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About the game

Dead Rising 4

Action; open-world survival action

Frank West swings a modified weapon at zombies inside a mall.
Dead Rising 4 · Game artwork

About Dead Rising 4

Photojournalist Frank West returns to Willamette, Colorado, where a new outbreak has overrun the Memorial Megaplex and surrounding town. Dead Rising 4 combines open-ended exploration and zombie combat with camera-based investigations, blueprint-driven weapon and vehicle crafting, temporary Exo-Suits, and a skill system that develops as Frank earns Prestige Points.

Dead Rising 4 brings photojournalist Frank West back to Willamette, Colorado, sixteen years after the original outbreak. A new crisis begins around a secret research station and spreads into the Willamette Memorial Megaplex and the town around it. Frank is drawn into investigating what happened alongside Vick, a student whose independent inquiry intersects with his, and Brad Park, a military officer who recruits him for the return to Willamette. The setting gives the game both the enclosed bustle of a huge mall and streets and districts beyond it. Its story follows Frank trying to document and understand the new outbreak while moving through a place where civilians, government forces, and infected people all affect what he encounters. The holiday shopping season also shapes the mall's stores, decorations, and objects available to repurpose.

The campaign is divided into seven Cases, or chapters. Each gives Frank a central investigation while leaving room to explore, take side missions, search buildings, and gather equipment before moving the story forward. The game does not impose the series’ traditional continuously advancing clock across the whole campaign, so exploration is not tied to a daily deadline. Cases can be replayed, and Frank carries his level and abilities between them. That structure makes the Megaplex and surrounding town a persistent field for optional tasks as well as a route between story events: a player may follow a clue straight away or take time to learn the districts and stock up first. Particular sequences still use local time pressures, but they do not create an ever-present timer over the whole adventure.

Frank’s camera connects the journalism premise to both optional activity and the central mystery. He can take photographs while exploring, and specific investigation scenes ask him to document listed clues before the story can proceed. Two additional camera modes turn observation into a practical tool: Spectrum Analyzer highlights otherwise hidden information, such as inputs on a keypad, while night vision helps Frank move through dark areas. The camera therefore has different jobs at different moments. It records the outbreak and its surroundings during free exploration, then becomes a clue-finding device when Frank reaches an investigation. Those sequences ask the player to look for evidence in a scene and use the right camera mode when the visual information is not immediately apparent. Photo storage is limited, with old pictures cleared automatically unless Frank saves them.

Frank West swings a modified weapon at zombies inside a mall.
Frank West swings a modified weapon at zombies inside a mall. Official game screenshot; copyright belongs to its respective owners.

The streets and shops supply a broad mix of improvised weapons, with equipment organized into thrown, melee, and ranged types. Blueprint discoveries teach Frank specific combinations; once he has a design and its required parts, he can assemble a weapon without travelling to a dedicated workbench. The same idea applies to vehicles, which can be paired into more destructive or specialized rides. A blueprint is thus both a crafting instruction and a reason to search safes, stores, and other parts of the environment. Designs range from an electric axe to a fire-breathing dinosaur mask, while a lawn mower and child’s bike can form a combo vehicle. Ordinary objects remain useful alongside crafted gear, while food and healing supplies support longer expeditions. Finding new recipes gradually widens the choices available when a particular group of zombies or stretch of road calls for another approach.

The outbreak introduces different zombie behaviours that change how a crowd moves. Fresh are newly turned victims that transform in front of Frank and attack with greater speed and ferocity; Evos are stronger, more mobile infected that move like predatory animals. The game also gives Frank access to powered Exo-Suits. Wearing one increases his strength and lets him lift heavy objects from the environment, including objects that can be used against the horde. After the first case, Frank can find additional suits in special chests around the world. The suit’s power is temporary, however, and eventually runs out, so it functions as a limited burst of strength rather than a permanent upgrade. Frank still has to return to ordinary weapons and movement when its charge is spent, keeping the suit’s distinctive capabilities tied to timing and circumstance.

Progression rewards activity throughout the campaign. Discovering shops, finishing cases, and completing other objectives earn Prestige Points, or PP; reaching a new level grants a Skill Point to spend in one of four categories: Brawling, Fortitude, Shooting, and Survival. These skills can improve attacks, durability, health, inventory capacity, and related abilities, with higher tiers gated by Frank’s overall level. The world also contains safehouses that serve as resupply and survivor hubs. People Frank helps return to these bases, and a stronger survivor presence raises a safehouse’s level, opening access to weapons, food, vehicles, maps, and upgrades. A safehouse in each of the four main locations gives Frank a place to regroup as an outing crosses between different parts of the map. This gives rescue and exploration a practical payoff beyond immediate PP: the safehouse network grows into a better source of supplies and useful options as the campaign continues.

A crowd of zombies fills a street beneath the Willamette sign.
A crowd of zombies fills a street beneath the Willamette sign. Official game screenshot; copyright belongs to its respective owners.
Developer
Capcom Game Studio Vancouver, Inc.
Genre
Action; open-world survival action