,) many can only be used once, etc.
- Boring Yet Practical: And on top everything that comes before? Guess what's the best weapon to use on the boss - or for that matter, any boss in any of the games to date? The sniper rifle found on the gas station roof.
- Chainsaw Good: One of the weapons you can craft is two chainsaws on a canoe paddle.
- Downer Ending: See Adult Fear above.
- Duct Tape for Everything: No matter what the items being combined are, you will always hear the sound of duct tape.
- He also uses duct tape to repair his motorbike.
- The achievement for combining all the possible custom weapons in the game is called ''Duct Tape FTW''.
- Fetch Quest: Five motorcycle parts and a Zombrex syringe before 9PM (two if you're collecting every survivor).
- And some jewelry if you're fulfilling Gemini's request.
- From Bad to Worse: Chuck Greene's wife is infected, bites his daughter and Chuck has to kill his zombie wife. He then escapes infected Las Vegas, constantly injecting Zombrex into said daughter, which costs around $300 a pop. He arrives in a small town, gets his truck (and Zombrex stash) stolen. Then the town is shown to having already been infested by zombies. Then the military plans to show up, giving Chuck twelve hours to figure out a way to get out of the town before the army quarantines his daughter. Then he runs across an Egomaniac Hunter with a shotgun / pitchfork combo who wants to kill his daughter. It's just not a good life for Chuck, no sir. Oh, and then Dead Rising 2 happens.
- Improbable Weapon User: One of the survivours Chuck finds is using the handlebars he needs for his bike as a weapon! Apparently the handlebars are working well enough for him that he'll only give them up if given a broadsword.
- Multiple Endings
- Overprotective Dad: Darcie Blackrock, daughter of Bob Blackrock, who informs Chuck about the survivors' location, wants Chuck to bring her father to her to ensure him there's no "funny business" between her and Chuck.
- Your Head A Splode: One of the new combined weapons you can make with a spray paint can and a traffic cone is an air horn that makes a zombie head explode.
Dead Rising 2 Provides Examples Of:
Dead Rising 2 — A-F
- Action Girl: Rebecca certainly qualifies after fighting her way across Fortune City just about as much as you do.
- Also there's Terri, a minor character. Even if you don't help her and her friend out, she'll still manage to somehow fight her way into the safe house and somehow have the strength remaining to help fight off the zombie horde when the main door is sabotaged. All with just a lead pipe.
- Adam Smith Hates Your Guts: The guys running the pawn shops are all professional looters. They always have some Zombrex handy for you to buy, but will charge you more and more for it each time. What jerks.
- Adult Fear: If you don't get enough medicine for your seven-year-old daughter, she'll turn into a zombie.
- After the End: Or, more specifically, after the zombie holocaust. It's been long enough between outbreaks that the existence of zombie hordes is now a way of life and one enterprising man has engineered a sick reality show devoted to slaughtering penned-up zombies. Malls now have fortified safe rooms complete with airlocks in the event of another outbreak and all of the wall of the safe room are covered in helpful anti-zombie safety tips. Of course, just because there are safety measures in place doesn't mean another outbreak can't happen, especially if sabotage is involved...
- An Arm and a Leg: When Chuck gets the Hands Off skill, he'll grab a zombie by the arms and start yanking while pushing at their body with his foot. Eventually he'll rip their arms off for an instant kill.
- Armor Is Useless: In the High Noon Shooting range, Chuck can pick up and wear a S.W.A.T. Vest. It doesn't do anything, but it does look damn cool. Averted with Arthur's suit of armor. Subverted by the Psycho outfit, which isn't armor, but reduces damage taken.
- Arson, Murder, and Jaywalking: On the Zombrex website, possible side effects are read off (quickly, as with drug commercials circa The Nineties) including "...bleeding eyes, bleeding anus, occasional terrifying hallucinations, and dry skin."
- Artificial Brilliance: The developers clearly remembered how everyone who played the first Dead Rising chose to feed survivors to zombies and take pictures for the experience reward instead of escorting them out of sheer rage. Now, give a survivor a decent weapon, even a common one - knife, baseball bat, sledgehammer - and they will not only fend for themselves while following you intelligently, they will swat zombies who are grappling you! Give them shotguns and the only thing you have to keep an eye out for is that little "door" sign is above their icon when transitioning between areas (another innovation) - they'll mow through packs of zombies without pausing for breath.
- Hell, they can hold their own against psychopaths if you arm them right, making boss fights (including some that are otherwise That One Boss) much, much easier.
- In fact, you often want armed survivors with you in a boss fight. Not only do you avoid detouring to drop off a survivor, but you save alot of time against bosses by watching them go down in seconds to a few minutes rather than a drag out fight where you keep having to play chicken.
- They'll still hit you and other survivors every so often, and that's only if you stand in their way with a shotgun. But they're still much better than the Survivors from the first game.
- Ascended Meme: "You have a real knack for showing up at the right time. Have you covered wars or something?"
- One of the achievements is even called "He hasn't covered wars..."
- Attempted Rape: Randy. See Shotgun Wedding below.
- Awesome but Impractical:
- The Knight Armor set. Sure, it may be a reference to Arthur from Ghosts N Goblins, and it prevents you from taking damage when you wear it, but once you take enough hits it shatters and you're left in your underwear and you need to return all the way to the safe house if you want to reequip it. Also, until it's patched, it also causes a bug that blanks out the first floor map when you use the whole set.
- Despite the fact that most of them are DiscOneNukes, the Combo Weapons aren't particularly useful for general use because magazines do not effect their durability. As a result, they break very easily compared to the standard weapons and are more situational weapons, something you pull out to deal with a particularly tough psychopath or Gas zombies and so forth rather than something you use on most everything.
- Author Avatar: Inverted, Keiji Inafune, the Executive Producer of the Dead Rising series, has dressed up in Chuck's default biker outfit in almost every expo and convention that showcased Dead Rising 2.
- Literally inverted. Chuck Greene is sponsored by IJIEK.
- Audible Sharpness: The Twins' swords.
- Badass Biker: Chuck is a former Motocross champion. The skills he picked up souping up his bike is how he learned to create insane weapons.
- Bag of Spilling / No-Gear Level: Your entire inventory is taken away just before the True Final Boss fight. This happens somewhat abruptly, and the game doesn't give you full health for the battle, so it's entirely possible to unwittingly start the final battle with almost no health (which will most likely force you to restart from an earlier save).
- Battle Couple: Doris and Chad, the first survivors you come across with a handgun and shotgun, respectively.
- The Baroness: The twins are a tag-teaming, nigh-unkillable example.
- Beef Gate: The appearance of the mutated Gas Zombies. Chuck's been swatting zombies like flies for the past 72 hours, but once these bastards show up, the party is over. If Chuck doesn't have at least six Hit Points and inventory spaces each, quit, start over and grind some more levels. Chuck will not survive a trip across the map unless he can handle repeated consecutive multiple-hitpoint maulings while carrying at least three healing items and weapons. Even at level fifty every trip along the strip without a vehicle is That One Level. Hope you ground some cash to pay for the keys to that SUV...
- The biggest problems with gas zombies is that the weak point has been switched! Everyone knows a zombies weakpoint right? Go for the head, but for gas zombies it's the legs. Stomp on their legs and the zombie will twitch and then the head will pop (often netting you a queen for your trouble). Still with them coming at you five at a time it's not easy to knock them over and stomp on their legs.
