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Expositor de reseñas
This is a review written after completing the game multiple times and tackling practically all in-game challenges.
This does not contain any major story-related spoilers. I've played though all PC versions of Dead Rising games.

Good Stuff
Survivors are now better at surviving. One of the most frustrating things about the original was that you had to micromanage your escorted survivors, as they would fall dead the moment a zombie would breathe in their general direction. The Remaster has a new system where you can see what items/weapons they prefer. Healing survivors and/or giving them preferred weapons will make them friendly and proactive, enabling them to rescue other grabbed survivors, including helping Frank if he's hurt by a foe. This can be a double-edged sword during boss fights, but commanding the survivors to hole up in a corner works well enough in such scenarios.

This is the first Dead Rising title where I was comfortable enough to actually have survivors tag along and protect each other, but also found out the hard way that keeping 8 active survivors around you is the limit and prevents the game from spawning any other survivor. Commanding survivors is the strongest tool you have, so rather than having them follow you and get in your way, it can be better to tactically place them in choke points like store entrances to stay on guard duty while you do your business. Similarly, it's good to point them at an exit in advance, making escorting easier and more efficient. One weird quirk about commanding survivors is that they'll first run up to Frank and only then start moving towards the designated destination.

Auto-save does wonders for your sanity. If something goes really wrong, in the original, all you get is a chunk of lost progress and the sense of dread of doing THAT part all over again. But no more, as the Remaster auto-saves after every loading screen minus the negative outcomes like getting captured, so there's care that you don't get screwed over and that's appreciated.

I never cared for Infinity Mode of the original game, as playing Dead Rising for 14 hours non-stop sounded like a sure way how to get health issues, aside from the mental strain of permadeath run going south. The things that make this mode now more playable is the fact that you can suspend the play session at any time, and the ability to advance the in-game time a la Phantom Cigar. More like phantom pi—. Anyway, the zombies now also drop boxes with randomized contents that can include healing items and strongest weapons in the game, significantly reducing the risk of running out of limited preset food items around the mall. It's now viable to comfortably finish the mode within 3 real life hours, if the RNG is favorable. With that being said, the Remaster does two steps forward and one step down the cliff (see Bad Stuff).

Original music is re-licensed in its full glory, there's a streamer mode readily available in the options. All characters are now fully voiced, and the new Frank grew on me fairly easily, even though I would've preferred to have the original VA. The new delivery matches the direction, so the VA did a good job.

Neutral Stuff
It's a "carbon copy" kind of remaster, probably that's why they did not call it a remake, despite this title ticking off all the boxes to be called one (game being rebuilt on a new engine from the ground up). This means that if you don't like the Dead Rising franchise gameplay loop, then this will not change your opinion on the series. What will interest new players and returning ones is the rebalancing and quality of life improvements. If you were deterred by the frustrating survivor experience and extremely spongy bosses of the original, then this Remaster might tip the scales for you.

Bad Stuff
Infinity Mode in its current state cannot be finished, is a faulty product, and should not be played until the issue is addressed. Conceptually, the Infinity Mode itself is fine, but as of now, the game randomly crashes on a loading screen during later days. Once the game crashes, all your progress within this mode is lost, so the time wasted on this can be anywhere from 2 to 14 hours, depending on your play style. I've attempted to play Infinity Mode 3 times and the result was always the same, it was not an edge case, and it's unclear how did this even get greenlit for a release by the management. I've even tried to restart executable after every day by suspending the mode and quitting the game, in case there was a memory leak or corruption during a long play session, but, hilariously, the game crashed within 2 minutes during Day 6. This is an endless source of frustration to me, as I had a generally good experience with the game prior to this. The fact that you cannot restore a suspended save with a backup save feels especially hostile and punishing.

The modern control scheme had the opportunity to fix a source of accidental and unwanted interactions: an action button that does everything. Decoupling door opening from general interaction would already go a long way, as more than once I left an area by accident, causing the items left behind disappear, all because I was trying to pick up an item from the ground or trying to give it to a survivor, quite a common scenario next to a loading screen door.

In a situation where you have to wrestle against time and hordes of zombies you'd think a simple action of picking up item wouldn't be that difficult, but there's weapons and items that refuse to be highlighted and prompted unless you stand at a particular angle, which feels more like fighting the game's controls and interface, rather than zombies. A simple tweak of increase the item's detection sphere/box would have been enough to solve this issue entirely.

