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  • Alternative Character Interpretation: The game leaves no doubt that Carlito is a monster hellbent on nothing more than revenge, but it leaves it ambiguous as to if he realized that giving Isabela his locket would allow her to take down his systems.
  • Annoying Video Game Helper: Otis' phone calls mean you cannot attack. Or jump. Or pick up items. Or hold on to large items you're already carrying. He will keep ringing until you answer. If you hang up or get hit, he will just call you right back, yell at you for hanging up on him, and start his painfully slow explanation over from the beginning. Unfortunately, answering every single one of his calls is tied to an achievement, meaning you have to go through at least one playthrough dealing with him for 100 percent completion.
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  • Anti-Climax Boss: The first part of the fight with Brock's tank - in spite of a having a cannon, machine-gun equipped drones, and occasional bursts of missile fire, you're able to knock it out with a jeep-mounted heavy machine gun.
  • Awesome Music: Plenty of chose from:
    • Despite being one of the more annoying bosses in the games, The Convicts have a pretty badass theme in the form of "Gone Guru" by Lifeseeker. An rap-rock number with an old-school sound reminiscent of the Beastie Boys.
    • Steven Chapman's theme "Fly Routine" by Hostile Groove. An explosive nu-metal/rapcore track that matches Steven's insane rage.
    • Larry Chiang's theme "On A Mission" by Hostile Groove. A intense mixture of metalcore and groove metal that perfectly fits his fight, as you rush to defeat Larry before Carlito is killed.
  • Broken Base: The time limit are somewhat of a mixed topic within players. Many lament its strictness turns a somewhat arcadey zombie killing game into a frantic race from point A to point B, which doesn't give players enough time to see what the game fully has to offer. The other camp enjoys the aversion of the near-ubiquitous Take Your Time mechanics of most modern games, and argue that it can be ignored with no consequence besides shutting down the plot, allowing you to run around and goof off at your leisure.
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  • Complacent Gaming Syndrome: You know, that whole mall full of stuff you can use to kill zombies? Yeah, that's just there for you to use until you kill Adam, take his Small Chainsaw, and triple-book it.
  • Complete Monster:
    • First game: Lecherous mall cop Jo Slade takes advantage of the chaos caused by the zombie outbreak to kidnap beautiful women and sexually torture them to death. Having already gone through a number of women during the outbreak, she catches Frank West's attention after taking four hostages and will gradually kill them one by one if the player takes too long to confront her. And when Frank shows up to save her hostages he walks in on Jo about to rape one with a nightstick, prompting her to furiously threaten to do the same to him for disrespecting her authority.
    • Road to Fortune prequel comic, Dead Rising 2, Dead Rising 3: Marian Mallon is the Director of Phenotrans and the mastermind behind their conspiracy; in order to necessitate the creation of Zombrex, Mallon has zombie outbreaks start in cities all over the country in order to harvest "Queen" zombies, infecting and killing countless people. Her planned Los Vegas outbreak alone kills 10,000 people, and Mallon has a scientist who tried to leak the truth killed. Mallon also keeps Isabella Keyes as a constant captive, stealing Keyes's research and forcing her to work for Phenotrans. When Frank West and Chuck Greene uncover the conspiracy, they discover Mallon has been committing mass kidnappings for her experiments, and Mallon claims Phenotrans created a cure for the zombie virus which she hoards for her own infection, also stating releasing permanent cure wouldn't be good for business. By the time of the third game, Mallon agrees to seek the permanent cure when her condition starts to deteriorate, starting another outbreak, teaming up with Hemlock in his bid to take over the country. Narrowing the immunity carrier down to Nick Ramos and his friend Diego Martinez, Mallon kills Diego by causing his parasites to explode from inside him, resulting in his gruesome death.
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  • Demonic Spiders: The Raincoat Cult and Special Ops are this to the zombies' Goddamn Bats, the former of which appearing in path-blocking clusters and capable of knocking Frank out instantly, the latter toting machine guns, having high health, and being immune to headshots (which is the best way to take out the cultists) and both emptying Frank's inventory and dragging him off to their bases upon incapacitating him.
  • Ensemble Dark Horse:
    • Adam the Clown. He's enough of one that his brother appears as a psychopath in Dead Rising 2: Off The Record.