- Berserk Button:
- TED NOT SLOW!
- Antoine doesn't appreciate Chuck (who he's mistaken for a food critic) insulting his food.
- Pretty much every Psycho boss in the game will mistake Chuck's speech (more like lack of speech) for some kind of insult, mistake him for someone they hate, or any other possible reason to want to kill him.
- Chuck, himself, will make your life hell if you hurt his daughter. This extends to a doll that he thinks is his daughter when he becomes a psychopath in Off the Record.
- Big Eater: One of the survivors, Richard can only brought along if you give him some food to eat. Any food will do, including rotten burgers straight out of a garbage bin. Once he's safe at the bunker, he'll proceed to eat all the food inside so you can no longer heal yourself at the bunker. But at least he gives you a Zombrex
- BFG: A literal one, the Blast Frequency Gun, which can be upgraded into a BIGGER BFG with an amplifier.
- Black Dude Dies First: Subverted. A certain black character does die, but he'll only die when you activate Overtime mode and that's at the end of the game. As an added twist? YOU get to be the one that kills him!
- You can play it somewhat straight if you let one of the survivors you're supposed to help, a black man, die.
- Blonde, Brunette, Redhead: Katey, Rebecca, and Stacey.
- Blood Knight/Jerk Ass: Leon Bell, who apparently got into "Terror Is Reality" because he has a craving for killing. He sticks the knife in and twists it in his very first appearance, where he mentions Chuck lost his wife in the Vegas outbreak. "I guess that means you SUCK at killing zombies, otherwise she'd still be around!"
- And just before his boss fight, he rides his Slicecycle right through an innocent unarmed survivor.
- Bloody Hilarious: Achieves triumphant levels over its predecessor with the Combo Weapons, where most of them provide a ludicrous and ultra-violent means of killing the undead. The Auger returns in an even more adaptable and horrific incarnation, but the greatest example has to be the Porta-Mower. It truly should be discovered rather than described, but if you're curious, Chuck takes the said mower and plunks it on top of the zombie's head, quickly reducing it to fine red mist.
- Bond One-Liner: Chuck gets a couple of these.
- After watching a Psychopath that was forcing women to marry him and then killing them when they resisted, getting his face bitten off by one of his now zombified victims.
"You may now kiss the Bride."
- After watching his rival from a game show burn to death while proclaiming he was "number one".
"Yeah... you're on fire."
- Bond Villain Stupidity: Sullivan starts monologuing after murdering Rebecca, instead of just killing Chuck and Stacey right then and there.
- If Sullivan had started shooting people before you told him to his face that you've found out about Phenotrans' plot, you wouldn't have stood a chance.
- Boring but Practical: The first combo weapon you unlock, the Spiked Bat, is rather easy to build and doesn't give much PP, but against crowds of generic zombies, it's a nice little crowd-clearer, and it is readily available (the maintainence room right outside has nails and a bat, and there's nails in the other room and a bat laying next to the fire extinguisher).
- It does fairly good damage, too, and can be useful against Psychopaths if you don't have any Knife Gloves handy.
- Another one are the Tenderizers (MMA Gloves + Nails). You get the card by looking at a movie poster near the maintenance area leading to the safehouse, the parts for it are just as close and it's good for clearing out zombies without accidentally hitting anyone you may be escorting. Overall, a good fallback weapon, and a tad more common than the Knife Gloves in a pinch.
- Boss Banter: Unlike the first game where the bosses had one or two battle quotes, the bosses in Dead Rising 2 have tons. For example, the redneck snipers taunt you a lot when engaging them in CQC.
- Bragging Rights Reward: In the game, you can obtain Arthur's full suit of armor, which effectively doubles your health. The first two parts of the armor aren't so bad to obtain (you can get the helmet by playing Strip Poker with Jack and removing his helmet, and you can get the beard by going to the barber shop in the Royal Flush Plaza and looking in the back of the store). However, one of the suit pieces is being sold for $2,000,000 at the shop on the Platinum Strip, which is 80 times the price of Zombrex, requiring you to play at least 10-15 games of Terror Is Reality in order to buy the stupid thing, and the other piece is unlocked for defeating TK. So, in essence, you can't get the suit on your first playthrough, and when you do finally obtain it, it breaks after a few hits, much like Ghosts 'n Goblins. You can still go back to the safe room and equip it again, but there's not much use to it when you obtain it except for going around impaling zombies to death with a lance.
- Fortunately, you can find magazines around Fortune City which lower the prices of all items in the shop up to 20% off, but it's still a whopping $1,600,000. And alternatively for making money, you can invest some time on the big slot machine with the gambling magazines since the payouts are big.
- Bullfight Boss: Leon, who charges at you with a Slicecycle from TIR. Using the bullfight tactic isn't the only one out there, however, but it's recommended.
- Chuck in Off the Record, when he replaces Leon.
- Bunny-Ears Lawyer: Chuck can be this if you have him killing Zombies with wresting movies while wearing a Daisy Duke outfit and wearing a homemade beer helmet. Or in a electric wheelchair that he made and then strapped several machine guns to it. With Stephen Hawking's voice taunting the zombies.
- A good two-thirds of the survivors don't seem to appreciate that they're in danger at all. Europa's much more concerned with being outside underdressed than the fact there are zombies about, and is most likely only using that as an excuse to see Chuck shirtless, three poker players are more interested in finishing their high-stakes tournament than getting to safety, three damned tough bodyguards dressed like call girls won't go with you unless their time is paid for, Stuart is risking both his and his girlfriend's lives in order to loot the casino he works at (and you must hit him over the head with something to get him to listen - and he later tries to start a mutiny, and you call him out on his bullshit), two "kings of comedy" won't leave the store they're in until Chuck gives one of them the comedy trophy of the competition they were supposed to be in (and depending on which one of them you pick, the other might be enough of a sore loser to demand five thousand dollars to follow you), and Bill refuses to leave the casino you find him in until you reimburse him for all the money he gambled away. The further you get into the game, the dumber the survivors seem to get.
- Casino Park: Fortune City
- Canon Discontinuity: Multiplayer TiR makes sure you're not playing as the four that showed up in the single-player, the game doesn't solely consist of Slicecycles, and the ending's different.
- Cavalry Betrayal: Subverted. The government honestly thinks no one is left alive due to the safehouse breach, the military unit being wiped out, and the new mutant zombies.
- They do, however, put out a Blatant Lies press release stating that they had confirmed that all the survivors were dead, when in fact they were merely guessing based on their loss of contact with the rescue team and the overall severity of the situation.
- Chain Lightning: A few of the electric weapons such as the Rolling Thunder and Tesla Ball utilize this, making them good for crowd control.
- Chainsaw Good: Takes this trope to its logical conclusion — Instant Homicide Machines. Just Add Duct Tape for Everything. Chainsaw + canoe paddle + duct tape = Dual Chainsaws On A Stick! Chainsaw + dirt bike + duct tape = Slicecycle.
- Chef of Iron (Type 2)/ Evil Chef: Antoine.
- Chekhov's Gun: A set of handcuffs. Sullivan gives them to Chuck to secure TK, and Chuck later uses them to secure Sullivan's belt to a railing as a passing plane snags his skyhook - leaving him Half the Man He Used to Be.
- In Off the Record, Frank meets the brother of Adam, the psycho clown from the first game. The clown doesn't seem to recognize him until an photo Frank autographed at the very beginning of the game is blown by.
