r/deadrising • • Sep 11 '26

Mod Announcement/PSA It's that time again! The Dead Rising Franchise Pack has resurfaced on Steam! Experience 5 unique stories of zombie-slaying mayhem at up to 69% savings for a limited time!

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109 Upvotes

r/deadrising • • Sep 13 '26

Dead Rising 2: Case Zero Co-op and Steam Deck support on DR2 : Case Zero and Case West

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196 Upvotes

Hey everyone, I’ve got a pretty big update for both Case Zero and Case West.

XenonLive is now working with both recomp projects, so online features are starting to come back instead of the games just being offline PC ports.

The launcher handles most of the Xbox Live-style stuff now. You can make a XenonLive account/gamertag, add friends, see what they’re playing, send messages and game invites, track achievements and gamerscore, compare achievements with other players, and launch/update the recomp games directly from the launcher.

There’s also an in-game overlay, so you can check friends, messages, invites and achievements without closing the game.

Achievements are persistent between sessions, saves are tied to your XenonLive profile, and you’ll get notifications for things like achievement unlocks, messages, friend activity and invites.

There’s also a bug reporting system built into it now. If something breaks while you’re playing, you can capture a screenshot/log and send the report through XenonLive, which should make tracking down issues a lot easier.

Case West 1.1.0

Case West now has working 2-player online co-op through XenonLive.

You can host a session, invite someone through XenonLive, and they can join your game. The game will also launch automatically if needed when accepting an invite.

1.1.0 also fixes a bunch of issues with online play, including sessions disconnecting after around 5 minutes and short connection drops immediately killing the session.

There’s also more CPU/GPU performance work, better thread handling on higher-core CPUs, improved frame pacing on Windows, profile-specific saves, the XenonLive overlay, and some other smaller fixes.

Case Zero 1.1.0

Case Zero now has working 2-player online co-op too.

This is probably the part I’m most interested in because the original Xbox 360 version actually shipped with a lot of the Dead Rising 2 co-op code still inside the game, even though Case Zero never officially had multiplayer.

I’ve restored enough of it that you can now actually play Case Zero online with two players.

There’s a new JOIN CO-OP GAME option on the main menu. One player hosts normally and the other can search for their session or join through the friends menu.

There are still a couple limitations here. XenonLive launcher invites aren’t properly connecting to Case Zero yet, so for now you have to join through the in-game JOIN CO-OP GAME menu.

The Military Arrival section also currently drops the second player and continues in single-player because that section can crash the host with two players. I’m still working on that.

1.1.0 also fixes the second player sometimes spawning invisible, fixes the short co-op disconnect issue, adds profile-specific saves, achievements/gamerscore, the XenonLive overlay and the new bug reporting system.

Steam Deck

There are now dedicated Steam Deck builds for:

  • XenonLive (Not tested yet)
  • Case Zero
  • Case West

You can add XenonLive as a non-Steam game and use it directly from Game Mode.

The launcher will install the Steam Deck version of the recomp automatically, and both games start at the Deck’s native 1280x800 resolution. You can still change the resolution normally afterward.

Issues / Bug Reports

If you run into a bug while playing, you don’t have to manually dig through logs or figure out what files I need.

You can press F8 or F9 while the issue is happening to make a capture, then send the issue directly through the XenonLive Launcher.

The capture includes the information I need to investigate the problem, such as the relevant logs and capture data, so you can basically reproduce the bug, take the capture, describe what happened, and send it from the launcher.

So if something breaks, freezes, looks wrong, disconnects, or just behaves strangely, please use the capture system and send it through XenonLive. It makes debugging these problems a lot easier.

Links

XenonLive Launcher
https://github.com/wivi514/XenonLive_Launcher

Dead Rising 2: Case Zero XenonRecomp
https://github.com/wivi514/Dead_Rising_2_Case_Zero_Xenon_Recomp

Dead Rising 2: Case West XenonRecomp
https://github.com/wivi514/Dead_Rising_2_Case_West_Xenon_Recomp

As before, everything I’m releasing is free and no game files are included. You need to provide your own XBLA copy of the games.

XenonLive is still pretty new, so if people want to test co-op, especially between different PCs or on Steam Deck, that would help a lot.

And if you find anything broken, send a report through XenonLive or open an issue on GitHub.


r/deadrising • • 5h ago

Dead Rising 4 drove me insane

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4 Upvotes

still drives me insane, got a bug and deleted my data and lost data in lots of other games but whatever idgaf

anyways i deleted my data cause i wanted to restart it but now i don’t wanna grind the terrible game i don’t even wanna play anything else anymore


r/deadrising • • 22h ago

Dead Rising 1 Just Bought the Game

9 Upvotes

PS4 has a sale for Halloween and I bought Dead Rising 1, 2, and Off the Record. So, Im starting on Dead Rising 1 and working up. I'm having trouble though, I don't know how books work. I highly doubt I have to carry it all game to get the effect, so how do I use it? Any other beginner tips are also wonderful as well


r/deadrising • • 11h ago

Dead Rising 2 Co-op players just trolling?

0 Upvotes

I was going through the cases to unlock another ending I haven’t gotten yet and I saw a player request to join, I thought it might be fun to play with another player so I accepted them into my lobby. I think they’re following me to the next area and I get to the door and start waiting for them show up so I can enter the door. I see that he goes down (a pretty good distance away from me) and I go over to revive him. After I found some food and picked him up he just started shooting zombies and running in his own direction, I wait by the door for a minute again and I kill about 3 hordes of stinky zombies and he down on the other side of the map again. I immediately kick him and just continue playing as I was. Why even join a hosts lobby if all you wanna do is mess around?


r/deadrising • • 1d ago

MEME Something weird that i think people would agree with

5 Upvotes

So i was watching some old clips of man vs food and realisef something. Why the fuck does adam richmond look so simmilar to Frank West.


r/deadrising • • 1d ago

Dead Rising 1 Who tf is this guy?

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60 Upvotes

I did not come to the gun store with you buster


r/deadrising • • 2d ago

Dead Rising 2 What DR2/OTR psychopath do you wish you could save?

