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Why Dead Rising 4's Campaign Ditches the Series' Most Divisive Mechanic

Time out.

104 Comments

The original Dead Rising was memorable for many reasons, including its inane costumes, insane bosses, and hundreds upon hundreds of zombies. By far its most infamous aspect, however, was its unforgiving deadline, which granted players just 72 in-game hours to complete the main campaign. Dead Rising 2 foisted the same restriction upon its players, and even Dead Rising 3 upheld the tradition by allowing players to opt into "Nightmare Mode."

But the latest installment of the long-running open world beat-em-up series, Dead Rising 4, does not currently contain an option to impose a time limit on the story campaign. When asked why, Capcom Vancouver studio head Joe Nickolls responded, "We did a ton of user research on it, and the majority of the people said they didn't really love the timer--they wanted to explore. There's so much hidden side content that when we did it with a timer, people were just getting pissed off because they couldn't finish half of what they wanted to finish."

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Now Playing: Dead Rising 4 Campaign Impressions

Nickolls continued, explaining that Dead Rising 4's focus on exploration means even an optional time limit might not make sense. "The world has been designed with multiple levels of exploration," he said. "It's so dense this time. There are stores, there are apartments above the stores, there are hidden areas and rooms." He further reasoned that eliminating the campaign's deadline prevents players from having to replay the same content each and every time they restart the game.

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In addition, Nickolls mentioned the game contains fewer "street burgers" than previous Dead Rising games, meaning you're not going to find as many helpful items in random places that don't make sense. You're going to have to play smart. "We want people to start thinking about, 'Okay, if I was in a zombie apocalypse and I needed to get some food, I should probably go to the grocery store.' Or, 'I need clothes, so I'm going to go to the laundromat.' We tried to give it a bit more strategic stuff," said Nickolls.

Despite his many objections to including a deadline in the campaign, the game's online multiplayer does offer players a chance to relive that classic challenge. "We put a timer in the online mode because we wanted people to have that kind of experience with their friends," said Nickolls. "It's four-player co-op online with distinct, specific missions and stuff to do in that mode."

While some fans may balk at the exclusion of Dead Rising's signature deadline mechanic, Nickolls seems confident in his team's direction. "If we keep making the same Dead Rising over and over, the people that just want the very same thing are going to get what they want," said Nickolls. "But people want to see growth, they want to see us adapting as we go." Nickolls also noted, "You're going to piss someone off no matter what you do, right?"

Dead Rising 4 is due out this December. Until then, be sure to check out our latest impressions here.

Got a news tip or want to contact us directly? Email news@gamespot.com

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snugglebear

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Ah, anuzzer day in Bikini Bottom...

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DarthLod

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Edited By DarthLod

The 72 hr deadline is WHY I didn't enjoy the first game and never bothered with the others. I want to walk around and explore, not be under some deadline.

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Warlord_Irochi

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@DarthLod: In case you are interested (and didn't knew), "DR:2 OTR" has a challenge mode that kinda plays the part of an "unlimited mode" of short. Maybe you find what you're looking for there :)

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NTM23

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Edited By NTM23

There are some fans of the series that love that aspect, but I'm not one of those people, and I'm pretty happy they're taking it out. The people he's talking about when it comes to just wanting to explore and see everything, is me. Though I understand the appeal of the strict timer, it's not the thing I get out of Dead Rising. I'm not opposed to challenge at all, but when it's designed in such a way that it is in Dead Rising, taking away from what I personally consider the better parts of the game, it's not good. To me, Capcom has created really interesting settings, and really interesting characters, where what I want to do is explore at my own leisure, taking in the sights and sounds along the way, and do everything I possibly can on the map on my one time through, without the possible hindrance that I'd have to do it all over again if I failed. That sucks the fun out of it, and takes focus away from what I consider to be high strengths. I enjoyed one, and I enjoyed two from what I played, but three making the time much less strict so you can explore and do everything, it made it my favorite Dead Rising, and it made it one of my favorite games of 2013. I'm glad they're trying to make it harder in other areas, by strategically placing items and what have you. That said, there are those that do like it, so it probably would have been better to give an option.

