- Release Year: 2016
- Platforms: Windows Apps, Windows, Xbox One
- Publisher: Capcom Co., Ltd.
- Genre: Compilation
- Average Score: 72/100

Description
Dead Rising 4: Deluxe Edition is a compilation featuring the action-adventure game Dead Rising 4 and its Season Pass, where players reprise the role of photojournalist Frank West in a zombie-infested, rebuilt Willamette, Colorado, during the chaotic Black Friday sales and winter holiday season. Explore an open-world mall district, battle hordes of aggressive undead and militarized enemies using improvised weapons, level up through Prestige Points, and uncover a conspiracy involving a new zombie strain without the constraints of a timer.
Gameplay Videos
Dead Rising 4: Deluxe Edition Cracks & Fixes
Dead Rising 4: Deluxe Edition Reviews & Reception
metacritic.com (72/100): Dead Rising 4 is an outstanding iteration: the sense of humor, the blood and Frank West make a comeback and give the series a much needed breath of fresh air.
steamcommunity.com : It’s worth it for the graphical upgrade and QoL features, especially if you already played the original.
ign.com : Dead Rising 4 is the best incarnation of that satisfying and cathartic gameplay yet.
opencritic.com (72/100): Dead Rising 4 has the best core gameplay the series has ever seen.
Dead Rising 4: Deluxe Edition: Review
Introduction
Picture this: a grizzled photojournalist, once the cocky hero who survived the Willamette mall massacre, now reduced to lecturing college kids on shutter speeds amid twinkling Christmas lights—only for zombies to crash Black Friday sales like an unholy mall cop apocalypse. Dead Rising 4: Deluxe Edition revives Frank West in Capcom Vancouver’s 2016 entry (with its 2017 Season Pass bundled), a bombastic return to the series’ Colorado roots 16 years after the original. Born from the zombie-slaying sandbox that defined next-gen excess on Xbox 360, this iteration swaps punishing timers for open-world indulgence, delivering gleeful gore amid holiday consumerism satire. Yet, as a historian of the franchise’s evolution from tense survival horror (Dead Rising, 2006) to arcade excess (Dead Rising 3, 2013), my thesis is clear: the Deluxe Edition is a riotous power fantasy that captures the joy of zombie mulch but sacrifices the series’ soul—urgency, eccentricity, and depth—for broader appeal, rendering it a polarizing pinnacle of accessibility over authenticity.
Development History & Context
Capcom Vancouver (formerly Blue Castle Games, creators of Dead Rising 2 and 3) helmed Dead Rising 4 under director Joe Nickolls, producers Eduardo Agostini, David McAnerin, and Peter Sobczak, with designer Brent Arnst and composer Oleksa Lozowchuk. Conceived in 2014 as an Xbox One timed-exclusive reboot codenamed “Climber,” it drew The Last of Us inspiration for a narrative-driven overhaul but was scrapped by Capcom Japan that summer. Rebooted with Frank West’s return—voiced anew by Ty Olsson (as “Victor Nosslo”) for a “grizzled, older take,” ditching Terence J. Rotolo amid fan backlash—the game was unveiled at E3 2016 with 12 minutes of gameplay.
Technological constraints of the Xbox One era shaped its ambitions: the platform’s 2013 hardware enabled denser hordes (hundreds on-screen) via improved AI and physics, but pop-in textures, frame stutters, and clipping persisted, hallmarks of the series’ unpolished charm. Released December 6, 2016, for Xbox One/Windows 10 (Steam March 2017, PS4’s Frank’s Big Package December 2017), it navigated a post-GTA V sandbox boom and zombie fatigue (Dying Light, Left 4 Dead). Microsoft’s publishing (Capcom later) emphasized timed exclusivity, aligning with Xbox’s open-world push. The Deluxe Edition bundles the base game with the Season Pass—adding Frank Rising (zombie-Frank DLC), Slicecycle, Super Ultra Dead Rising 4 Mini Golf, and outfits—catering to completionists amid microtransaction scrutiny. In a landscape craving series revival post-Dead Rising 3‘s mixed reception, DR4 prioritized “fun-first” iteration, ditching timers for endless play, but Capcom Vancouver’s 2018 closure halted Dead Rising 5.
Narrative & Thematic Deep Dive
Dead Rising 4‘s plot unfolds in rebuilt Willamette, Colorado, during a post-Christmas 2022 outbreak (echoing the 2006 incident). Prologue: Frank (now 52, a jaded professor) aids student Vick Chu infiltrating an Obscuris military compound experimenting on Santa Cabeza-strain zombies (pre-Zombrex parasite). Caught, Frank’s framed as a terrorist. Months later, ZDC agent Brad Park (from DR3 DLC) recruits him amid Black Friday chaos at the Willamette Memorial Megaplex. Their chopper crashes; Frank hunts Vick while uncovering Obscuris’ pursuit of “Calder”—an exo-suited soldier turned intelligent zombie via Dr. Russell Barnaby’s (Santa Cabeza scientist) immortality research data.
Characters: Frank’s flanderized into a sociopathic snarker (“Well, set my balls on fire”), evolving via Vick’s idealism and Brad’s pragmatism toward reluctant heroism. Vick’s arc—from empathetic intruder to Obscuris quisling stealing data—culminates in reconciliation, her Moral Myopia (“expose the truth at any cost”) mirroring Frank’s payday obsession. Antagonists shine: Calder’s psychotic mutant rage drives horror; Fontana reveals Obscuris’ client seeks zombie slaves for “cheap labor” in factories/plantations, satirizing exploitation. Maniacs (psychopath replacements) like Sadistic Claus lack cutscenes but embody themed insanity.