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24 Upvotes

For me it's Roger. Never understood why he keeps attacking after Reed dies, I hope he gets the Thomas Hall treatment in DR2DR


r/deadrising • • 2d ago

MEME Average Shoal Nightclub Bartender šŸ’”šŸ’”

Enable HLS to view with audio, or disable this notification

62 Upvotes

r/deadrising • • 3d ago

Dead Rising 1 Willamette Together - Dead Rising (2016) Co-op mod

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71 Upvotes

First look at a mod I've been working on. Client and host playing on separate networks via Steam services. As you can see there is quite a bit of jank still unfortunately, however the project is coming along well. Zombies, items, health, time, vehicles are all synced. Got a couple quirks to work through and some menu/lobby stuff I wanna do before it gets shipped for public testing. As it stands now this is only working in infinity mode (substantially less variables to consider), but later on down the line this will absolutely work in both 72hr mode and overtime.

I have lots of plans for this mod, more to come very soon. Looking towards up to 4 players, in game menu, difficulty options, new areas, custom assets etc. I'm absolutely stoked to see where this goes! Should hopefully have a passable build in the next week, will keep those interested posted. That being said, this project was immensely more complicated than I had initially thought so expect there to be bugs. The goal is to get it playable soon. Looking forward to sharing more in the very near future!


r/deadrising • • 3d ago

Dead Rising 1 Here is a first look at the Dead Rising 1 PC Co-Op Mod I am working on

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280 Upvotes

I thought I would show my split-screen co-op mod I have been developing for the original Dead Rising for PC.

It's almost feature complete, however I am currently working through some logistics and polish before it is ready.

I have taken inspiration from Dead Rising 2 and how the co-op worked there, such as replicating the downed and revive system and figuring out how to make zombies spawn fairly and equally around seperated players.

I am very happy to see game performance is not seemingly taking a noticable hit, the game performs extremely well.

I plan on having a character select for player 2 so they can choose who they want to play as. I will make any survivor or story character playable if possible.

Later down the line, I could see if it is now possible to port models into the game, so we could potentially see characters like Chuck or Nick (of course this would be non-canon) as playable characters.

It's been a fun project and I am looking forward to releasing this to the public hopefully soon.

Edit: 28/10/2026 - The mod has been a huge undertaking and it has genuinely been quite a feat to acomplish and stomp every bug me and my friend have come across in our playthrough. This has not been an easy under-taking but I see this project as a passion project and something I know the fans need.

Each night, I have been playing the game in co-op with my friend with the mod with the goal of reaching the end of our story playthrough, and having no bugs left by the end of it. We are remarkably close, but it is not ready for release yet.

I understand some people's concern and speculation of the use of AI in my project. I want people to understand that this is absolutely not an AI-only, soley vibe-coded project. I am a game developer of 10+ years of experience and I am utilising that now in 2026, there are AI tools to help us better understand old proprietary engines. I am using this to my advantage to be able to make this project which was previously not a realistic reality - now a reality.

I am proud of the work I have put into this and it has not been easy nor has it been cheap (the tools used to help decompile the engine are enormously expensive to use extensively). With this in mind, I have made a donations page here so you can buy Meowmers some treats, she's my sidekick :)

Any donations are extremely appreciated, as this means we can fund a splitscreen mode for the other Dead Rising games of which I am going to tackle next. Amongst quality-of-life improvements for Dead Rising 1.

Planned mods are:

- Move and shoot like DRDR (popular demand)
- Standalone hit-stop removal (this is actually built into this mod as a requirement, but I will make it standalone)
- Character Select (replace Frank on the fly with any character of your choosing including animations for that character)
- Attempts to back-port DR2 and DR3 characters to DR1 Character Select Mod, providing you have installs to both games
- Automatic Otis (No more needing to answer Otis, if he calls, his dialogue will not interrupt your game)
- Further optional quality of life improvements brought back from DRDR.

Here is the link: https://buymeacoffee.com/jaciegames

Thank you <3


r/deadrising • • 3d ago

Dead Rising 1 I FINALLY BEAT 7 DAY SURVIVOR

58 Upvotes

im not even done with the rest of the achievements but i honestly dont care im not touching this game for at least a year


r/deadrising • • 3d ago

Discussion DR rans and Double Standards with AI

37 Upvotes

*fans

Why is this community so against AI one day.

And then Vibe Coding comes around for say the "co-op" mod and everyone cheers.

DRDR has some upscaling and its treated like the devil.

And then we get literal AI created mods and everyones just vibin with it? What are we doing.

Edit: people in the comments proving my point on hypocrisy. DRDR deserves better. AI is cool when it suits your needs. But not when its a mild inconvenience. Atleast be consistent and stand on business.

"Upscaling in two areas?" šŸ‘Ž

"Fully AI Generated Coding that barely works properly?" ā¤ļøšŸ‘


r/deadrising • • 4d ago

Dead Rising 1 Dream about Dead Rising 1 Ending

11 Upvotes

I had a bizarre vivid dream that there was another ending in Dead Rising 1 where Isabella could randomly get recruited to the army! You would get a cutscene and it would say ā€œEnding Wā€

The cutscene was her running around the mall then Brock reaching out his arm and Isabella accepted the gesture


r/deadrising • • 4d ago

Dead Rising Deluxe Remaster A Quick Dead Rising Deluxe Remaster: Franks A Plenty Update

77 Upvotes

Hello!

Everything is still very, very early in testing, but we are coming along pretty well! Online Co-Op is pretty similar to Dead Rising 2's system, but I'm ironing out world sync right now as it is having some issues. I have no good videos recorded as of yet, but here's a little sneak peek of what I have cooking up... stay tuned for more updates and if you have any questions/suggestions, lmk!