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deactivated-67d7281a17a9b

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So you've got people moaning about having it removed, claiming it's been done to appeal to people who are crybabies wanting an easier experience.

I'm sorry, but the timer didn't make the game hard. The timer doesn't kill you, the hordes of zombies do. The timer just limits the experience of a fun, detailed comedy horror game. I remember loving the first and second, but hating that I only had 72 in game hours to really get up to some stupid fun stuff without the game resetting.

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madgame23

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It's still there, just implemented in a way that can satisfy all customers. Basically in a nutshell.

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Vividnightmare

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Oh the article title got my hopes up so much, what a let down. Forget the time limit, get rid of the damn escort missions.

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Relvar

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PC version coming out first or are they still trying to use it to sell consoles?

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FallenOneX

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When I first played DR, I hated the timer. I hated it so much that when the next big game came along, I dropped DR for at least a few months. Got bored and started playing again in order to clear my backlog of unfinished games. After getting further into the game and restarting a few more times, I realized that the timed parts weren't that bad if you planned ahead. Then I found out that giving a gun to other people allowed them to have unlimited ammo..... Long story short, when I played DR like a DR game, it was fun. when I tried to play it like other games in the same genre, it was irritating.

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Camou504

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They'll probably just sell it back to us as DLC when people complain about not having it. Honestly they could've just had 2 modes; one with a timer another without.

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KotomineKirei

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I do not see why they would give reasons for getting rid of the option and then say, "We put a timer in the online mode".

"You're going to piss someone off no matter what you do, right?"

...You can probably avoid making most people angry, namely the fans and new players/people who do not like certain things, with optional features. I mean, did anyone complain about Nightmare Mode's timer in Dead Rising 3?

I really wonder how these people get into positions everywhere where they can make such horrible decisions...

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SonyPony4eva

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Edited By SonyPony4eva

Yay, let's remove challenge and make the game(s) more casual. I'm in the minority, but I'm so tired of games holding everyone's hand. In today's age, games are typically very linear, has 600 checkpoints, unlimited resources such as health and ammo, or Is a cliche Call of Duty clone. Games are too easy and wants to hold your hand and kiss your scratches if you mess up.

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JustinGoSka

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I feel like it might make sense to remove the overall timer as long as certain missions have time limits. Trying to cut through zombies as fast as possible is always exciting and fun.

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Exceed20XX

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Edited By Exceed20XX

Eh, take it or leave it thing for me. I think the timer added a hell of a challenge to the first, 2 I felt relatively managed in somehow. Conquering it was quite the triumphant feeling though.

That said, if I want to return to that rush, I'll just return to the prior entries. Let'em see how it works without the timer in this entry. It's not like the challenge of the prior entries don't exist once 4's out. Hell, we don't exactly know what the difficulty of 4 will be like anyway.

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edhc44

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Edited By edhc44

I only played DR1 and had a lot of fun with it. The timer gave a sense of urgency and increased replay value. Of course, by the 5th time you play day 1, it's already gotten way too annoying, but at those times I was already wondering what I had to do in order to save those goddamned survivors that managed to get killed in the previous rounds at the same time I was planning an optimal route for the latter days. DR1 played very differently from any other game I've played in 7th gen and that's why I truly enjoyed it. It felt more like an old-school game and less like a... sandbox.

Open-world, sandbox games are fine, but developers are going crazy with it. At this rate, in a decade there will be only one game genre, which is "sandbox". Where's challenge? Where's inventive game design? You roam around, you collect stuff and you kill stuff. Sometimes a cutscene comes up to move the plot forward. And that's that. I don't like it. I don't like it one bit.