- Chronic Hero Syndrome: Chuck suffers from this, even moreso than Frank was in the first game. In contrast to Frank, who would often be ambushed and forced to defend himself and others that way, Chuck has a tendency to enter situations he could otherwise avoid easily because someone is in trouble. This causes several of the psychopath battles in the game.
- Clear My Name: Chuck is accused of causing the zombie outbreak in Fortune City in a news report and the military will arrive to capture him in 3 days. You don't, you get a Bad End.
- Compensating for Something: Randy. His weapon is a giant pink chainsaw, he revs it when he gets excited about losing his virginity, he occasionally screams "Mine's bigger than yours!" when you fight him... The only way it could be more obvious is if the game told you it.
- The Computer Is a Cheating Bastard: When fighting Antoine, Hitbox Dissonance is very obvious. If he is swinging his pan, he will not take any damage, even if you hit him first. When he throws a pan, you can hide around a corner and the pan will swerve and strike you.
- A lot of the psychopaths seemingly have invincibility frames before or during their attacks. It's especially notable when trying to use Good Old Fisticuffs against Sullivan, as half of your attacks don't even hurt him. You can literally kick his ass and he won't take much damage.
- During the poker games - on Day Three in the Atlantica, on Day Four in the shelter - the CPU players will often bet large amounts of money on a bad hand, only to abruptly pull out the win when the last card hits the table. The only way their strategy makes any sense at all is if they already know what the cards are going to be.
- If you bring all three gambling magazines to the poker game with you, Chuck will always draw two high cards at the start of the hand and will often get a pair. This often isn't enough to compensate for the CPU's amazing "luck," but it goes a long way. It will still take hours of whittling away at their cash to beat them, however, as the CPU is still cheating and knows you have those cards. And as the game can only spawn eight survivors/psychopaths at a time, them plus the four Tape It Or Die members will stop mission progression in its tracks. If you want 100% Completion, you'll sometimes have to kill some survivors to permit more compliant ones to appear - either these jerks or the ones who build weapons for you.
- Cowardly Lion: Most of the survivors are found in a state of distress and will not survive without Chuck's help and guidance. However, if they are given a weapon, they can fight very well against the zombies. On that note, most humans could be considered this. The zombies are considerably slower, more fragile and nowhere near as resourceful as the average human. It's only because of the fear they evoke on humans that they can be considered a threat at all. If the humans could stop themselves from panicking, which is what causes them to make the foolish decisions that lead to their deaths, they would realise that there are countless ways for them to out-fight, out-smart or at the very least out-maneuver a single zombie or even a small group of them.
- Crazy Survivalist: The four redneck hunters, Big Earl, Deetz, Derrick and Johnny.
- Cutscene Drop: The first possible occurance is justified by the Chuck being kidnapped. Later on Day 4, the character is teleported across Fortune Park upon discovering or destroying the harvesters.
- Cut Scene Incompetence: Chuck, who is more than capable of punching zombies until they die and performing wrestling/ninja/CQC moves on multitudes of zombies, AND should have plenty of weapons left over, is subdued by Zombie TK in Ending A.
- We watch the rest of the struggle in the beginning of Case West. Frank saves him.
- Chuck chops his way through a tram full of armed mercenaries to confront TK, who pulls out a pistol and fires a few rounds instead of answering Chuck's questions. Chuck dives for cover, despite the fact that getting to that point at all means he's probably been shot forty or fifty times.
- Dark Action Girls: The Twins.
- Deadly Game: The multiplayer mode takes the form of a game show called "Terror is Reality" based around killing zombies. The developers have compared it to American Gladiators.
- Deadpan Snarker: Chuck is cool as ice, and manages several quite good Bond One Liners after dispatching the various psychopaths.
- Death by Irony: Many Psychopaths die off in ways truly worthy of a Bond One-Liner:
- Leon Bell: Sets himself on fire from a spark igniting leaked fuel while proclaiming himself "number one".
- Chef Antonie: Falls face-first into a deep fat fryer.
- Randy Tugman: Eaten by a past "bride".
- Brandon Whittaker: Bitten by one of the zombies C.U.R.E. tried to save, slits his own throat.
- Seymore Redding: Falls onto a rotating saw after proclaiming himself "twice the man you are."
- Evan McIntire: Frozen solid by a liquid nitrogen canister.
- Diabolus Ex Machina: Remember the catharsis of using the Humvee to plow through endless hordes of zombies in the maintenance tunnels back in Dead Rising 1? Well if you've shelled out two million bucks for a key prior to the military's arrival, you can then take a red one underground - only to find the gate to the tunnels proper is two god-damned inches too low to let it in. There is no way this is an accident. Well, at least there's no similar cockblocking for the Slicecycle... Except you have to carry a chainsaw from the stage to the trailer past dozens of "Gas Zombies" to make it.
- There's a zorb and several security buggies lying around, but they're nowhere near as fun as a slicecycle.
- Difficulty Spike: The Cozy Catastrophe becomes a lot less cozy once green gas starts being pumped into the mall. It causes many of the zombies to mutate into fast-moving, harder-hitting berserkers who relentlessly chase you around in packs. This is the point in the game where you stop getting calls for helping other survivors, because now it's a chore just keeping yourself alive.
- Oh, and those harder hitting fastmoving berserker zombies also have a vomit projectile that stuns Chuck for a couple seconds. Getting hit by it is a 99% chance of being grabbed.
- Disc One Final Boss: Tyrone King's helicopter.
- Disc One Nuke: The Knife Gloves and the Tenderizers can be made in the first area after the Maintenance Room key is received, have common components, do good damage, and give bonus PP. The Knife Gloves are given as an example in the manual, and the Tenderizers' Combo Card is hidden near the Safe Room. Off the Record adds an alternate recipe for the Knife Gloves and additional Maintenance Rooms with them inside.
- Disney Villain Death: TK's demise at the end of Overtime.
- Downer Ending: Any ending other than S, especially F. At least Ending A, everyone else survives.
- Although Case West shows us Chuck did survive in Ending A thanks to Frank.
- Dragon Their Feet: At the end of the regular game, you defeat Sullivan, the man directly responsible for the zombie outbreak as well as the previous outbreak and the death of Chuck's wife, while also uncovering evidence that will deal a significant blow against the amoral corporation behind the whole mess. Then a revenge-seeking T.K. shows up to cause some more mayhem, triggering Overtime Mode.
- Driven to Suicide: Upon defeating Brandon Whittaker, he appears to have a "What Have I Become?" moment shortly before he slits his throat.
- Duct Tape for Everything: The Game.
- Dude, Where's My Respect?: TK gets zombie-bit and needs Zombrex to avoid turning. Should you give it to him he mocks Chuck before he's even taken the shot. (And that's not even getting into what happens later. Some people bite the hand that feeds them, this guy bites the hand clean off.)
- Eagleland: Type 2 again, most notably with the Redneck snipers.
- You have the right to bear arms... and the ability to arm a giant teddy bear with a cigar, an American flag bandana, and a machine gun.
- And the Phenotrans, one of the big bad business corporations in the U.S., instigated and is exploiting the zombie outbreak to create more Zombrex for their own monetary gains; they also control people through lies, much like certain people's view of the United States - very much explains the anti-capitalistic nature of this game.