Thanks,

Von Wagner Superfan #1


r/deadrising • • 5d ago

Discussion Shot by Frank (Lost Media) - Dead Rising OTR Promo - BossComplex Archival

29 Upvotes

Shot by Frank (Lost Media) ios/iphone app- Dead Rising OTR Promo - BossComplex Archival

Recently became aware of this official Dead Rising App that was for older ios/iphones (like the iphone 4). there is very little information out there about it. so i made a video of everything i could find!

from my research i can say that it was released a few months prior to DR2:OTR officially releasing as promotion for the game. the app was FREE.
You would take a picture (selfie) and frank west would appear beside you in the image. you could also do other things like add zombies or add a magazine cover template over your image.

this was 2011 so facebook was still the most popular. essentially the app connected to facebook and would allow you to post your photo directly to your feed, usually with the caption "Dead Rising 2: Off The Record - I used Shot By Frank on iPhone to make the cover of a magazine!".
(none of the images were available on facebook, maybe due to privacy but i think when the app went down it deleted users photos but somehow their posts, which are just the captions now, stayed up.)

that is all the info i could dig up aside some articles and promo images.

Shot By Frank - Dead Rising 2 OTR (Iphone App) - BossComplex Archive


r/deadrising • • 6d ago

MEME Things from Dead Rising that look very delicious.

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1.0k Upvotes

r/deadrising • • 5d ago

Discussion Ideas for zones for Chuck Greene in Dead Rising 2

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25 Upvotes

So, I know what some/all of you are probably wondering,... but hear me out:

You guys and gals remember Uranus Zone in Dead Rising 2: Off the record, where it's a sci-fi theme park in Fortune City during Frank's gameplay

Well,...I'm surprised Uranus Zone was not in Dead Rising 2 during Chuck Greene's gameplay

I mean, if Uranus Zone was in Dead Rising 2: Off the record during Frank's gameplay, then why isn't it in Dead Rising 2 during Chuck's gameplay?

So, I asked Google and it told me that Frank West's version of the story is inherently more campy, ridiculous, and over-the-top. The sci-fi, alien-invader theme of the Uranus Zone matches Frank's cheesy B-movie aesthetic perfectly, whereas Chuck's story is a bit more grounded and desperate because of his daughter

Plus, Off the Record needed a massive, exclusive selling point to convince players to buy what was essentially the same map over again. Adding an entire new zone was Capcom Vancouver's biggest hook

So, I thought, since Frank has the Uranus Zone. Why not give Chuck his own zone in dead rising 2 instead?

And of course, I have thought of some other zones that would be awesome and pretty great ways for Dead Rising 2, and trust me. You guys and gals would love these zone ideas

So, ladies and gentlemen, guys and gals of all ages! I bring you all,...The new zones!

  1. The "Still Creek" Frontier Plaza (Replaces South Plaza)

Concept Connection: This idea builds directly on the fact that the South Plaza is a massive extension of the Fortune City Hotel. In the official game layout, it is permanently under construction during the main outbreak, serving as a tedious, hollow maze filled with empty concrete retail shells, building equipment, and ladders. By transforming this area into a finished, active storefront attraction, this expansion idea utilizes the existing resort infrastructure to turn a featureless construction zone into a fully realized sandbox destination.

The Vibe: A massive, multi-million dollar casino attraction built under a fake, painted indoor sky canopy. It is a hyper-polished, corporate Vegas replica of a dusty Nevada frontier town, complete with high-end wooden storefronts, saloon-themed slot machines, and a sanitized gift-shop version of the Brockett Gas Station selling novelty keychains.

Why It Fits Chuck: This indoor playground treats a real town like a tacky theme park, giving Chuck an immediate, surreal "hey, wait a minute..." moment. Mechanically, it trades the boring concrete hallways of the old South Plaza for an environment packed with high-octane hazards, kerosene, and heavy-duty pioneer tools.

Combo Weapon Potential: The Slot-Smasher (Slot Machine Handle + Bowie Knife): Unlike standard pole weapons that sweep, pressing the heavy attack button has Chuck pull the slot lever mechanism to execute a rapid-fire, multi-hit forward drilling thrust that shatters zombie shields and armor

Psychopath Boss: Seymour Redding, Moving Seymour here fixes his retail placement completely. Instead of randomly wandering a gray maintenance hall with a revolver, he has entirely locked down this indoor Main Street. Delusional from the outbreak, he treats the plastic replica town as his personal jurisdiction, setting up makeshift gallows and hanging survivors from the rafters under the belief that he is the last rightful sheriff keeping the peace.

Survivor Side Missions:

The Mission: Petty Theft

The Concept: A teenager is locked inside the security gate of the replica Brockett Gas Station after being caught swiping a souvenir cowboy boot keychain. Seymour Redding brands them a "vile looter," and locks them up, and takes the master key ring. The teen tells you Seymour is patrolling the indoor Main Street, triggering the "WWJWD?" Side mission. Once Seymour is defeated, you backtrack with his key ring to free the teen.

The Mission: The Great Gold Heist

The Concept: Tucked away inside the replica saloon or general store, Chuck finds a cowboy and a cowgirl actor who have fully committed to their roles. Despite the literal zombie apocalypse happening outside, they refuse to break character and insist on speaking in exaggerated, old-timey Western accents. They explain that they successfully staged a "train robbery" or a vault heist right before the outbreak hit, and they absolutely refuse to leave for the Safe House without their heavy burlap sack of "Gold nuggets" (which are actually just spray-painted rocks from the gift counter).

The Mechanical Hook: Because they refuse to leave their "loot" behind, Chuck is forced to manage a heavy-item mechanic. The sack of fake gold is incredibly cumbersome, meaning whoever is holding it cannot run at full speed or wield two-handed weapons.

You can either carry the heavy burlap sack yourself, leaving you vulnerable to the plaza's dense zombie crowds, or force the cowboy actor to carry it, which makes him move at a slow, shuffling pace that requires constant protection. Only when the bag of gold is safely transported alongside them back to the Safe House air ducts will they officially join your group and reward you with a huge chunk of PP

2: The Kids-Zone Pavilion & Toy Expo (Adjacent to Palisades Mall)

Concept Connection: Fortune City's commercial plazas (Royal Flush Plaza and Palisades Mall) only feature isolated, small children's shops like Kids' Choice Clothing, Small Fry Duds, and Ye Olde Toybox. This massive Pavilion idea acts as the centralized corporate exhibition hub for those brands, utilizing a previously locked commercial wing of the resort to expand the mall layout naturally within the game's retail environment.