    • Fans also really love Stephen Chapman. Along with Adam, he got a Heroes & Heralds Ability Card.
      • Also, both Adam's and Steven's respective weapons can be recreated by Nick in Dead Rising 3.
    • To a lesser degree, Cliff Hudson, the Shell-Shocked Veteran having flashbacks to Vietnam, mostly for being the most sympathetic of the Psychos - after all, wouldn't you go berserk if those damn zombies devoured your granddaughter alive?!
      • Frankly, any Psychos that aren't That One Boss (we're looking at you, Convicts!) and/or The Scrappy (we're looking at you, Kent Swanson!) usually get this status - either because they are totally awesome villains, or are just the kind of people you'd "love" to beat to death with any and all weapons you can find, even the joke weapons.
  • Game-Breaker:
    • While the game is difficult, you can get to Level 50 in no time by going to the garage right away and running over zombies constantly. Then restart the game and transfer the stats and you start the game at Level 50.
    • Upgrading the Small Chainsaw with all 3 upgrade books makes the game much easier than intended. You can pretty much carve your way through all but the largest zombie crowds, and boss fights end within seconds if you just charge and swing away. Escorting Survivors from point A to point B without them getting eaten or you running out on a mission time limit is still a huge pain, though.
  • Germans Love David Hasselhoff: Americans love Frank West, according to Capcom.
  • Goddamned Boss: Cliff. He's really not hard to deal with, as there are several convenient chainsaws laying around where you fight him and the running attack with it shreds through his health while leaving him little way to retaliate, after you memorize his simple machete pattern. But he has a tendency to flee through the trapdoors in the store and appear on top of the stands, before sitting and spamming pipe bombs and flares at you. They're easy to dodge and don't do much damage but it's a pain to have to wait for him to finish before he'll come back down, and if you do get hit by one, you'll be stunned for several seconds.
  • Good Bad Bugs:
    • You can perform fatalities on survivors; this has no ill effect other than knocking them to the ground for a second and possibly causing a very small amount of damage to their health. It is extremely cathartic to punch through Ronald's stomach and rip his guts out or bodyslam his head into the concrete, given how much trouble he gives you later on in the game.
  • Ho Yay / Foe Yay: Hinted at through Kent's alternate battle, the cutscene prior to the fight just drives the nail deeper.
  • Memetic Mutation:
    • Frank's covered wars, y'know? Mentioned in an achievement/trophy in Dead Rising 2 called "He's hasn't covered wars..."
    • Weeeeeeeeeeeeeeeeeell he ain't mah boi but the brothah is hevay~Explanation 
    • I DON'T ALLOW VANDALISM IN MY STOOOOOOOOOOORE!!!!
      • CLEAN UP, REGISTER SIX!
    • The "Zombie Genocider" achievement, which requires you to kill 53,594 zombies (the population of Willamette) inspired Left 4 Dead to include a "Zombie Genocidest" achievement that required 53,595 zombie kills. In return, a 53,596-zombie achievement was included in Dead Rising 2 as well as Prototype, Dead Nation, and even Rock Band 3 (where guitar hammer-ons/pull-offs take the place of zombies for the achievement).
  • Moral Event Horizon: Carlito crossed it when he arranged for several children to carry the larva that causes zombification. Brock Mason crossed it out-of-game by attacking Santa Cabeza purely due to his Blood Knight nature.
  • Narm:
  • Polished Port: The 2016 PC version has more save slots, enhanced visuals, support for 4K resolutions, fast load times, and framerates up to 300 FPS.
  • Quicksand Box: Many people complained about the structure of the game making it hard to tell what to do next. The game also has a tendency to punish you for sandboxing. If you attempt to ignore the plot on your first playthrough, you're left with a very weak Frank and most of the shortcuts shut off from you.
  • The Scrappy:
    • Kent is widely hated, due to his obnoxious laugh as well as his continuous taunting. This is justified in that he is actually a psychopath. Many players don't actually know this due to killing him during the photo challenge, or from just ignoring him.
    • The Convicts in the original Dead Rising, for reasons that are extensively covered throughout this page.