Dialogue & Themes: Quips blend camp (“I’ve covered wars, you know”) with pathos (Frank’s faded glory post-Willamette Pulitzer). Themes probe consumerism (zombies swarm sales amid festive decay), conspiracy (government hires PMCs for unethical R&D, echoing Phenotrans), and redemption (Frank sacrifices himself Bolivian Army Ending-style). Frank Rising DLC twists: half-eaten Frank becomes an “evo zombie,” cured by Dr. Blackburne amid firebombing, with branching endings (bestseller exposé if all “princess wasps” collected). Subtle callbacks—Carlito echoes, True Eye cult graffiti—reward lore hounds, but rote plotting and voice change dilute emotional heft versus DR1‘s urgency.
Gameplay Mechanics & Systems
Core loop: Explore vast Willamette sandbox, craft weapons/vehicles, level via Prestige Points (PP), photograph clues, rescue survivors at safehouses. No timer liberates pacing—meander indefinitely—but dilutes tension; side content (infinite random rescues, Maniac hunts) feels procedural.
Combat & Progression: Streamlined controls (separate shoot/melee buttons) enable fluid hordeslaying. Improvised arms (benches to katanas) degrade, pushing combo crafting: tape chainsaws to oars or wheelchairs to machine guns. Exo Suits (salvaged armor) grant Hulk-strength (rip parking meters, mod with slushie machines for ice tornadoes). Fresh zombies lunge fast; evos dodge intelligently. PP tree unlocks health/food slots, selfies, camera filters (night vision, spectrum analysis for clues). UI shines: intuitive minimap, blueprint tracking. Flaws: No throwable melees hampers variety; overpowered healing (bananas galore) trivializes death; safehouses underwhelm (no defenses).
Innovations/Flaws: Photography evolves (selfies, clue-hunting); Capcom Heroes mode (free update) outfits Frank as Ryu/Zero with movesets. Multiplayer: Separate 4-player episodes (no story co-op) suffer disconnects. Deluxe’s DLCs add variety (Frank Rising‘s timed zombie-Frank skills). Replayability via NG+ persists progress, but lacks DR1‘s multiple endings urgency.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Combat | Dense hordes, combo creativity, Exo power fantasy | Easy, no throwables, glitchy physics |
| Progression | PP tree, blueprints (100+), shelters | Infinite zombies dilute challenge |
| Exploration | No timer, vehicles (Bogey Monster mayhem) | Copy-paste areas, fast travel meh |
| Multiplayer | 4-player episodes, unique skills | Unstable, no campaign co-op |
World-Building, Art & Sound
Willamette Memorial Megaplex towers as a Dawn-of-the-Dead homage—festive sprawl of malls, suburbs, rural zones under snow-draped decay. Atmosphere thrives on juxtaposition: Jingle Bells over gore, elves amid evos, Black Friday consumerism (zombies hoard deals). Art direction pops: vibrant holidays contrast crimson sprays; dynamic hordes (pyramids scale helos) evoke World War Z. Visuals impress (zombie dismemberment fluidity) but stutter (30-60 FPS dips, texture pop-in).
Sound design elevates: Oleksa Lozowchuk’s orchestral swells amp heroism; crunching flesh, screams immerse. Holiday tunes (Dance of the Sugar Plum Fairy) dissonate hilariously; Frank’s potty-mouthed snarls (“C-C-Combo!”) charm. Nominated for GANG Awards (“Oh Willamette”), it punctuates absurdity—metal riffs during Chuck Greene nods—crafting a satirical, visceral sandbox where every kill sings.
Reception & Legacy
Launched to “mixed or average” (Metacritic: Xbox One 72, PC 74, PS4 72), DR4 split critics: IGN (8.1/10) lauded Frank/Christmas satire; Game Informer (8.75/10) fresh ideas; Destructoid (7.5/10) decried timer loss/Frank’s “Ash Williams-lite.” Sales disappointed (1.6M by 2024 vs. 2M goal), underperforming amid fan petitions (voice actor). Reputation evolved: initial backlash (no co-op, “soulless” per Reddit) softened for newcomers loving accessibility; purists mourn psychopath pageantry.
Influence: Paved Deluxe model (Season Pass success); Capcom Heroes inspired crossovers. Halted by studio closure (DR5 canned), it lingers as franchise black sheep—fun zombie romp but no innovator like DR1‘s tension or DR2‘s co-op. Deluxe elevates via DLC (Frank Rising‘s endings tie lore), influencing sandbox evolutions (Dying Light 2 hordes).
Conclusion
Dead Rising 4: Deluxe Edition synthesizes the series’ chaotic joy—Frank’s wisecracks, combo insanity, festive zombie Armageddon—into a 25+ hour sandbox triumph, bolstered by Season Pass depth. Yet, excising timers, psychopath flair, and survival grit for power-fantasy ease betrays Dead Rising‘s punishing essence, yielding a “fun but flawed” (7/10) entry. Historically, it’s the franchise’s populist pivot: accessible holiday hack-‘n-slash cementing Capcom’s zombie legacy amid decline, best for gore tourists, nostalgic for veterans—proving even Frank can’t outrun time’s decay. Play for the mulch; mourn the mall’s lost madness.