The Vibe: A towering, multi-level indoor family entertainment center and convention hall hosting a massive corporate baby product expo. It features gargantuan plastic playhouse mazes, interactive toddler obstacle courses, and a giant mechanized toy castle surrounded by blood-soaked ball pits.

Why It Fits Chuck: This zone heavily amplifies the emotional weight of Chuck’s story. He is doing all of this for Katey, and navigating a nightmare version of a place his daughter would love adds incredible psychological dread. To prevent players from easily farming gifts for Katey, the highest-tier items are entirely locked behind security gates and boss defenses.

Combo Weapon Potential: The Cash-Blaster (Sledgehammer + Souvenir Cash Register): Striking the ground triggers a massive kinetic slam that violently sprays loose, high-velocity coin shrapnel into nearby crowds. It functions uniquely as a hybrid melee weapon that builds up a "cash multiplier," dropping bonus currency for every horde cleared.

Psychopath Boss: An "Over-Prepared" doomsday prepper who has hoarded the convention stock. Realizing that heavy-duty baby strollers, reinforced safety gates, and industrial plastics make perfect lightweight materials for body armor and fortifications, they treat the entire expo floor as his personal military bunker. They aggressively defend their barricades from their mobile command unit: a steel-plated, spikes-welded electric mobility scooter.

Survivor Side Missions:

The Mission: Jammed Gears

The Concept: A mall employee is trapped inside a giant, heavy mascot uniform (maybe a giant stuffed bear or a corporate toy mascot) right in the center of the massive corporate baby product expo. To make matters worse, the heavy zipper on the back is completely jammed from the inside.

The Mechanical Hook: Because they are stuck inside a thick, cumbersome mascot outfit, their visibility is practically zero and their movement is incredibly clumsy. They can barely keep their balance and keep tripping over the giant plastic playhouse mazes and falling into the blood-soaked ball pits. Chuck has to protect them from either the aggressive doomsday prepper boss or local zombie hordes while guiding them by the hand, forcing players to move slowly through the interactive toddler obstacle courses until they can get them back to the security gates.

The Mission: Lost and Found

The Concept: A retail supervisor is trapped inside a giant, multi-level plastic playhouse maze. They are terrified of the blood-soaked ball pits below and refuse to move. You have to navigate the toddler obstacle courses to find them, but they won't follow you until you locate a specific rare, high-tier toy item locked behind a nearby security gate to give them peace of mind.

3: The T.I.R. Extreme Midway (Outdoor Expansion)

Concept Connection: The game's lore dictates that Fortune City was built in Nevada around 2009 after Las Vegas was destroyed by a nuclear strike. The resort is anchored entirely by the Fortune City Arena, which hosts the highly lucrative Terror Is Reality game show. This outdoor park expansion idea grows directly from the Arena gates, acting as the permanent entertainment midway built by TK's corporate sponsors to monetize the show's massive television audience.

The Vibe: A chaotic, half-finished outdoor amusement park built in partnership with the Terror Is Reality league. Because the show's ratings were declining before the outbreak, TK spent millions on this desperate expansion. It is a dense, high-verticality sandbox choked with scaffolding, half-built rollercoasters, ring-toss booths, and massive flaming stunt ramps.

Why It Fits Chuck: This is Chuck’s absolute home turf as a former motocross champion. It gives the player a massive, open outdoor arena specifically designed to override the standard vehicle limitations, allowing Chuck to ride dirt bikes across rooftops, structural beams, and loops to clear entire grids of the undead.

Combo Weapon Potential: The Ring-Leader (Roulette Wheel + Car Battery): Chuck rips a heavy roulette wheel off a midway table, tapes a battery to the track, and drops it like a spinning top. It acts as an automated, localized trap that electrocutes, pulls in, and flings zombies away, completely distinct from the handheld Tesla Ball.

Psychopath Boss: Evan MacIntyre, If the creators did add the iconic ice cream clown from Off the Record in Chuck's p.o.v in Dead Rising 2, this would be the location of his side mission, ā€œSnow Jobsā€. He would anchor at this outdoor half built park instead of Platinum Strip. I mean, he is an unhinged children's entertainer who walks on high stilts. He would be at this area with his modified Snowball Cannon and freeze grenades, treating any passing survivors as "bad customersā€. So, Evan MacIntyre being at a massive permanent outdoor half built amusement park like this would make sense.

Survivor Side Missions:

The Mission: Stunt Double

The Concept: An amateur daredevil is stranded on top of a high-verticality scaffolding platform over the half-built rollercoasters. The area is choked with zombies, and they are too injured to climb down. You have to clear a path using the vertical layout, but because they can't walk, you have to use a dirt bike to jump across the massive flaming stunt ramps, grab them, and ride them out of the zone.

The Mission: Grand Prize

The Concept: While navigating the high-verticality scaffolding and half-built rollercoasters, Chuck finds a pair of cynical carnival workers barricaded inside a prize-distribution booth. They have completely detached from reality and refuse to leave their post unless someone can actually achieve a perfect high score on their flagship, automated shooting-gallery game booth.

The Mechanical Hook: The game is fully functional but highly dangerous because the prize booth is surrounded by a massive horde of undead amusement park fans. Chuck has to fend off the zombies while actively playing the shooting gallery game using a ranged weapon, aiming for the highest points within a strict time limit.

The Reward: The second Chuck breaks the high score record, the carnival workers cheer, open the security gate, and willingly join his escort roster. As a bonus for winning, they hand over the "Grand Prize", a unique, high-tier weapon item or an exclusive Combo Card stashed in the prize display cases.