    • Otis. Eight words: "Don't cut me off like that! It's RUDE!" His annoying tendency to call all the time, which leaves you defenseless and then when you drop the call, most likely because a horde of zombies are trying to rip your guts out, he berates you for not letting him finish. There is an achievement tied to him, where you have to answer all of his calls throughout the game without being interrupted once. Cue controllers being thrown.
    • Lindsay Harris, the survivor at the beginning of the game who lets the zombies into the mall to save her already zombified dog. She's universally loathed by players for getting so many people killed for such an insanely stupid reason, and for having such an irritating voice.
    • Out of all of the savable survivors in the game, Ronald Shiner easily gets the most hate. A glutton obsessed with food, he won't join you unless you give him something to eat. That's not too bad on its own, but if you save him, he'll try to start a mutiny later in the game. Why? Because he's hungry, and it's implied that he ate his way through most of the food reserves. And if you don't come prepared with a piece of food to calm him down, then he'll leave and take a good chunk of survivors with him, effectively killing them and screwing you out of a chance at a perfect run. It's quite telling that many players who are going for the Saint achievement will skip Ronald in order to avoid putting up with his foolishness.
  • Scrappy Mechanic:
    • The survivor AI, at least in the first game, routinely made Scoops hellishly frustrating. The survivors' pathfinding is usually abysmal and they sometimes decide to hang around pushing over zombies forever instead of following orders. Trying to use firearms near them is a bad idea, since a shotgun blast kills them instantly and they'll often run into your line of fire. If given a melee weapon, they'll charge off gleefully into the nearest mob of zombies and attack until they get eaten. They are, however, bizarrely competent with firearms, and can give Frank adequate backup with shotguns of their own.
    • The save system? You have to find specific save points, then there's only one slot per account, and if you save yourself into a corner plotwise you have no choice but to start over from the beginning (though at least you keep your stats). Also the game doesn't offer you a "quit" option when you die, only the aforementioned "delete game and restart".
    • Having to stand still while shooting, as the over the shoulder camera means you cannot take cover and see what you're shooting at the same time, and Frank can take pictures in first-person while walking at a respectable pace.
  • That One Achievement: Getting 7 Day Survivor requires you to stay alive for a week in Infinity Mode, where Frank's health slowly ticks down, the supermarket is closed, all other "infinite" sources of food are disabled, and food does not respawn when you return to a part of the mall. You cannot save or quit, which requires you to leave the Xbox 360 on for about fourteen hours straight. Not only was this a design problem in general—most people who have the achievement talk about holing up somewhere with a stack of food to eat and reading a book while they waited for Frank's health to tick down—but Dead Rising came out in 2006. You can blame a lot of Red Ring of Death errors on overheats that came specifically from this game. The cherry on top is that there's a bug with the Food Court of the mall that caused the system to lock up if you entered it past Day Four. The PS4 and Xbox One remakes alleviate this somewhat by allowing players to suspend the game (pausing it while another app like Netflix runs our putting it in rest mode), on top of being less prone to RROD-esque hardware failures.
    • Zombie Genocider is almost as infamous as 7 Day Survivor. To get it, you have to kill 53,594 in a single playthrough. The only seriously feasible way of doing this is unlocking the garage as early as possible, then map out a path of the garage and take a car and just plow through zombies for the next 6 hours. You have to plot out your route as the cars will break down from running over zombies, and you have to leave the garage to respawn the cars. But once you have your route, it becomes an exercise in tedium as you just drive around the garage over and over again. Unlike 7 Day Survivor, you do have to keep relative focus so your car doesn't break down on you at an inopportune moment. However also like 7 Day Survivor, you can take breaks. There is a restroom near one of the exits to the garage, so you do not have to do it all in a single sitting. And it should only take about 5 ingame days to unlock the achievement, so it is much less time spent than on 7 Day Survivor. AND for completing the achievement, you unlock the game's Infinity +1 Sword, the Megabuster, which will shred through boss health (though like the pistol, it's not super efficient on zombies as you only hit one at a time, even if it one hit kills them.)
    • Transmissionary, the achievement for getting all of Otis's broadcasts in a single run, is easy to fail and revolves around one of the most frustrating features of the game. Getting hit by an errant zombie at the wrong time can screw it up.
