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A 7.7, and Worth the Trip

Dead Rising's 2006 debut dropped Frank West into a Colorado mall with 72 hours, 250 weapons and a zombie problem. A review of Capcom's stubborn classic.

By mitch·3 min read
A man wields a crude weapon against a horde of zombies within a darkened shopping mall.

Dead Rising drops Frank West into a Colorado shopping mall with a camera, a deadline and a zombie problem. Capcom’s 2006 action-adventure game is a survival sandbox built on a clock that never stops running. It is also one of the strangest, most stubborn games of its generation.

Trailer, via IGDBcom.

Willamette Parkview Mall Is the Whole Game

The premise is a joke told straight. Frank West is a freelance photojournalist chasing a scoop. An anonymous source tips him off about something happening in Willamette, Colorado. He flies in by helicopter, finds the town under military quarantine, and asks his pilot to come back in three days. Then he gets dropped on the mall helipad.

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The mall is not just a setting. It is the open world, the weapon stash and the safe house at once.

72 Hours, Then the Helicopter Leaves

The main mode gives the player 72 in-game hours — six hours in real time — to investigate the mall and finish a run of Case Files. Miss one and the game keeps going, but the ending changes. Finish them all and Overtime Mode unlocks, adding another day and another set of objectives. Clear that and Infinity Mode opens the mall with no clock at all.

A Bat, a 2×4, and 250 Other Options

Survival means scavenging. Dead Rising puts over 250 usable items in the mall, split between melee and ranged, and they range from shotguns and pistols to sports equipment, children’s toys, furniture, construction tools and bladed objects. Frank carries only so much, and everything breaks.

  1. Melee weapons: baseball bats, 2×4 planks, hammers.
  2. Firearms: pistols, shotguns.
  3. Everything else: toys, furniture, electronics, tools.

That spread is the point. The mall is a toolbox.

Frank West, Brad Garrison, and Otis Washington

Frank teams with DHS agent Brad Garrison after a firefight with an unknown assailant, and janitor Otis Washington helps him move through the mall safely. A communications jammer blocks any call for help. Brad gets injured rescuing an elderly man named Russell, and Frank hunts down medicine — killing a supermarket manager who was holding a woman captive. She rebukes him and mentions Santa Cabeza, a Central American town tied to a drug trade that spread a zombifying effect.

The plot is thin in places. It still gives the game a spine.

The Clock Is the Real Enemy

Dead Rising’s timed missions are its sharpest idea and its harshest one. Story and side missions expire individually, so every trip across the mall costs something. That pressure is what makes the sandbox mean anything.

It also makes the game unforgiving in ways that have aged unevenly. The survivor escorting, the weapon limits, the save system — all of it demands patience.

A 7.7, and Worth the Trip

Dead Rising spawned three sequels — Dead Rising 2 in September 2010, Dead Rising 3 in November 2013, Dead Rising 4 in December 2016 — plus a Wii port called Dead Rising: Chop Till You Drop in February 2009 and a 2010 iPhone version. A remastered edition arrived September 13, 2016 for PlayStation 4, Windows and Xbox One.

The original earned its Platinum Hits spot. Its cruelty is deliberate, and its best joke is that a shopping mall makes a fine last stand. 7.7 of 10.

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