4: The Underground Logistics Depot & Rail Yard (Expands Tunnels)

Concept Connection: The official Underground maintenance network is a massive web of dark, concrete tunnels running directly beneath all plazas and casinos, featuring hidden Maintenance Rooms, the secret Tape It or Die set, and the transit tracks TK uses to pull off his armored bank heist. This expansion idea opens up the closed logistical freight terminal of that network, connecting the empty paths into a heavy locomotive rail yard.

The Vibe: A massive industrial staging area where the casinos' heavy cargo, freight trains, and vault money are secretly transported. It features dimly lit subterranean train tracks, giant freight elevators, towering shipping container stacks, and automated hazard lighting.

Why It Fits Chuck: This completely salvages the boring, empty maintenance tunnels of the base game. Instead of a tedious, featureless chore to traverse, this transforms the underground into a high-risk, high-reward loot hub. Chuck is an extremely resourceful mechanic, who possesses an incredible knack for repairing, modifying, and constructing complex items and vehicles from scratch in his game and case zero DLC; walking away from the flashy casino malls into a gritty rail yard packed with generators and locomotives puts him right in his true element.

Combo Weapon Potential: The Third Rail (Industrial Crowbar + Large Battery): Jamming this electrified pry-bar into a zombie's chest completes a circuit that instantly chains a massive arc of current to five surrounding targets, creating a dedicated, high-tier crowd-control weapon for tight, narrow underground corridors.

Psychopath Boss: An obsessive transit fan and model train hobbyist who snapped from the trauma of the outbreak. They genuinely believe the underground cargo tracks are their personal 19th-century railway empire. They treat Chuck as a "ticketless drifter" trespassing on their line, patrolling the depot inside a heavy, motorized maintenance railcar covered in welded cow-catcher spikes, throwing pressurized steam canisters out of the cabin window.

Survivor Side Missions:

The Mission: Express Route

The Concept: While navigating the narrow concrete paths of the rail yard, Chuck finds a lone, terrified depot logistics worker hiding inside an electrical control closet. The worker explains that they have been pinned down since the outbreak started because an unhinged transit fan snapped, took over a spiked, motorized maintenance railcar, and has been aggressively patrolling the tracks, smashing into anything that moves.

The Reward: Instead of a standard foot escort all the way back through the surface malls, the grateful worker uses their master terminal key to unlock a heavy, restricted maintenance door right inside the depot. This door acts as a permanent, instant loading-zone shortcut directly back to the Safe House air ducts, giving Chuck a fast-travel route for the rest of the 72-hour timeline.

The Mission: Vault Breakers

The Concept: Deep in the narrow concrete paths of the rail yard, Chuck finds three armored transport security guards barricaded inside a reinforced, heavy-duty bank transport car. They explain that they were right in the middle of transferring a massive shipment of resort casino cash to the underground logistics terminal when the outbreak hit.

The Mechanical Hook: The guards are fiercely loyal to their corporate contract (or just desperate for the payday) and absolutely refuse to leave the transport car without their designated cash payload. However, the automated vault doors to the terminal are locked down, and the tracks are being actively patrolled by the unhinged transit fan boss in his spiked, motorized maintenance railcar.

Chuck has to deal with the railcar boss first to clear the tracks and loot the depot terminal pass from the wreckage. Once the boss is down, Chuck can use the terminal pass to override the automated hazard lighting, open the vault doors, and extract the heavy cash bags. Only after the money is secured will the three heavily armed guards agree to leave the transport car and join Chuck's escort roster, providing powerful firearm support as they navigate back through the gritty maintenance tunnels.

5: The Fortune City Zombie Zoo (Scrapped Lore Expansion)

Concept Connection: According to the C.U.R.E. website lore, the creators of Fortune City intentionally stopped euthanizing infected animals. Instead, they actively solicited other zoos for dying animals, shipped them to a controlled environment in the resort, deliberately exposed them to the zombie virus, and put them on display for money. In the retail game, this controversial attraction is completely absent aside from background ads. This expansion idea makes that advertised location a physical reality, opening the locked gates to the resort's dark, corporate secret.

The Vibe: A sickeningly sanitized, high-security exhibition hall designed for tourists to look at some infected wildlife like Bears, Meerkat, Aardvark, Lions, Parrots, Rhinos and other zombie animals, including other Bengal tigress (if the creators thought about it) safely behind reinforced glass. It features massive climate-controlled habitat pens under bright neon signs, most famously the "Undead Penguin Encounter" advertised on billboards. However, because the main resort outbreak shattered the containment glass, the zone is now a chaotic mess where containment alarms are screaming, artificial snow machines are running out of control, and water features are flooded with blood.

Why It Fits Chuck: This zone heavily highlights the moral depravity of Fortune City's corporate owners, making Chuck's desperate fight for his daughter look even more grounded by comparison. Mechanically, the environment forces Chuck to navigate freezing containment zones and slippery, frozen penguin exhibits. The presence of smaller, erratic animal threats forces players to constantly change their swinging angles compared to standard human hordes.

Combo Weapon Potential: The Apex Roar (Taxidermy Lion Head + Megaphone):

Chuck hollows out a realistic souvenir lion head and fits a high-powered megaphone inside the jaw. Pressing the attack button lets out a directional, sonic shockwave roar that liquifies zombie brains in a cone in front of him and shatters nearby glass, creating a massive perimeter of staggering crowd-control.

Psychopath Boss: Ted and Snowflake. Moving Ted and Snowflake to The Fortune City Zombie Zoo would make much more sense. Yes, I know there's already a tiger exhibit for Snowflake, who put on shows with Ted in the Yucatan Casino. But imagine if there was a tiger exhibit where Snowflake was the only one staying. Yes, I know that sounds ridiculous with the zombie animals and all,... But hear me out:...Ted is an animal caretaker and he is Snowflake’s caretaker,...so, it would make much more sense for Ted and Snowflake to be here.

But just in case, here's my Psychopath Boss backup:

Psychopath Boss: Instead of Ted, is the unhinged corporate director who helped organize the animal zombification program to save the resort’s declining attraction revenue. Driven insane by the breach, they treat the escaped, undead specimens like their private investment portfolio. They aggressively patrol the shattered penguin habitats using a weaponized, industrial tranquillizer rifle loaded with paralytic chemicals, shooting from safety while letting the environment's hazards flush Chuck out into the open.