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deactivated-5a0b0bf0c8fa5

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@edhc44: Nailed it pretty much, these sandbox type games feel like a soulless, poorly structured carnival of activities thrown together for the player to partake in instead of feeling like well designed, proper games. Sooner developers go back to focusing on well thought out, tight design and not trying to lazily mask their linear pieces of crud with having an open world the better.

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KotomineKirei

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Edited By KotomineKirei

@repulsive44552:

There is nothing wrong with sandboxes, but they are used far too much, and most lack a lot of interesting things to do/see, which is usually the developer/publisher's fault. If they do not have the budget/time to make a good sandbox game, then they really should not be making one.

The timer in Dead Rising was probably just a gimmick to make you not notice the lack of things to do. Something to give it the feeling of having more by rationing what it did have.

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deactivated-5a0b0bf0c8fa5

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@KotomineKirei: There are hardly any good sandbox games and this new wave of them are disgusting to say the least. It's a cool concept which unfortunately is used for all the wrong reasons.

'The lack of things to do' there was no lack of things to do, they are fun, linear (done right) games, which have optional activities and challenges on the side, that progresses as you playthrough the main plot and each playthrough being the perfect length, they're not open world games that you sink hundreds of hours into a gallery of the same repetitive tasks dotted around a minimap over and over and having a huge focus on mundane exploration. The time limit (which was pretty forgiving anyway) made you keep focus on the game itself and gave you priorities as you playthrough it, it also made the game highly replayable as well giving it multiple outcomes, it's one of the few games released within the last decade that I can actually replay every now and again and still have a lot of fun with.

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KotomineKirei

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@repulsive44552:

"The time limit ... made the game highly replayable as well giving it multiple outcomes"

That is what I was meant when I said, "Something to give it the feeling of having more by rationing what it did have."

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deactivated-5a0b0bf0c8fa5

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@KotomineKirei: That's what the game was though, set over a couple days that counted down, not a 'gimmick to hide what little content it had'. The replayability isn't down to going back and doing the handful of tasks you might have missed either, the game was incredibly fun to play through and wasn't a 30+ hour affair, just a fun game.

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Poodger

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I only played the first 2 games many years ago, but I enjoyed the timer mechanic. It made the world feel more alive. Things were happening whether i was there or not, and it encouraged multiple playthroughs and difficult personal challenges to try to figure out how to do everything in a single playthrough once i was accustomed to all the stuff going on.

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GinsuVictim

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DR2: Off the Record's no time limit "Sandbox" mode is all I ever play.

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gslrider

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In huge open world rpg type games, timers take away from the game. You end up only focusing on one, maybe two things, and end up missing a lot more. For me this takes away much of the fun of games. In games where it's open world, with easter eggs, items, weapons, etc... are strewn all over, you want to be able to explore and hunt them down without having to rush. Some people don't care for those extra things and prefer to challenge themselves with the main story, rather than the side missions. And that's fine, but there are just as many, if not more, that want to get the most of out the game. After all, we are paying $80+ for these games. And really, in a real zombie apocalypse, I don't think people will ALWAYS be rushing to do certain things. Most times, they're just wandering, sleeping, eating, having sex, meeting other survivors, scavanging. The only time anyone would ever rush, is if zombies were after them, or they needed to rescue someone before zombies overwhelms them. Which I doubt, if you keep composed and not draw attention to yourselves, would be often. Rushing to beat the timer, would be intense, and challenging for sure, but hardly realistic.

That said, I don't mind timers, but on certain parts of the game. Where you get to a point in the main story, or even a side mission, where you are required to complete an objective within a certain period of time. But not in the whole game. Or perhaps Capcom should have included the timer on the harder difficulty settings, for those that do enjoy the challenge. Don't think it would've been that hard to do.

