Technically, the game isn't forcing the player's hand on this, but the exploration definitely feels like a ticking time bomb to one of various endings. The controversial timer system did allow for multiple endings, however, and Dead Rising 4 is the first game in the series not to have multiple endings as a result of its exclusion. Unfortunately, most who argue in favor of the timer base their argument entirely in emotion, rarely (if ever) mentioning this important fact. By taking out the time restrictions, they basically made the game for me. I can understand the depth of the hidden events and such that take place during very small time windows with that old time-heavy system, but it was still annoying having to rush through the game. It always felt like you couldn't really enjoy certain places in the game because of their spot in the timeline. The second, often forgotten change Capcom made to the series with Dead Rising 4 was with survivors. Like the timer, fans were fed-up with the flawed survivor system that had plagued the series since its inception. |
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In previous games, saving survivors came with the immense burden of escorting them to safety. While the survivors in Dead Rising 3 were better, it's no secret that escorting them to safety in the games before it was an absolute nightmare. In those games, a lethal combination of lazy AI and friendly-fire made escorting survivors an incredibly frustrating endeavor that felt like a fool's errand; survivors stood completely still, fought with other survivors, didn't climb, didn't follow, and took loads of damage from friendly fire as you tried to save them from hordes of zombies. While it may have looked good on paper, its execution was flawed because the game and its system don't allow for the level of accuracy and control such a rigid system requires. In Dead Rising 4, there are no more brain-dead survivors who die amidst the zombie wilderness during the escort to safety. There are still survivors, but escorts are no longer needed (unless they ruin it with a dumb patch). |
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This is better in every way, and it's how the series should have been from the very start. Let's be serious, here; other than the Japanese (who didn't have to worry about it because their versions don't have friendly fire), who the fuck enjoyed these escort missions? Nobody. I have a hard time imagining that anyone enjoyed going through all the trouble and time to save survivors just to watch them get slaughtered before they even get half way to safety. Yes, technically escorted survivors make it 4+ multiplayer (albeit CPU-controlled), which would have been fun if not for instantly-lethal friendly fire, but the escort system was flawed since the beginning because it was a mind-numbingly-difficult chore. Dead Rising 4 gets rid of the escort system from previous games in the series, and it's absolutely better for it. Here, we see yet another major improvement that is seemingly-never talked about. Liberal video game media preaches equality and tolerance, yet doesn't follow it. |
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