- A noticeable, if minor Mixed Flavor example occurs during the side-mission "Barn Burner". You end up running into a pair of survivors who check off every redneck stereotype in the book. But once you save them from nearly burning to death, they are both grateful, the lady of the pair flirts with you and the male says he considers you "as good as kin" to him.
- Earn Your Happy Ending: The S ending. Unlike almost all the other endings, any remaining survivors from the shelter get evacuated and Chuck, Katey, and Stacey manage to escape. And you throw TK to his death.
- Easy Levels, Hard Bosses: The main threat in the game is the zombies, which are slow-moving and easy to kill. Looters and mercenaries are faster, smarter, and armed, but they still go down after a reasonable amount of damage. The bosses are absolutely superhuman though, requiring several dozen times as much damage as armored cars take and able to unleath absurdly deadly attacks.
- Elite Mooks: Looters are about twice as tough as zombies, but that just means you need to use Knife Gloves, Defilers, or Laser Swords to drop them with one blow. The Mercenaries are just Looters with machine-guns.
- The real Elite Mooks are the Gas Zombies which move quicker, absorb more damage (they have the same health as looters), have harder grapple commands and deal about twice as much damage.
- Plus they do that puking attack... which makes you stand still and puke for a couple seconds, while another zombie grapples you.
- Elite Tweak: The Holy Arms are a pretty ordinary weapon, but are mostly identical to the Spiked Bat, which is easier to make and has more range. However, they are maybe the best weapon for taking on Gas Zombies. At Level 50, the Holy Arms kills them in one hit, and their wide attacks are the perfect counter for their tendency to crowd around you, while the range issue with the weapon is solved by the fact that Gas Zombies LOVE to get in your face. While there are other weapons with these qualities, they tend to either require a pull-start (which quickly becomes a liability when the Gas Zombies blood-spit attack makes you drop the weapon repeatedly, forcing another start every time), or damage the zombies bodies, which can prevent them from spawning Queens. The Holy Arms have neither of these issues.
- Empty Levels: Once your stats max out and have certain skills like Smash, Chuck is a powerhouse who can cut down almost any psychopath. But for the most part, the benefits you gain when levelling is randomly determined and often you'll just get a combo card which is a recipe for making equipment. While there are two advantages to having a combo card, you can easily make a combo item simply by experimenting with items in a workshop (this'll get you a scratch card that lists components). Sure you don't get as much PP when using the item and it lacks the alternate attacks, but for the most part a scratch card will do.
- Everything Fades: Killed zombies will disappear in five seconds. Obviously, having a load of corpses around would kill your framerate.
- Exact Words: Before fighting Ted and Snowflake, Chuck (and Frank in Off the Record) suggests feeding Snowflake steaks. Ted is not on board with the idea. After taking him out, though, Snowflake can be tamed and brought back to the safehouse if you feed her - you guessed it - steaks.
- Expy: See the Shout-Out page.
- Famous Last Words:
I'm twice the man you are... *SLICE*
- Fan Disservice:
- When you find Kristin, she's wearing
her full Vegas showgirl regalia a bikini and a towering headdress. Then she violently (and repeatedly) pukes on the floor while you're talking to her. Then you have to carry her back to the safehouse. Imagine the smell. You're welcome.
- Randy's badly-fitting, pig-themed gimp suit.
- Fanservice: The female survivors are often in a state of undress. One's a Vegas showgirl, another fell asleep in a tanning bed right as the outbreak hit, and a third locked herself out of her hotel room in her underwear. Another three are wearing beach outfits.
- For the ladies and gaymers, Chuck has to strip to his shorts in order to rescue one survivor, and one of his Terror is Reality co-stars made it into the safe room wearing only a towel (and never thinks to ask for clothes while everyone else is demanding golf clubs and potted plants).
- If you save the right combination of survivors, it unlocks a strip poker minigame in the safe house. If you manage to eliminate Cora, Kristin, or Trixie from the game, they wind up stripped down to their panties and will stay that way for the rest of the game. Of course, on the flip side, the same is true of Jack, Woodrow, and Chuck himself, although Chuck can just go put more clothes on.
- And let's not forget how many times that camera focuses on the twins' and/or Rebecca's chest, and the latter's tush.
Chuck: "Just... enjoying the view."
- Fat Bastard: Randy Tugman.
- A Father to His Men: Never said but that's the only real reason that Sgt. Dwight Boykin has a Heroic BSOD when his unit gets eaten.
- Fetch Quest: Bibi, and Overtime mode.
- The game loves these. Enjoy running across the entire game world to fetch a potted plant for 10,000 PP. Not so bad, as there's a shortcut, an air vent just above a toilet.
- Fisticuffs Boss: The second-to-last boss is supposed to be this - but this is bypassed by using sniper rifles on him. The real final fight is this trope.
- Five-Bad Band: The Phenotrans have:
Dead Rising 2 — G-L
- Gadgeteer Genius: Chuck is this with all the Combo Weapons you can make.
- Gag Boobs: Bibi Love... much to the player's disgust.
- Game Mod: It should come to no surprise that, for the PC version of the game, game-modifying 'trainers' popped up the first day of the game's release, removing large chunks of the game's Fake Difficulty. Even if you don't use trainers, the PC version of the game has settings for things like Breakable Weapons found in text-editable files.
- Modders are looking to see if they can force the game to use custom models and textures by editing the text files. Shows more promise than RE5, at least.
- Gameplay and Story Segregation: Mercs with assault rifles during gameplay? Just walk through that, kill them, remember to drink some orange juice when you're done. Someone has a pistol in a cutscene? Watch out, those things can kill people in one shot. Zombie bites infectious? Well, no worries: you only need Zombrex for Katie and one or two other survivors, no matter how many times you yourself are munched.
- Genius Bruiser: Chuck is a big guy, able to swing a sledgehammer around until it breaks, and can haul quite a bit of heavy gear across the map. But he is also great at creating improvised weapons, works on his own motorbike and can do just about anything with it and if the Freedom Bear is any indication, is also skilled enough in programming to turn a robotic toy bear into an automated sentry turret.
- Genre Blind: Chuck might be able to avoid some of the boss fights if he played along with the psychopaths' delusions or used a fake name - though he might not be able to save their hostages. Indeed, the one time the player is allowed to do this with Bibi, you can actually avoid the fight altogether.
- Giant Space Flea from Nowhere: Just like the first game, most of the bosses intentionally have little to do with the plot and are just random people who have gone mad after the outbreak. It's even more pronounced in this game, however, as several of the bosses here tend to be even more extremely eccentric than in the first game, with less identifiable motives for insanity. Unlike the first game, however, every unavoidable psychopath is connected in some way to the plot/backstory this time.
- Glass Cannon: Carl Schliff, the psycho mailman. Chuck towers over him, and he can't take as much damage as most psychos either... But good lord, his shotgun packs a punch and his explosive packages can destroy you.
- Goggles Do Nothing: The Soldier outfit includes night vision forehead protectors. They ARE broken, after all.
- Going Postal: Carl Schliff, already on the verge of going wacko, does it when you ruin any chance of perfect attendance/delivery. Thanks a lot.
- Good Is Dumb: The US Army. Remember in the first game, where they deployed several squads of badass looking Gas Mask Mooks with assault rifles, several UH-60 Blackhawk Helicopters, and a tank to mop up the outbreak? Yeah, well since they're good guys in this game, they can't be competent anymore. Instead, they send two squads of about ten men each riding in humvees and armed with nothing but M4 assault rifles. As can be expected, they all die when the new gas zombies Zerg Rush them. Two squad members do have the misfortune to get lost in the fog and end up avoiding the ambush, allowing them to be saved.