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normanislost

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@gslrider: but that's the thing, you're meant to play the game through a few times and learn where things are

hell you can completely ignore the story and do what you like

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gslrider

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@normanislost: I agree about the playing through again. Here's a perfect example of a game that has the right idea...The Last of Us. I love that game. Played through it 3 times. The last 2 were to just grab all the items and eggs I missed the first time. To try and get 100% completion. But the first play through, I was able to complete most of it, without ever taking away from the main story. I'm all about long games like this (as well as Witcher and MGS series). I love games that are long with a good story, and allows you to immerse in the game. It's not just about finishing the game as fast as I can. Unless that's one of the trophies. But if that were the case, I'd leave that completion for last, where I can just blare through the game (having played through it and enjoying all it has to offer). Those other games have some levels of the game that are timed, and due to the story, understandably so. But the rest of the time, you can afford to take the time to explore the world. Find items that will help you progress in the game. Your not rushed when you don't want to be. But are, just to keep you on your toes. All the while never having to keep playing the same things over and over again because you couldn't make the time limit.

Again, not good to keep everything in one basket, catering only to a certain group of people. Great games allow for competitive play in harder difficulties. Easy for beginners, more challenging for intermediate players (but not crazy that you can't enjoy the game), and as hard as you can get in hard or extreme difficulties. Like in MGSV. After playing through the main story, they offer sides of the same levels you just played. But now you have to follow certain criteria. eg. You have to complete certain objectives before certain things happen within the level, more or less a timed level. On top of that, if you didn't get to complete certain side objectives in the main story, you can get them in the extended and harder side missions of that level. Other things are pure stealth, where you can't be spotted or the game is over. Or levels where you are dropped in a zone without any weapons. You have to acquire them within that level, wherever you can find one, or take one from an enemy. Point being, these games cater to all levels of play. Not just one. Which is what DR 1 and 2 weren't. It was an all or nothing for gamers. I find the difference between playing through the game not timed, so you can explore as your playing the game, than having to ignore the exploring part and just plow through the game. Then replay the game again trying to explore. Playing through the game again, you still have to fight against the clock. It only makes it easier because you know what to do and not do with the main story, and can allocate more time to exploring. But you're still rushing, because it's still timed. It's redundant. And redundancies take away from the true enjoyment of the game.

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alexatkin

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@normanislost: But it gets tedious doing the start of the game every time.

I get that minority of people like that kind of structure, but its clear the majority do not.

I barely did anything on DR1 because I got bored of fighting to get somewhere then constantly failing.

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deactivated-5a0b0bf0c8fa5

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People curl up in fetal position and suck their thumbs at the slightest hint of any challenge these days. 'Gamers' don't even know what they want anymore, they just turned one of the remaining decent zombie games out there into a mindless, open world slog. The less communication a dev has with this generation of cry babies when making a game, the better.

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JustinGoSka

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@repulsive44552: I don't think they're eliminating timers in the game. I think they're going to pit timers on individual missions instead of the whole game. Honestly, the timer has never posed a real challenge to me, especially in DR3.

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ASneakyPoptart

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@repulsive44552: This has nothing to do with a challenge. You have this awesome world to explore and mess around in and you force a time limit on the player? That's just poor game design and I'm honestly surprised it took them 'til DR4 to remove the time limit. There's a very simple solution that should have been there from the first game, give the player an option to turn off the time limit. Or at the very least let people turn off the time limit after they've beat the single player once. That way everyone is happy.

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normanislost

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Edited By normanislost

@asneakypoptart: it's not poor design it's poor player comprehension, you're meant to play through the game multiple times not just once and during each play through you learn and discover more tricks, shortcuts, hidden items etc etc