    • Outdoorsman, the achievement for staying outside for 24 consecutive hours. Unlike the previous two, it's not that it's difficult - it's that it's incredibly boring. Indoorsman can be very easily obtained without even knowing it after you beat Adam and unlock the shortcut, but Outdoorsman forces you to stay in only Leisure Park. The only thing that prevents it from being worse is that you can jump to the roof of the picnic area and wait there, since no zombies are capable of reaching you.
  • That One Attack: Both of Cletus' methods of attacking are incredibly annoying to deal with. His shotgun is VERY powerful and will blast you across the room, usually giving him enough time to reload and blow you on your ass again, and he has a grapple for dealing with close range attackers where he throws you over the counter. What makes this move particularly hard to deal with is that he's bound to grab you before you can get a melee hit on him.
  • That One Boss:
    • The Convicts. They can run you over, crack your head open or just plain pump you full of lead (even at long range). It wouldn't be so bad if you could avoid them, but early on they hang out in the most direct route back to the safe room (good luck saving people without the Wonderland Plaza shortcut). They're annoying, hard to elude, difficult to beat even at higher levels due to their erratic movements and on top of all that they respawn every day! Goddamn. At least you don't have to defeat them as far as the plot is concerned.
    • Adam the Clown. He’s one of the earliest psychopaths you can fight and is one of the most dangerous. His chainsaw attacks absolutely shred through Frank’s health and if you try to melee him, he’ll often block and break your weapons instantly. If you DO manage to hit him, he’ll always counter with a flame breath attack that hurts quite a bit too. He also has access to throwing knives and obnoxious balloons that stun Frank in place for a while (although this can backfire on him if you hit the balloon while he’s inflating it). However, given that defeating him rewards you with the massively game-breaking Small Chainsaw, his difficulty was probably intentional.
    • The second battle with Carlito. His first battle is more of a Wake-Up Call Boss, but there’s ample cover for you to get near him and win fairly easily. For his second bout, Carlito packs a huge sniper rifle that not only knocks Frank on his ass for a bit, but it takes off TWO whole life cubes with each shot. Oh, and you also have to worry about Brad staying alive too, since Carlito is more than happy to fill him with lead while waiting for you to get back up to him. And if you do manage to get close? He’ll just smash you over the head with his rifle or just riddle the ground with mines while you give chase. If you aren’t a decent level or have good weapons at this point, this can be one of the toughest battles in the game.
    • Isabela has a gun and fast-moving motorcycle, and is made very annoying because of two bugs: She can't be attacked directly if she is moving at all (which is nearly all the time) and you lose instantly if the game triggers a load screen - if you go into another area, if she goes into another area, if the clock hits 7:00...
    • Cletus. His ridiculously powerful shotgun gives you no time to move close enough to him to attack with a melee weapon or aim a ranged weapon. The only time he stops firing is when he takes a swig out of a nearby wine bottle - but he tends to only do that after he's hit you and Frank is still picking himself off the ground.. As if that weren't enough, his shotgun's spread means that it occasionally ignores the puny cover you get inside the shop itself, and he sometimes, inexplicably, gains a seventh shell if you dash out before he begins reloading.
    • Brock at the end is also one. You have no weapons or healing equipment, he blocks nearly every shot and his attacks are fast and hard, not to mention that he can kick you off the tank into a load of zombies. And if you fail to beat him, you have to do the tank stage again. However, if you're a high level, jump kicking repeatedly knocks his health down fairly quickly.
  • That One Level: Most of Day 2 is generally considered to be the game at its hardest. You have four psychopaths to deal with (Clint, Jo, Carlito and Steven), the latter two of which you encounter sequentially in Case 2, and a fifth (Kent) who Frank must visit at a specific time. You also have a host of survivors to rescue, most of whom are located in areas of the mall distant from the safe room. And finally, all this is combined with a very strict schedule that forces you to juggle everything aforementioned with three Cases that are just as demanding of the player's attention (Case 2, aside from the previously mentioned fights, also requires Frank to travel a long distance under a short time limit. Case 3 and 4 demand that Frank be in the safe room at precise times). Without careful planning, it is difficult to complete all of these tasks in one go.