- Honestly, look at how Chuck did with just his bare hands and some duct tape. Assuming the soldiers had enough ammo (let's say the humvees were packed with the stuff), they could have wiped out every zombie in Fortune City. And Boykins dialogue makes it sound like they have done this a few times before. Just because they didn't have the foresight to realize that Phenotrans was going to make super-zombies doesn't make them dumb.
- Gory Discretion Shot: Surprisingly used more often than you'd think for a game this openly gory - and used to cover up modeling laziness (if you look closely, it's highly obvious that bodies are not sliced in two during cutscenes). There's even a case of Hide Your Children should you fail to get Katey her Zombrex in time. Although the latter is somewhat justified as there are rules against showing children turning into zombies.
- An example of where this works to the game's detriment would be at the end of Case File 1-3, where Chuck and Rebecca find a security room full of executed security guards. Rebecca draws specific attention to one of the cadavers as she films it, claiming that the victim could not have been killed by zombies. The player has to take her word for it, as the camera angle does not deign to show what kind of injury killed the guard.
- The important point is that the corpses are completely uneaten. The cutscene implies execution by Pretty Little Headshots, which the player can verify after it ends.
- While the death of Antoine is quite brutal,Ouch!! the camera angle used does not show the presumably horrid result.
- Actually affects the game itself, in other Dead Rising games some of the very nasty one-hit kill moves will work on humans such as Disembowel. In this one, nothing especially brutal will work on any human, psychopath or otherwise. This ranges from failing to clamp a drill bucket on human heads or unable to give someone the Hands Off move to not igniting an enemy human with the flamethrower or any other incendiary weapon.
- Guide Dang It: Some of the achievements/trophies are impossible to get unless you do very specific things beforehand. For example, in order to get the "Full Deck" achievement/trophy, you have to collect all of the combo cards. The only problem is that there are 3 hidden combo cards (Plate Launcher, Blazing Aces, and the Exsanguinator) you can't get through leveling up or by looking at the various movie posters around the mall. How do you get these hidden cards? You have to find the secret "Tape It Or Die" mission. How do you get this mission? You have to go to the Kokonutz Sports Town store in the Palisades Mall between 6 a.m. and noon on the third day (September 27). But wait there's more! You also have to make sure to not have more than 8 active survivors when you do this because the game will only load a maximum of 8 survivors (Which includes hostages and psychopaths) at any one time. This means that some missions won't come up because you would have other older missions that are currently active. And that's only for the first part, because you have to save them in a later mission. This guide is pretty useful for getting secret items and trying to get 100% Completion.
- How do you get the combo card for the Burning Skull? You have to spend 1,200,000 dollars on the Fortune Teller in the Silver Strip.
- How do you get the achievement "Alpha vs. Omega"? Keep the survivor Denyce Calloway in your party for three days (meaning you have to lock her in a secure room every time you want to enter the safehouse) until she can join you in the battle against Dwight Boykin and inflict damage on him herself.
- Half the Man He Used to Be: How Sullivan dies. Do we have a trope for Best Bad Guy Death?
- Seymour meets a similar end, but only gets a power saw through the abdomen.
- Also happens to victims Madison Lainey, Emanuel Tugman and Carlos Mertiz.
- Hand or Object Underwear: The female Strip Poker players cover themselves with their hands once they are topless.
- Hanging Judge: Seymour follows the classic image of one by literally hanging every survivor he deems as felons.
- Heroic BSOD: Sgt. Dwight Boykin suffers from this when his squad is wiped out by the mutated zombies. You find him down in the underground tunnels shooting zombies and believing that his squadmates are still alive. He also thinks Chuck is a zombie.
- Honor Before Reason: Many of the survivors and some of the psychopaths fit the trope.
- Human Resources: Phenotrans orchestrated the Fortune City outbreak as a means of extracting queen wasps from the zombies, which are a key component in manufacturing Zombrex.
- I Did What I Had to Do: Sullivan justifies letting the zombies out in Fortune City and Las Vegas because without Queens, there's no Zombrex. No Zombrex, lots of important people turn into zombies.
- I'm a Humanitarian: Antoine Thomas. Believing himself to be the "King of Cuisine", has been killing and cooking survivors after going insane when his only shot at fortune went down the shitter. When Chuck comes around, Antoine was just about to kill a woman called Cinda as part of his "Ultimate Dish". Oh, and to him, human flesh really does taste like chicken.
- Improbable Power Discrepancy: The Dead Rising series is all over the place about how tough a normal human is supposed to be. Looters will go down after a couple slashes from the Knife Gloves or a handful of bullets, whereas survivors can survive much more damage (though how much more depends on the survivor). The mercenaries are a little bit tougher than the looters, but will still go down after a handful of head shots or a couple of knife glove slashes as well. The psychopaths, on the other hand, are absolutely Made of Iron, taking at least a hundred machine gun rounds before going down (and that's the weaker psychopaths).
- In a more specific example, there's Sullivan. He's a a 53 year old security guard, but also has tons of health, amazing accuracy, and excellent hand to hand combat skills. Whatever, this could just be because he's a Badass Grandpa. However, what's absolutely inexcusable is his glitched uppercut attack that takes off eight squares of health. Just for reference, if Chuck gets shot with a .50 caliber sniper rifle by, say, one of the redneck snipers, it will only take off one block.
- Incongruously Dressed Zombie: One of them wears a wedding dress.
- Infant Immortality: Part of the game's plot is making sure that this trope stays in effect, by continually giving seven-year-old Katey Zombrex. If you don't, it's an aversion; Katey gets zombified, Chuck has a Heroic BSOD before other zombies kill him, and you get ending F.
- Interface Spoiler: When you see there are three case files which take place after the 72-hour limit, fair guess that the military "rescue" won't go quite as planned.
- Intrepid Reporter/Hot Scoop: Rebecca Chang.
- Item Amplifier: Weapon durability can be extended from obtaining a certain book or magazine.
- Item Crafting: A large selling point of the sequel is the ability to combine various weapons into even better weapons. Some of them seem like no-brainers, like nail-bats. Others are highly esoteric, like attaching car batteries to a wheelchair to turn them into mobile electric chairs. Some are unnecessarily cruel and impractical, but awesome, like drills in a bucket (to be plopped onto a zombie's head). Some are brilliant, like taping a fire ax to a sledgehammer - fire axes are sharp but light for repeated swinging, sledgehammers are heavy without an edge: combined, they can dismember six zombies in single swing - twenty or more if you keep swinging it in a circle to keep up the momentum.
- And, as in the first game, you can mix up
potions juice smoothies that heal you and give you a boost in various ways.
- According to Blue Castle games, it was this juice mixing mechanic that inspired the combo card system in the first place.
- It's the Only Way to Be Sure: The government's plan for dealing with an infested city is to rescue survivors if possible, then firebomb the place.
- Jump Scare: Used in the S ending.
- Also used with the death of Slappy. The full screen head shot of that oversized grinning mask doesn't help either.