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gslrider

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@normanislost: It's poor decisions made on certain things on a well designed game (minus the timer), not poor game design. But if you had the choice to do all of that in one run or two, instead of 3 or 4 times, wouldn't you rather be able to that? You don't think having to play through the whole game 3 or 4 times gets boring, while each time it's timed? It's not about poor player comprehension, it's called choice and preference. If money wasn't an issue, would you rather move all your things from one house to another taking several trips, or would you rather get movers to do it for you in one shot? It's the same mindset for many of us. It's a preference, just because some people prefer to take a little bit of time to enjoy the game, as oppose to some who want to rush through it, doesn't mean they can't comprehend the game. I know people who can play through some games, and all it's sides, and pretty much near completion in literally under 20 hours. Yes, they play 20 hours straight. Me? Sure, I can do it, but I prefer not to. 20 hours turns into a month of play for me, and that's including all sides and most trophies. I like exploring, and removing myself from the main story at times, to slow down the pace. Depending on my mood. Sometimes, the side missions veer me away from the main story, but I can always hop back on to the main story without issue or consequence. Sometimes you just want to chill and enjoy doing other things in the game. Again, Capcom can always include a timed version in harder difficulty settings. For those that want the timer, just choose Extreme Difficulty. Don't know why they didn't go that route. Regardless, this move to remove the timer may just make me want to give DR a go again.

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facts23

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@repulsive44552: agreed, gamers and gaming are not what they used to be, but the time limit in the DR series was just free of any fun. there are a ton of better ways to produce tension and a challenge.

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deathwish026

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i call bs. they said the 3rd wouldent have a timer then it did. expect absolutely nothing to change people.

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rmpumper

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Don't remember about the first one (did not finish on 360), but DR2 game plenty of time between objectives, so much in fact, that I had to wait around doing nothing in some cases.

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snugglebear

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I hate timers. I don't mind putting in effort, but rushing through things never gets fun.

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VS_Shield

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The Timer is what made saving survivors (and the entire game) a challenge. Without it, I fear it will be a mindless zombie beatdown (which can be fun sometimes, but...The whole game?). There is no sense of urgency to the story now...and no alternate endings...

Having different modes for different player preferences would have been nice.

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JustinGoSka

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@vs_shield: I don't think the timer made it more of a challenge. A lot of times it was the opposite. I was ready to take on the next mission, but I had to sit around waiting until I reached the time that I'm able to start the mission.

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Phazevariance

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@vs_shield: From the 10 minute gameplay footage, looks like timers still exist for saving people.

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zandrxi

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Thank god the worst part of all the games was that timer.

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jyml8582

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Took them 3 games to realize ppl don't like to be put on a timer?

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JustinGoSka

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@jyml8582: No, in DR2 there was a mode without a timer and in DR3.

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rmpumper

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@jyml8582: *some people. That should be an option, if some just want to **** around in the game instead of playing it.

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Kos1c

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Finally, I disliked dr1 and 2 because of that timer. It was so forced to do the story instead of having a laugh.

Dr3 had a much better slack on what to do, but still felt like the timer came up close once or twice.

Can't wait for this new installment.

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maskthestars

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Best move they could have made for this game in order to compete with the other zombie games. Funny how the complaining about crybabies, sure sounds like crybabies to me.

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spartanx169x

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Edited By spartanx169x

I despise a time limit on any game. Its common for me to turn a 10 hr game into a 20 game simply because I look at everything and read everything thats in the game. It was incredibly frustrating for DR2 for the time limit it imposed. I didn't finish it for that very reason even though I loved playing it. I also despised looking for zombrex. Which they removed with DR3, thankfully.

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R4gn4r0k

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One of the most hated features in gaming for me is a Time Limit.

I never like that I need to feel hurried up for some arbitrary reason and I can't properly explore the level.

And no, I don't like that you can just start the game anew and explore some more in Dead Rising 1&2. I'd like to do it at my own pace.

Dead Rising 3's time limit was so forgiving you could literally do everything and still have time left. So I'm glad they ditched this mechanic. Make it optional in the remasters. And ffs Luigi ? 100 seconds ? Are you kidding me ?

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PutASpongeOn

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That's good that they got rid of it, it's literally the one thing that stopped me from getting the games in the first place and now I can happily play them with no issue, well this one at least. I'll get this on sale at some point unlike the others, the timelimit is shit in this kind of game.

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