Some may wonder if this game is if it's worth it. I'd
say that it is. At first glance, it may look the same as the original
XBox One-based version, but this PlayStation 4-based version is actually
different. Like other non-multiplatform titles, both versions of Dead
Rising 4 are impressive in different ways. The XBox One-based Dead Rising
4 looks brighter and more crisp with sharper edges, and the PlayStation
4-based Dead Rising 4 - Frank's Big Package looks dim and smooth with
soft edges. This can be seen in the hair, facial features, and clothing
of the characters. Airborne lood splatters also reveal this. The most
noticeable area I saw this in was the stacked car part of the junkyard
stage. Deciding which one looks better really comes down to preference.
However, being built from the ground up specifically for the XBox One,
conducting a large-scale move to different hardware comes with challenges,
and it shows. It could be present to some extent in the XBox One version,
but screen-tearing seemed more prevalent in the PlayStation 4 version.
I'm not saying it's bad, I'm just recalling my experience with the game.
If there was any screen-tearing in the XBox One version, I certainly didn't
notice it as much. I also feel the difference in CPU from XBox One to
PlayStation 4 may have affected AI; enemy behavior seems different.
Even for all the great things it did, DR4 wasn't perfect,
and the monstrous, sprawling bloodbath it had its share of glitches. Media
idiots and other assorted losers on YouTube were quick to make it seem
like DR4 was the only game to ever suffer from this affliction, but even
some of the most beloved Capcom games of all-time were ridden with glitches,
including the first version of Street Fighter II, the heralded Mega Man
3, and highly-idealized Marvel VS Capcom 2. From DR4 to DR4FBP, the occurence
of some glitches was either lessened or removed entirely, while some new
ones seemed to have popped-up in the transition. There were mild, virtually-unnoticeable
instances of background flicker in the original DR4, but these have somehow
become noticeable in DR4FBP. In some of the dark indoor areas, there's
a lighting anomaly that rears its ugly head where the floors and walls
meet. Some have pointed out that in the full-scale move from XBox One
to PlayStation 4 that Dead Rising 4 retained glitches that suspended dispatched
enemies in midair, among others. These occurrences were less in DR4FBP
(from my experience), and in some areas it could be more stable than its
XBox One-based predecessor. Though it was somewhat rare, the freezing
from DR4 seems to have been fixed in DR4FBP, and some parts might even
be running a little faster. It's hard to explain, but the XBox One version
felt like a paradox that handled as light as a feather that could buckle
under the immense weight of its own sprawling world. The PlayStation 4
version somehow feels heavier, overall. It's hard to tell whether or not
more stable, but the game does have a solid feel to it. It's comparable
to the handling difference in Street Fighter Alpha 3 from PlayStation
to DreamCast (for those who noticed).
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