PC Specifics
This might be the first RE Engine title that has all three vendor-specific upscaling techniques, including frame gen for Nvidia. That is a step in the right direction.
It also comes with all the expected RE Engine accessibility options that have been around almost since Resident Evil 7, including an archaic menu that does not navigate with a mouse that well.

I would say the performance matches the graphical fidelity of the game. The GPU system requirements aren't that high, so if you had a good experience in other RE Engine titles, then this should run well enough too, assuming your CPU is up for the task. The performance on my aging GPU that I got for RE7 back in the day is more than adequate.

What is not adequate, though, is the Infinity Mode. In its current state, the later periods of that mode crash the whole game, leading to a complete loss of progress within that mode. At the time of writing this review, there have been no patches, nor Capcom Euro PR responded to my inquiry about this issue. I would recommend staying away from that mode until the cause for crashes is fixed or at least pinpointed, if it's a particular graphical setting like in RE4R.
I can't recall any other recent Capcom title that would have a faulty game mode like this.

Conclusion
Dead Rising Deluxe Remaster is easily the best way how to experience the original Dead Rising gameplay formula without needless amounts of frustration attached to it. It's far less grindy in terms of completion, the survivors do not need constant micromanagement, the jump from MT Framework to RE Engine results in pleasant upgrades to the visuals while maintaining the original art style: to me, it felt like playing a slightly prettier version of the original, just like I remembered it, but if you check side-by-side, the real graphical leap is immense. The only main caveat of this release is the Infinity Mode that really soured my overall experience, having the game crash at random load times with full progress loss is the real survival horror. I've covered games, y'know?

Review copy provided by Capcom Co., Ltd.
Expositor de reseñas
191 horas jugadas
This is a review written after completing the game multiple times and tackling most in-game challenges.
This contains no major spoilers, just minor ones that are marked as such.

Fine Status
The gunplay is satisfying and feels much better than in previous recent entries. The animation work of the player has weight to it, with every shot not sounding like a pea shooter anymore, while the enemies have varied responses upon impact ranging from gore decals, staggers to even dismemberment. Weapon recoil drives the point home, but also requires getting used to.

The burning desire to know about the game's duration and the amount of retained content is likely going to be an unavoidable topic, so I'm going to mention that I've spent 28 hours during my first playthrough on Standard difficulty. That's thorough exploration with all the treasures, challenge completion, with occasional restarts and whatnot. If you're going in without guides, then you're likely to get similar times, granted I did do some sightseeing during the scenic parts.

The game has been re-imagined, so familiar areas are likely to have entirely different layouts and connect in unexpected ways. The nonsensical filler parts have been merged into other areas, some segments are expanded, and the progression is made slightly more linear so that constant tiresome backtracking is not a necessity. Speaking of tiresome, the challenging areas are still present, but feel less of a chore to get through, and this kind of design philosophy is applied throughout the whole game. There is occasional objective branching that can be tackled in any order, along with optional surprises and treasure hunt, in case I made it sound too linear.

Minor Ashley spoilers.
Throwing Ashley into a dumpster is no longer a necessity anymore, because not only there are no empty dumpsters around, but the Remake Ashley ain't a bratty damsel in distress to begin with.
Ashley is more versatile and can actively avoid enemies to a degree. It's up to you if you want her to follow you closely or try avoiding the battle. The latter is not a magic bullet, as corridors and lots of enemies can still corner her.
It's not possible to accidentally harm other characters outside of battles, but that doesn't mean that you can be careless. The system reminds me of Revelations 2, because when she receives damage, it incapacitates and requires you to pick her up again. That doesn't mean that you can throw grenades or use piercing guns through her, though, as strong attacks like that will cause an immediate game over.

Caution Status
The player animation system is placed somewhere in between being responsive and preferring animations to inputs. Actions have momentum and velocity to them, even bringing your gun up takes time, so some players might call these controls "heavy". Contrary to that, the parry system is immediate and can be initiated even from an aiming stance. It's a concept similar to Resident Evil 6, where pressing action right before being hit executes a devastating counter-attack, but rather than doing damage, a perfect parry staggers an enemy and a more loose-timed parry is essentially a block. It'll take time to figure out and master parrying, since the timing window varies per each attack, but on regular difficulties it's possible to mash the button with only a slight possibility of it not working. After a couple of playthroughs you're likely to develop muscle memory for it and start using it without thinking.