Survivor Side Missions:

The Mission: Feeding Time

The Concept: A zoo researcher is barricaded inside the climate-controlled "Undead Penguin Encounter" lab. The main containment glass has shattered, flooding the water features with blood and letting erratic zombie animal threats loose. The researcher refuses to leave without their research data drive, forcing you to navigate the freezing, slippery ice hazards and slippery penguin exhibits to retrieve it before rescuing them.

The Mission: Corporate Whistleblowers

The Concept: You find two C.U.R.E. activists barricaded inside a high-security animal nutrition lab. They explain that before the outbreak even started, they sneaked into the resort's dark, corporate sector to gather hard evidence on the unhinged corporate director. They knew the director intentionally stopped euthanizing infected wildlife and shipped zombie animals in to boost declining revenue, treating the undead specimens like a private investment portfolio.

The Mechanical Hook: The activists successfully stole an encrypted flash drive containing the zombification program files, but the main containment glass shattered during the breach, flooding the exhibits with blood and trapping them. They refuse to move until the corporate director is dealt with, because he is aggressively patrolling the shattered penguin habitats with his weaponized, industrial tranquilizer rifle to silence them

Once you take down the corporate director, you can unlock the lab. The duo joins your roster, forcing you to navigate the slippery ice hazards and erratic zombie animal threats with two survivors in tow.

6: The Fortune City Heritage Museum & Historical Pavilion (Adjacent to Royal Flush Plaza)

Concept Connection: In the base game, Fortune City’s lore states that the resort was hastily built in Nevada around 2009 to replace Las Vegas after a nuclear strike. This expansion idea opens up a grand, corporate-sponsored museum wing designed by the resort's founders to rewrite history. It serves as a massive, multi-tiered indoor sandbox that bridges the gap between the flashy, modern casino floors and the gritty history of the Nevada desert.

The Vibe: A grand, multi-level architectural marvel packed with massive, interactive historical exhibits under towering marble pillars. It features sectors like the "Wild West Frontier Experience" (filled with covered wagons and antique firearms), the "Cold War Bunker Showcase", and a lavish "Prehistoric Nevada" hall dominating the center with a full-scale, mechanized T-Rex skeleton model. Because the power grid glitched during the outbreak, the automated exhibit audio tracks are playing simultaneously out of order, creating a surreal backdrop of gunfire sound effects, cowboy music, and echoing dinosaur roars over the screams of the undead.

Why It Fits Chuck: This zone provides an incredible mechanical playground. Chuck can use historical display structures to gain high-ground advantages, dropping down on hordes from the tops of replica pirate ships or pioneer cabins. It also grounds his blue-collar aesthetic, as Chuck finds himself forced to weaponize priceless, ancient artifacts alongside heavy-duty preservation tools just to survive and make it back to Katey.

Combo Weapon Potential: The Medieval Shredder (Flanged Mace + Industrial Angle Grinder): Chuck clamps a heavy, spiked medieval mace head directly onto the high-speed spinning axle of a handheld industrial angle grinder. Holding down the heavy attack button triggers an unblockable, 360-degree whirlwind spin that creates a massive perimeter of armor-piercing crowd control, throwing off sparks and slicing through standard zombie armor instantly.

Psychopath Boss: A museum’s head curator and pretentious historian who snapped from the trauma of seeing the undead destroy their life's work. Wearing a replica suit of high-tier plate armor and wielding a heavy, electrified halberd from the display cases, they treat Chuck as a "cultural philistine" and a looter. They aggressively patrols the Prehistoric Nevada hall, activating the massive, mechanized T-Rex model to bite down and crush Chuck if they gets lured into the exhibit's center stage.

Survivor Side Missions:

The Mission: History Buffs

The Concept: A pair of tourists are trapped on top of a replica pirate ship display in the multi-tiered indoor pavilion. Because the power grid is glitching, the automated exhibit audio is blasting overlapping gunfire, cowboy music, and dinosaur roars, making them completely deaf to your calls. You have to climb the historical display structures to shut off the main exhibit power breaker before they realize you are there to help.

The Mission: Historical Revision

The Concept: You discover three museum history actors barricaded inside the "Cold War Bunker Showcase" exhibit. They are completely terrified because the head curator and pretentious historian snapped from the trauma of watching zombies destroy their life's work. They have donned a replica suit of high-tier plate armor, wields a heavy, electrified halberd, and is aggressively patrolling the multi-tiered indoor sandbox, treating anyone inside as a "cultural philistine" or a looter.

The Mechanical Hook: The actors completely refuse to open the bunker doors or leave the zone as long as the curator is still alive and controlling the floor. To make things more intense, the glitching power grid is blasting overlapping cowboy music, gunfire sound effects, and mechanized T-Rex roars, creating total audio chaos. Chuck has to confront the heavily armored curator in the center stage exhibit, dodging their halberd and avoiding the automated, mechanized T-Rex model, to get them out of the picture

Once the curator is defeated, the bunker doors unlock. The three history actors join your escort roster, forcing you to navigate them down from the tops of replica pirate ships and pioneer cabins to escape the building.

7: The Fortune City Motor Speedway & Extreme Grand Prix (Outdoor Expansion)

Concept Connection: In the official game lore, Chuck is introduced as a desperate star competing in TK's Terror Is Reality arena just to afford Zombrex for his daughter. This expansion idea moves past the tight, closed arena gates and opens up the massive, corporate-sponsored outer motor speedway infrastructure built to host professional racing events in Fortune City. It expands the resort layout naturally into a high-speed, sprawling outdoor sandbox.

The Vibe: A massive, asphalt grand prix track winding through towering spectator bleachers, corporate sponsor billboards, pit-stop garages, and tire-stacked barrier walls. The center infield features an aggressive motocross dirt track packed with extreme mud pits and massive, looping stunt ramps. Because the outbreak hit during a live qualifying event, the track is cluttered with abandoned, high-end sports cars, jacked-up sponsor trucks, and a staggering sea of undead racing fans filling the stands and spilling onto the tarmac.