    • The time during which Case 7-2 takes place is also insanely difficult for anyone attempting everything at once. Simone spawns during this time, the Kent boss fight takes place here, Kindell begins his betrayal, and on top off it all Carlito's bombs make up the Case. Failing the Case unlocks a Bad Ending, arriving late to Kent's boss fight means you lose all your weapons and an already fairly difficult boss fight is made exponentially harder, Simone is the last chance for anyone attempting any Survivor related achievements, and Kindell's Betrayal can make you lose up to ten survivors, never to be seen again. Good luck.
  • They Wasted a Perfectly Good Character:
    • Jessie the resident Mega Nekko Ms. Fanservice of the game here is given very little to do. Frank accidentally scares her early in the game and getting her to twist her ankle in which she gave him her gun to go help Brad. After one twisted ankle she remains mostly inactive through the rest of the game. Sure Jessie is a secondary character but so is Brad and he was quite active over the course of the game. Basically the only times Jessie does actually help you are when she once found Carlito through the Surveillance cameras and she gives you a gun early in the game (but its a mildly useful weapon and Brad gives you one when you find him anyway.) The biggest help you get from Jessie is when she is sitting next to Brad/Isabella in the little bed in the Store Room you can get a lot of Erotica points by taking pictures of her legs and ample cleavage. To make matters worse in the canon ending she is then quickly killed off by being turned into a Zombie. But to be fair at least she is savable in Ending B as a Survivor that gets into the copter with the others.
    • Some of the Psychopaths can also be seen as this and can make one wonder why can't Frank save them like he did for Paul Carson? One example would be Kent as he may have been a cocky braggart but he does actually help you out earlier in the game and it wasn't until much later on in the game does he become a psychopath. Thomas Hall is also a very strong contender for the one psychopath people wish they could save.
  • Too Cool to Live: Brad. Some of the Psychopaths, too, Cliff most especially.
  • Vindicated by History: A case of a game already well-liked at launch becoming a classic as time goes on. Many gripes people had with the game (the occasionally stiff control scheme, single-minded AI, restrictive time limit) have been downplayed in retrospectives as people better appreciate what the game did right: being an amazingly fun hack and slash sandbox with lots of hidden complexity and detail, a compelling story, and strong replay value. Even the time limit is more fondly remembered now as something that made the game unique, and its sequels have become hugely controversial for downplaying and eventually abandoning mechanics from the first game. The fact that the HD re-release came out one month before Dead Rising 4 probably helped foster this reaction.
  • What an Idiot!: How does the game kick off? With the survivors safe in the mall while an old lady is stressing over her dog. She sees her outside, where the zombies are, clearly infected and beyond saving.
    You'd Expect: The lady to be upset, grieve maybe, but at least not sacrifice everyone for a pet that's already dead.
    Instead: HA HA HA— No! She goes into a Berserker Rage and no one can stop her from tearing down the barricade to get to her dog, despite clearly seeing it's a zombie, and basically killing everyone. Capcom hung a lampshade on how dumb she was: in Infinity Mode instead of fighting she dies instantly.
  • What Do You Mean, It's Not Political?: Although not to the same extent as Dead Rising 2, the game packs obvious references to The War on Terror: Brad and Jessie are from the Department of Homeland Security, the Big Bad is a Western Terrorist, (who Professor Barnaby even claims to be a Terrorist Without A Cause), and it turns out that Carlito only did what he did because a government experiment Gone Horribly Wrong forced the army to purge his entire hometown, whether infected or not. Oh, and the "true ending" has the army that was supposed to evacuate you try to exterminate you and the survivors in the same way as Santa Cabezza, and The Man Behind the Man is a Special Forces Commander Ripper that orchestrated said purging of Santa Cabezza, for basically no logical motive outside of sating his Blood Knight thirst. Oh, and since Frank claims to have "covered wars": WHICH wars were in the media spotlight at the time of the game again?

Zombrex: Dead Rising Sun Provides Examples Of:

  • Moral Event Horizon: The things Takahashi did are killing Shin, beating up George who is handicapped, torturing Mary with a zombie and beating her when she's down.
  • Wheelchair Woobie: George in Zombrex: Dead Rising Sun.
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