There are a few notable ways of avoiding enemy attacks: attacking in hopes to cancel or stagger, parrying, running away, ducking, and dodging.
Evasion by ducking was the most difficult tactic to master, as enemy grabs cannot be parried, a charging enemy can really catch you off guard if you're not prepared or used to it, especially since ducking takes time, and you cannot attack from this position.

Climbing animations are no longer the go-to cheese strategy, as in RE4R the enemies are no longer shy to Sparta kick you down the ladder, thus causing some unintentional comedy in my case. Well, not literal Sparta kicks, but gone are the days of safe ladders against bosses, and it's best to make sure that your destination won't greet you with force.

Danger Status
My issue with the parry system is that pressing it almost during impact is a bit too late, and there were times when I felt that my perfect parry input was "eaten" by the game. Because of that, I think RE6's counter system is more snappy.

The same button that is used for ducking is also your dedicated dodge button, a direct replacement for the QTEs that appeared during very specific enemy attacks. My biggest gripe with the dodging is that certain player actions, like being in the middle of a knife slash, prevent dodging altogether, and even though there's a prompt for it and the button is pressed, absolutely nothing happens, and you get obliterated by the attack, which is definitely bound to cause frustration. I think that a dodging prompt should take priority no matter what the player is currently doing.

Uncertainty is a great element of horror, something that I really like about the original Resident Evil. RE4R, on the other hand, tries real hard to over-explain absolutely everything that is happening in the game. The documents scattered throughout the game give little to no headroom for any speculation or headcanon. It's definitely exciting to have more backstory, but the amount and placement of it could have been better.

Aiming for the highest ranking rewards, but don't vibe with rushing through the whole game? Sucks to be you, 'cause the time limits here are worse than in RE2R. Be prepared to run past enemies, skip all side events, and not bother with some of the items or treasures. Best part? You can't use a New Game+ save, so no upgraded gear to help you rip through enemies faster.

A non-story, previously unannounced side content spoiler.
Not only the rewards of the shooting range have changed, but so did the range itself. More challenges, more gun variety and if you're going for a perfect round, the difficulty is likely going to frustrate. The courses are designed to be tackled in a very particular pattern, with little wiggle room to begin with. Trial and error it is, with the added variable of your weapons having randomized bullet spread, a few gotchas of hidden bonuses, fast-disappearing targets and now the original shooting range looks like a walk in the park.
However, if you're going "just" for completion, then you're not required to do perfect rounds, as achieving S rank is enough. It's impossible to get all the rewards within one playthrough and, luckily, collecting all of them is not necessary for completion anyway.

PC Specifics
Good stability, no crashes, adequate performance even on an GTX1070, considering the visuals the game is pushing.
FSR2 is recommended, you can push most settings mid-high with 1080p60 in most areas, while there's only two notable areas that go below 60 throughout the whole game.
Sadly, there seems to be traversal stutter.

Conclusion:
I like Resident Evil 4 Remake because it refined the parts of the original that aged the worst. The combat is on par with the best action-oriented survival horror titles, the QTEs are eradicated, Ashley is better than ever, the presentation is more down to earth, tedious sections have been appropriately handled, all that while this being the longest RE Remake title by far.
The duration should satisfy anyone who was concerned about it to begin with, and the game remains fresh throughout thanks to the location variety. The ranking system is one of the few things that could have been better, as not everyone wants to be forced in that kind of play style.
In the end, most of the game is preserved and feels complete.

Review copy provided by Capcom Co., Ltd.
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A complete video guide that showcases how to get all items, all secrets, all hostile kills. No commentary, effective weapon usage, fast pace. Includes The Golden Mask expansion. PlayStation version, but also applicable to the PC version.
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Short yet detailed guide that tells you how to play the campaign online.
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El Bilbao 3 OCT a las 3:42 p. m. 
I do ( wtf i accidentally found your profile again :captainsinful: )
Dfactor 19 SEP a las 3:46 p. m. 
Sorry, nobody wants to touch yours.
El Bilbao 19 SEP a las 3:34 p. m. 
:crusader_helmet:do u play footBALL, do u touch BALLS?
Dfactor 19 SEP a las 3:15 p. m. 
More than enough not to go to a random stranger's profile to self-own and make myself look extra salty.
Cat 19 SEP a las 3:07 p. m. 
do you touch grass?
Dfactor 1 FEB a las 3:52 p. m. 
Who are you again?