Why It Fits Chuck: This is Chuck’s absolute element. Mechanically, this zone completely overrides standard vehicle restrictions. Instead of squeezing dirt bikes down narrow mall corridors, the racetrack gives players the freedom to open the throttle. Chuck can modify and weaponize high-speed racing vehicles to tear down the straightaways, using the massive stunt ramps to jump entirely over hyper-dense hordes trapped on the track below.

Combo Weapon Potential: The Grand Prix Shredder (Racing Go-Kart + Dual Chainsaws): Chuck welds two industrial chainsaws directly to the front bumper axles of an open-wheel racing go-kart found in the midway pit lanes. Driving this vehicle turns the racetrack into a total lawnmower simulator, allowing Chuck to drift around corners while the spinning blades automatically liquefy anything in his path, creating a high-speed path-clearing machine.

Psychopath Boss: A high-profile, professional Formula-style racecar driver who was in Fortune City for a promotional exhibition race when the outbreak hit. Completely detached from reality, he refuses to get out of his custom, armor-plated Gavin Roadster X3 racecar. Delusional from carbon monoxide fumes and the trauma of the breach, he believes the zombie horde filling the track is just a massive crowd standing on the track for a celebratory track invasion. He aggressively laps the straightaways at blinding speeds, forcing Chuck to hide behind tire walls and use the infield dirt-bike ramps to pull off an insane mid-air jump to land directly on top of the moving racecar to damage him.

Survivor Side Missions:

The Mission: The Pit Wall Stand-off

The Concept: Two rival pit-crew mechanics trapped on opposite sides of the concrete pit lane wall. They are screaming at each other over who gets to claim a rare, high-performance engine part sitting in the middle of the track.

The Mechanical Twist: Neither mechanic will join you unless you pick up the engine part and hand it to them. Giving it to Mechanic A makes Mechanic B angry, requiring you to bribe them with a rare tool or alcohol to get them to comply. Once resolved, they both join your roster and give you the blueprints to upgrade your Grand Prix Shredder vehicle.

The Mission: Flagged Down

The Concept: An elderly track marshal who has locked himself inside the flag starter tower directly hanging over the starting line.

The Mechanical Twist: He has a megaphone and is actively waving the green racing flag, which is accidentally attracting every single zombie on the speedway straightaways right toward his ladder. You have to fight through a massive, high-density bottleneck of undead racing fans to climb the tower. Because he's hard of hearing and convinced the "race is still live," you have to physically tackle him or present a specific racing item to snap him out of it before he'll follow you down.

8: The Fortune City Deep Sea Aquarium & Oceanic Dome (Adjacent to Atlantica Casino)

Concept Connection: In the official game layout, the Atlantica Casino features a heavy ocean theme, but it completely lacks any actual live marine attractions. This expansion idea opens up a massive commercial wing directly connected to the casino's back gates, turning a basic gambling floor into a sprawling, multi-level underwater sandbox attraction that expands the resort's luxury layout naturally.

The Vibe: A grand, multi-level architectural dome built around a massive central ocean tank. It features transparent underwater acrylic tunnels, a tropical coral reef walkway, a darkened deep-sea trench exhibit, and a stylized touch-tank pavilion for kids. Because the main resort outbreak shattered several secondary tank barriers, the lower walkways are completely flooded with knee-deep, blood-tinted water, while automated emergency blue hazard lights cast a surreal, underwater glow over floating casino debris and submerged zombie crowds.

Why It Fits Chuck: Mechanically, this zone introduces a unique environmental hazard: waterlogged terrain. Walking through the knee-deep flooded lower corridors slows Chuck's standard movement speed and prevents him from pulling off fast dodge-rolls, forcing players to rely on the elevated walkways or look for unique marine vehicles (like jet skis in the promotional stunt tanks). The presence of water also creates high-risk scenarios where using electrical weapons can accidentally shock the water grid, hurting both zombies and Chuck if he isn't careful.

Combo Weapon Potential: The Shark-Bite (Taxidermy Shark Jaw + Industrial Hedge Trimmer): Chuck hollows out a realistic, fiberglass shark jaw prop from the aquarium gift shop and clamps the rows of razor-sharp teeth directly onto the dual moving blades of a handheld industrial hedge trimmer. Pressing the heavy attack button triggers a rapid, snapping forward execution that clamps down on a zombie's torso, instantly bisecting them and creating an unbreakable, armor-crushing melee strike.

Psychopath Boss: A washed-up, unhinged marine performer who used to run the aquarium's live stunt shows. Driven mad by the outbreak, they treat the main flooded theater as their personal underwater kingdom. Wearing a modified, heavy-duty vintage diving suit that protects them from electrical damage, they aggressively patrol the flooded stage using an industrial, high-voltage harpoon gun. They intentionally fire harpoons into the flooded floor to complete high-voltage circuits, forcing Chuck to scramble onto floating props and overhead scaffolding to avoid being electrocuted while closing the distance.

Survivor Side Missions:

The Mission: High Tide

The Concept: An aquarium tour guide is trapped on an elevated walkway above the darkened deep-sea trench exhibit. The lower paths are completely waterlogged with knee-deep water, slowing movement speed and creating high-risk electrocution hazards if electrical weapons are used. You have to navigate the transparent underwater acrylic tunnels to find a path up to the elevated walkway and lead them out across the high ground.

The Mission: Shattered Glass

The Concept: A pair of wealthy casino high-rollers who stumbled out of the Atlantica Casino and got trapped inside one of the transparent underwater acrylic tunnels.

The Mechanical Twist: The tunnel's glass is heavily cracked and actively leaking water. A massive horde of undead tourists is slamming against the exterior of the glass from inside the tank. The high-rollers are too paralyzed with fear to move. Every time a heavy weapon explosion or a firearm is discharged nearby, the cracks in the glass expand, filling the tunnel with more water. You have to calm them down and escort them out quickly using silent, precision melee weapons before the entire tunnel completely ruptures and floods the area.