- Karma Houdini: Failing the case files results in this for Sully and Phenotrans. Ending A, despite the massive outrage over Phenotrans' scheme, instead of crashing and burning like Umbrella did before them, has its stock rise. Hey, they control the only treatment that prevents zombification, something which many of the world's power elite depend on. They pretty much define Too Big To Fail.
- Karmic Death: If you have done perfectly in the game, many of the psychopaths suffer this - most notably, Sullivan and Tyrone King.
- Kick the Dog: Every single thing TK does. Attempting to feed Katey and Stacey to the zombies, just hours after Chuck saved his life takes the prize though.
- Knight Templar: Brandon Whittaker, an insane zombie-rights activist who wants to end human oppression of the undead by turning everyone into zombies. Fortunately, his methods are too small-scale to be much of a threat to anyone except his single female hostage.
- Sullivan also qualifies, in that he caused the Vegas Outbreak and the Fortune City outbreaks so that Phenotrans could harvest queens to keep making Zombrex and keep important infected people alive.
- Large Ham: Many of the psychopaths qualify, but Chef Antoine, Slappy, and Seymour Redding definitely take the cake.
- I am Antoine! I am THE KING OF CUISINE!
- Don't worry, Kids! SLAPPY! Will live forever!
- Everybody else is dead! I'M THE BIG MAN NOW!!
- As the announcer for a game show, being a Large Ham is TK's job. Also a fan of laughing manically.
- Last Saturday AD: The game was released September 28th, 2010. "Day 1" is September 25th, the previous Saturday.
- Leaning on the Fourth Wall: If you manage to get into Overtime Mode, the first thing Chuck hears is TK announcing that it's time for the game to go into overtime!
- Leitmotif: Might be a coincidence, but the beginning of "Kill the Sound" (the credits music) sounds somewhat similar to the beginning of "Justified" (the first game's credits music).
- Lethal Chef: Antoine. A unique example of this trope in that it has nothing to do with his cooking.
- Try eating food made from humans, in the middle of a fight, without getting an upset stomach.
- Lethal Joke Character: One of the survivors, Dean, has a war wound, and refuses to be carried. Due to this, he will move so slow, you HAVE to use a wheelchair to move him around. However, if you have a Leadership magazine, he becomes one of the fastest survivors in the game (save for Snowflake), running almost as fast as Chuck. Plus, he has a great aim, making him a Lightning Bruiser.
- Limited Loadout: you are limited to carrying only a certain amount of items in your inventory, as well as certain items you can't keep in your inventory while equipping another item (like the chainsaw). Fortunately, as your level increases, so does the amount of items you could carry.
- Literally Shattered Lives: Whatever the hell they're putting in those fire extinguishers is strong enough to completely solidify zombies.
- Lightning Bruiser: Some of the psychopaths aren't just damage resistant, they can also move very fast. If Chuck maxes out his stats, he becomes a lightning bruiser himself with a hefty 12 squares of health, the ability to kill most zombies with a single kick and a foot speed far better than any other survivor save for Snowflake.
- Loads and Loads of Loading: Every time Chuck travels to a new mall section, a loading screen of about 10-20 seconds occurs. Not counting the safe house, there are roughly twelve different sections, and objectives often have you travel across three or more different sections. That's a lot of loading for one mission! Then you remember that the game has to load your last save after your most recent death, which was all the way on the other end of the map...
- Lovely Assistant: Sexy twin sisters Crystal and Amber Bailey serve as the assistants of the zombie-killing game show Terror is Reality. They also serve as the Dragons to the Big Bad, TIR host Tyrone "TK" King.
Dead Rising 2 — M-R
Dead Rising 2 — S-Z
Dead Rising 2: Case West Provides Examples Of:
- Ascended Meme: "You're a little high-strung for a guy who's covered wars."
- His description in the notebook is "He's covered wars, you know."
- Bag of Spilling: Played straight and averted. Chuck starts at Lv. 40 and must work his way back to Lv. 50, as well as relearn the moves he would have had, assuming you maxed our your level. Frank, on the other hand, is packing every technique he learned from the first game.
- Bilingual Bonus: For those of you who don't know what the word Commander Singh says means, "kuti" is actually Punjabi for "bitch".
- Bittersweet Ending: Marion escapes, taunts both Chuck and Frank with the possibility of a cure as well as the promise of another outbreak, and has Isabella captured. Chunk and Frank manage to escape from the facility themselves, evidence in hand, but without the cure or even proof it exists.
- Boss In Mooks Clothing: Hazard Units (security officers wearing bomb suits and armed with Impact Hammers). There are only several of them in the entire game, and they serve as sort of mini-bosses.
- Escort Mission: Averted for the first time in the series. The surviving Phenotrans scientists know their way around the facility, so all you have to do is fulfill whatever request they might have (usually a Fetch Quest), and they head off for safety on their own.
- Frickin' Laser Beams: The Laser Gun, made by combining a Laser Sword with a Lightning Gun. Later re-introduced in Off the Record.
- Foreshadowing: "The world needs Frank West," said Chuck in the ending, foreshadowing Capcom's intent of giving Frank a Wolverine Publicity.
- Giant Space Flea from Nowhere: Near the end of the game, you confront Marion, the leader of Phenotrans, have a couple exchanges with her, and then a giant, muscular Sikh commando busts through the wall wielding an impact hammer in either hand.
- He's also apparently Made of Iron, as he has THREE HEALTH BARS.
- Good Scars, Evil Scars: Marion, despite never having turned, and in fact having cured her zombism a long time ago, has a giant rotting lesion completely covering her left cheek. Needless to say, neither Frank nor Katey, who are actively fighting their infections, have anything so grotesque on them.
- As it turns out, that's actually the spot where a zombie had bit and infected her. While you can't see Frank's mark, Katey has a slightly less grotesque bite mark on her left wrist where her mother bit her, which implies the bites themselves are pretty horrible.
- Lightning Gun: Made by combining a Blast Frequency Gun with an Electric Prod.
- Misanthrope Supreme: The Director of Phenotrans tells Frank and Chuck that humanity deserves the zombies when explaining why she's withholding the cure for zombification (the other obvious reason being the money, of course, as a mandatory regular treatment is much more profitable than a permanent cure).
- Red Herring: Saving one of the survivors gives you access to the tunnel keys informing that one of the scientists went insane, causing you to think that you get to face a Psychopath... It's only minor insanity from chemical exposure, and it's not a fight. You just punch some sense back into him, then he escapes.
- Red Oni, Blue Oni: Chuck and Frank, respectively.
- Sequel Hook: Phenotrans had a synthetic cure the whole time.
- "There will need to be another harvest now." Oh boy...
- Stuff Blowing Up
- Suddenly Ethnicity: Just after Isabella rescues Chuck and Frank, the towering figure of the final boss appears behind her. He's huge, armed with dual impact hammers, and wearing a... turban? Then some perky Indian music starts playing in the background for good measure.
- His one and only word spoken in the game? Kuti, Punjabi for "bitch". Especially odd because in the Dead Rising 2 prequel comic, he speaks perfect English.
- Trailers Always Spoil: One of Chuck's main objectives in Dead Rising 2 is to clear his name from being framed of starting the Zombie Outbreak in Fortune City, later in the game he finds enough clues and the real cuprits of the mess, calls the news media and everything to start cleaning his record, but as the trailer for Case West was shown before the orginal game release date, it shows Chuck in a quest not only to bring down the people responsable for the many zombie outbreaks around the country but he still says he gotta clean his name up.