9: The Fortune City Grand Cirque Theater (Expands Palisades Mall Layout)

Concept Connection: In the official game layout, the Palisades Mall is an upscale, two-story shopping center, but its back corridors lead to dead-end maintenance gates. This expansion idea opens up those locked commercial wings, connecting the upper balcony stores directly into a massive, multi-tiered permanent performance theater. It transforms a basic retail walk into a dramatic, high-vertical entertainment sandbox destination.

The Vibe: A lavish, indoor theatrical arena designed for a world-class avant-garde circus. It features zero traditional carnies or dirt midway booths; instead, it is packed with towering velvet drapes, a massive circular center stage, rows of stadium seating, and a dizzying web of overhead catwalks, high-wires, and aerial silk ribbons. Because the automated stage rigs glitched during the outbreak, the theater is locked in an active performance cycle: dramatic spotlight sequences are wildly sweeping the room, theatrical fog machines are choking the floor, and a booming, operatic orchestral score is blasting over the PA system.

Why It Fits Chuck: Mechanically, this zone introduces a massive focus on extreme verticality and aerial traversal. The floor of the theater is a hyper-dense, pitch-black sea of zombies hidden beneath the thick stage fog. To survive and navigate the area safely, Chuck is forced to climb the backstage rigging and actively traverse the arena using high-wires, trapeze bars, and balance beams suspended stories above the horde, turning movement into a high-wire balancing act.

Combo Weapon Potential: The Acrobat Shredder (Weighted Trapeze Bar + Dual Weed Whackers): Chuck attaches two high-RPM, gas-powered industrial weed whackers to the opposing ends of a solid steel trapeze bar. Unlike standard blunt weapons, executing a heavy jump-attack has Chuck swing the bar in a massive, overhead vertical arc, creating a spinning perimeter of wire-blades that decapitates dense clusters of zombies instantly upon landing.

Psychopath Boss: Maria Valentina (El Constrictor) & Eduardo: Moving Maria and her giant pet python here fits the high-end Cirque aesthetic perfectly. Stranded by the outbreak that killed her stage mates, Maria's darkest urges have been freed. She actively uses the stage fog to hide, attempting to seduce or blind Chuck with poison dust, scratching him with poisoned nails, or forcing him into a toxic kiss that leaves him coughing and vulnerable. Meanwhile, her massive python, Eduardo, slithers through the stage architecture, dropping down to execute high-damage constricting wraps and poisonous bites

The Mechanical Loop: The battle features a unique dual-target dynamic. If Eduardo dies first, Maria will convulse in anger and go after Chuck with increased ferocity, suddenly becoming much more powerful and faster. But If Maria dies first, the fight will continue like normal, until Eduardo is killed.

The Death Cinematic: If Eduardo is killed last, he will weakly slithers over to Maria's corpse and wrap himself around her, as if out of love, before passing. But if Maria is killed last, she will slowly crawl over to Eduardo's corpse and offers herself to Eduardo, which the giant pet python suddenly comes to and swallows her whole, before dying.

Maria Valentina (El Constrictor) & Eduardo are both OC'S and belong to @Khfan-D98 from DeviantArt:

https://www.deviantart.com/khfan-d98/art/Dead-Rising-psychopath-idea%3A-5-648620260

Survivor Side Missions:

The Mission: Stage Fright

The Concept: A stage technician is stranded high up in the web of overhead catwalks and aerial silk ribbons. The floor of the theater below is a pitch-black sea of zombies completely hidden beneath thick, automated stage fog. The technician is too terrified to come down, forcing you to traverse the backstage rigging, trapeze bars, and balance beams to reach them and guide them across the overhead wires to safety.

The Mission: Blind Panic

The Concept: While exploring the outer concourse bordering the Palisades Mall, Chuck finds a terrified survivor hiding in a maintenance alcove. One of their eyes is severely lacerated and bleeding heavily. Panicking, they yell that they just escaped from the Grand Cirque Theater after a crazed aerialist woman tried to physically feed them to a massive, coiled python. They explain that during the struggle, the woman scratched their face with her long, poisoned nails.

The Mechanical Twist: Chuck has to quickly evaluate the injury. While the survivor is completely convinced they are injected with lethal poison and are going to die, Chuck notices the wound is actually just a deep, non-lethal scratch that is bleeding profusely. However, because the blood is obstructing their vision, the survivor is temporarily blinded on one side.

So,... what do you guys and gals think about the zones?

(Comment down your thoughts)


r/deadrising • • 6d ago

Dead Rising 2: Off The Record Dead Rising 2 Off The Record Co-op medals

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14 Upvotes

Is anyone currently trying to get the coop medals in sandbox mode cus that's like the last thing I have left in off the record and could appreciate help we can do them all if they haven't done none before. Really like this game and irks me I have that unfinished.


r/deadrising • • 6d ago

Dead Rising 2 Anybody up for Terror in Reality for dead rising 2 ps5/4?

11 Upvotes

This mode was a blast to play back in the day and the player count is nonexistent at the moment so maybe if anybody is up for it we could log in at the same time to play?


r/deadrising • • 6d ago

CO-OP Dead rising 2 otr co op achievements? And Vanilla XBOX

8 Upvotes

Need "making memories" and "best of friends" and for vanilla, i need "Don't you die on me!" User: Deathlord420 (zerorelic137019)


r/deadrising • • 7d ago

Dead Rising 1 Why is he beating my ass? Is he stupid?

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126 Upvotes

r/deadrising • • 7d ago

Dead Rising 2: Off The Record You can find Katey’s Backpack in the green room in DR 2: Off The Record

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158 Upvotes

Poor Chuck!!


r/deadrising • • 8d ago

Dead Rising 2: Off The Record Just got my copy of OTR in the mail

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71 Upvotes

I've heard great things and I can't wait to play


r/deadrising • • 8d ago

MEME Metal Gear Rising

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38 Upvotes