- Funny thing is that one of the PS3 trophies/X360 achievements for DR2 is "Clean Record" after completing enough cases to deserve said award, but as Case West suggests Chuck can't really brag about receiving such award.
- Because although he has proven himself innocent, Chuck is still to find the ultimate real culprit of this entire disaster.
- Vitriolic Best Buds: Chuck and Frank; Type 2.
- What the Hell, Hero?: You're going to wind up killing a lot of security guards and zombie wranglers over the course of Case West. Maybe they know about Phenotrans's duplicity. Maybe they don't.
- Yank the Dog's Chain: First, read the entry for Values Dissonance in ''DR2.'' Now imagine what's going through Chuck's mind when he's told there's been a cure for the Zombie infection this whole time, and in the end, the only reason it isn't available really has been money. To top it off, Frank rightly warns Chuck the whole thing may have been a lie. Which means even the Zombie Infectee himself doubts there's a true cure, even after being taunted with the possibility.
- Zombie Infectee: Frank is one of the several people who has to take Zombrex in order to surpress the zombie larva inside him.
Dead Rising: Off the Record provides examples of:
Off the Record
- And Your Reward Is Clothes: The original DLC outfits are unlockable and give their bonuses if worn as a matching set. If Off the Record detects a save file of Dead Rising 2, then Frank can wear Chuck's gear.
- Arc Words: "Back in the game"
- Ascended Meme: There's several fantastic comments on covering wars throughout the game.
- Baby-Doll Baby: Frank West finds a broken Chuck Greene who has gone crazy due of the trauma of having his daughter Katey die before the games events. He carries a Katey sized doll on his back and claims that it's his daughter and that he won't ever let anything happen to her. And yes, you have to fight him.
- Bag of Spilling: You'll have to level Frank up all over again to re-learn all his sweet zombie-killing moves. Justified in that Frank's probably gone soft after five years of living the high life since the Willamette outbreak.
- Bonus Boss: Two, actually. They aren't bonus bosses, per se, yet they are new additions to Off The Record. They are:
- Evan MacIntyre: A midget clown on stilts who doubles as an ice cream vendor. Initially he is friendly, if somewhat detached from reality, until he realizes who Frank West is. This is because he is the brother of Adam MacIntyre, the clown psychopath in the original Dead Rising that Frank West killed, a fact which Evan is not exactly jolly about. He fights using his stilts and a modified snowball cannon.
- Chuck Greene: Dead Rising 2's original protagonist. Similar to DR2's main story, he fights in Terror is Reality to provide Zombrex for his daughter Katey. In Off The Record, it is revealed that he lost Katey to the initial outbreak and has become a zombie-killing alcoholic biker. His appearance has become more savage and deranged as well. Surprisingly, his cleaner DR2 self is used as Frank's partner is co-op play. He serves as the replacement of Leon in the game, rewarding the player with the Slicecycle and keys to the bike trailer upon his defeat. In a chilling reveal Chuck's body is gone meaning that he maybe watching you during the rest of the game or worse, it was all in your head.
- Bond One-Liner: Frank does them a lot more than Chuck ever did.
- Book Ends: The Overtime final battle against TK begins in the same zombie wrestling cage as the one you fought in the opening of the game. After defeating several waves of zombies it transitions to the more familiar final boss fight from the original game.
- Boomerang Bigot: In his boss fight intro cutscene, Chuck Greene is initially friendly towards Frank West, and laments the problem of Psychopaths (who he refers to as "crazies" and "nutbars"), even though he's obviously become unhinged himself due to Katey's death in the alternate timeline, and pretty quickly goes Psychopath on Frank as well.
- Bragging Rights Reward: The Proto Man costume, much like Arthur's armor from the vanilla version of the game, but less costly overall. The helmet is still won by beating Jack at poker, but can also be obtained by killing him in Sandbox Mode. The boots can be found in the Ultimate Playhouse store in Palisades Mall. The jumpsuit is won for getting bronze or better in Sandbox Mode's challenges. Finally, the Buster and Shield is obtained from getting Ending S. Wearing the helmet and/or boots with the Buster adds splash damage to the Buster's shots, and wearing the entire costume will increase your running speed.
- Call Back: Leon's theme, "Terror Is Reality", is used in the opening zombie wrestling match, since Leon's not in Off the Record.
- Upon meeting the "cop" Deidre Sanchez, Frank will remark "You're a lot nicer than the last female cop I met!". This is a reference to Jo Slade from the last game.
- Cash Gate: You need one million dollars to pay a ransom.
- Casino Park: Fortune City
- Catch Phrase/Ascended Meme: "I've covered wars, you know."
- Catchphrase Interruptus: Frank pulls an amusing one off in the final battle.
TK (trying to shove Frank over the ledge to his death): You gotta be willing... to risk it all... if you're ever really gonna...
Frank throws TK overboard and over the ledge
Frank: FALL TO YOUR DEATH!?
- Clown Car: The game includes a useable vehicle called the Clown Car. Despite an unimpressive size, it can hold a maximum of eight survivors.
- Composite Character: Europa Westinghouse is a composite character of herself and Vikky Taylor and will give Frank the side-mission of recovering a plant from a store on the Palasides Mall in the latter`s place. Vikky Taylor is killed by Brandon Whittaker in a cutscene. Off the Record`s Frank West is arguably a composite character of the original versions of himself and Chuck Greene.
- A Date with Rosie Palms: If a certain survivor is brought back to the safe house, later in the game the female survivors will threaten mutiny when he starts harassing them. The only way to prevent the mutiny is to give him a porno magazine so he can...entertain himself.
- Denser and Wackier: Just look at the E3 Trailer!
- Deadpan Snarker: Frank will often say rude or sarcastic remarks to survivors and psychopaths.
- Department of Redundancy Department: A series of trailers for Off the Record showcase Frank's ultimate fall from grace: he's reduced to shilling the "Disposable Digicheap Disposable Camera" along with "Frank's Fantastic Foto Facts".
- Drowning My Sorrows: Chuck has obviously turned to alcohol to ease his pain. His theme is even called "Firewater".
- Empathy Doll Shot: Katey's backpack and PSP are found in a puddle of blood in the room where Chuck rescues her at the beginning of the original Dead Rising 2.
- Evil Costume Switch: Stacey changes into a tight leather suit once her true colors are revealed.
- Chuck, now that he's gone off the deep end, looks more savage.
- Fallen Hero: Chuck Greene, due to the loss of his daughter.
- Fauxshadow: The cutscenes in Off the Record use about 40%-50% of the same dialogue as the original game, so all the dialogue and camera angles suggesting there's something not quite right about Sullivan are still there. However, this all turns out to be a Red Herring, as this time Stacey turns out to be the Big Bad instead of Sullivan.
- Gamebreaker: The aptly named DLC Gamebreaker pack, which is basically the games Cheat codes! Capcom is literally selling the standard fare of cheats, such as unlimited weapon durablility, instant PP, god mode, filters and super speed. You can make the game a breeze, but it will cost you ($5.00, 400 MS Points).
- Giant Enemy Crab: This is what the Final Boss Stacy uses to fight Frank. In dubstep!
- Green-Eyed Monster: Frank seems to be jealous of Chuck in the Captivate trailer.
- Irony: Despite Frank's saying that "everything" would be changed, most of the Psychopaths are little different from how they were in the original, not to mention only some slight script changes (minus certain plot twists).
- Jerk Ass: Frank comes off with two dick remarks in this games particularly if the player liked Chuck Greene, one upon his defeat "That guy was a few screws short of a workbench" and one DURING the fight "[Taunting/mockingly] Trust me NO ONE is going to hurt your daughter now!"
- Jump Scare: In the last second of the S ending, a zombie jumps in front of the camera and screams, giving the viewer one more scare, similar to that of Dead Rising 2.
- The "Scare Zombies" are intended to serve this very purpose. They're supposed to pop out when you come across a corpse or turn certain corners. They get their own Scare Chord and everything!
- Lampshade Hanging: A particularly hysterical one.
(Frank is carrying a load of carnival prizes when Stacy rings.)
Frank: (annoyed) What is it, Stacy?
Stacy: Frank! I've been trying to reach you for hours! There's a guy here...
- Done twice in a row after Frank defeats Psycho Chuck Greene:
Frank (after battle): Man, that guy was a few screws short of a workbench.
Frank (after cutscene): I swear I've met that guy somewhere before...
- Even Chuck himself does one in co-op mode if he is the one to finishes his psycho self.
Chuck (after cutscene): It is me or does he looks familiar?
- The Lancer: Chuck becomes this to Frank in Co-Op mode. He's much less helpful in the single-player campaign.
- Leaning on the Fourth Wall: Frank's last line in the trailer, "Frank West is back in the game."
- Chuck's rant about how zombies are annoying, but easy, and even fun, to kill. This is pretty much the point of the series.
- Lighter and Edgier: Off The Record manages to be both to the original Dead Rising 2. Examples: We have the new Uranus Zone theme park area, which manages to lighten the atmosphere a little bit (see Denser and Wackier above), yet Katey dies and Chuck goes psycho because of it. This is balanced by Frank's lack of personal ties, allowing for a more light-hearted story, as well as having a clown (Evan) as a boss, yet Stacey ends up being a psycho.
- Literally Shattered Lives: Evan after you beat him.
- Masked Luchador: The zombie wrestlers, and Frank West too, albeit unmasked.
- Meta Twist: The new plot takes the player's expectations from the first game and uses them like a weapon to shock the player. Stacey is the Big Bad all along. CURE is a front to manipulate naive activists into starting outbreaks. Sullivan is a good guy, completely justified in his dislike of Stacey, and even saves Frank's life. Rebecca survives (in the best ending).
- Mirror Match: Made possible during Chuck Greene's boss battle.
- Nerfed: The Survivor A.I. is noticeably more incompetent than they were in the original Dead Rising 2, although not quite as bad as they were in the first Dead Rising. This is either to balance the game because Capcom throught they were too powerful in the original version, or because Frank gives off an aura that makes his allies behave like idiots.
- Inverted with the looters, who are much tougher this time around and have a huge variety of weapons and nasty tricks. Combine the two, and you get survivors who are often killed by looters.
- Nice Job Breaking It, Hero: Though he was obviously unstable, Chuck was being reasonably civil until Frank tried to stop him from walking away by grabbing "Katey's" leg.
- Nice Job Fixing It, Villain: TK's still a grade-A douche, but if it wasn't for his actions in Overtime mode Frank would have never realized Rebecca was still alive and bleeding out on the security room floor. His plan to loot the city also interfered with Stacey's master plan and ultimately led to her and Phenotrans being exposed as the masterminds behind the outbreak.
- Not as You Know Them: While most of the characters are the same as the original game, there are some key differences. Chuck is a Psychopath due to losing Katey (who is implied to have been eaten rather than having turned, judging by the blood splatters around her backpack), Phenotrans' mole is Stacey, not Sullivan, Sullivan himself replaces Rebecca as the one killed by The Mole (although his death isn't quite as abrupt; he actually manages to give Frank some final words of encouragement before expiring), and Rebecca survives. Also, Brandon seems to be slightly more rational, as he's revealed to be the "go between" for TK and Stacey.
- Obviously Evil: Arguably, anyone who played the original Dead Rising 2, and is thus used to Stacey's softer, somewhat motherly facial features, will instantly deduce that something might be wrong with her once they see what her face looks like in Off the Record. Not everyone remarks this but still.
- Offscreen Teleportation: Lampshaded if you bring survivors with you to the underground train mission. Apparently, the survivors are able to keep up with the train long enough to find Frank.
- Oh, Crap: Frank lets out a seriously worried one when he meets Chuck and accidentally grabs "Katey's" leg.
- In Sandbox Mode the first challenge you can do is "Rooftop Massacre", which after a few thousand zombie kills get's a sequel named "Rooftop Massacre Pt. 2". Either you guessed it from the trope name or that a certain zombie spawned, activating the challenge unprepared can become this. That is until you end the challenge and well... good luck getting off the roof in one piece.
- Pandering to the Base: Word of God has explicitly said Off the Record is one huge ball of pandering.note Frank even lampshades this if you go into Sandbox mode, where he gleefully leaps off the helicopter (a la the original Dead Rising) stating how it's no longer about the scoop, but his own personal vacation.
- Phlebotinum Dependence: You'll still need to go out of your way to find Zombrex, but this time you'll be using it on yourself instead of having to run back to the safehouse to give it to someone else.
- Running Gag: Covering wars, you know.
- Stock Footage: Plenty of the Psychopath Opening (and ending) cut-scenes are rather blatant examples of this. In which in a lot of these cutscenes the only one who has any different dialogue whatsoever is Frank himself. But there are certain exceptions such as Slappy and Carl the Mailman though.
- Stout Strength: Frank's put on a few pounds around the midsection since Willamette, but he's still just as strong as ever.
- Took a Level in Badass: The Psychopaths, especially the Rednecks.
- Uranus Is Showing: "Uranus Zone".
- Up to Eleven: More zombies than ever on one screen. Because Frank is just that tough.
- The 'Six Digits?!' Achievement. And yes, it's one of the main reasons for Sandbox Mode's existence.
- Updated Re-release
- Vinyl Shatters: You can throw vinyl at zombies, which shatters. May be a hat-tip to Shaun of the Dead.
- Vitriolic Best Buds: Frank and Chuck are still a type-2 in co-op mode.
- Wham Episode: The end of "What Lies Beneath". Sullivan is not the villain. Stacey is.
- What If?: This time, it's Frank who breaks the story, not Chuck, and in co-op, Chuck is the sidekick.
- Who Writes This Crap?!: Frank expresses his displeasure at the cheesiness of some of the fortune telling machine's lines.
- Wide Open Sandbox: Single player and co-op for the first time in a Dead Rising game.
- Turned Up to Eleven with Sandbox Mode (fan named Infinite Mode) which gameplaywise is a sequel to the first game's extra mode. Features drop-in-drop-out co-op, challenges, and the freedom to do everything. And killing everything, since survivors hate you. Besides that, it's one of the easiest ways to level up.
- Would Hit a Girl: Sullivan - but only if the woman in question is The Mole.
- Frank himself isn't afraid to fist fight with Stacey during the final phase of the fight with her.
- You Killed My Brother: One of the new Psychopaths in Off the Record is Evan, the brother of Adam the Clown from the original Dead Rising. He's initially friendly (if divorced from reality), but quickly turns hostile when he realises that you're Frank West, the man who killed his brother. It becomes a Funny Moment as you can be wearing a servbot head and Protoman's helmet and he'll still recognize you.