![]() One late-game zombie form takes many more hits to defeat, though, and this isn't a combat system built for longer encounters with a single enemy. The human soldiers and occasional Maniac bosses work well enough, and split up the pacing nicely. The combat falters somewhat when the game begins introducing tougher enemies. As long as you can find a car with the lights blinking, you can drive to your next location in style with a row of ragdoll zombies flying in your wake. Similarly enjoyable is the vehicle mayhem, which punctuates the travel between most missions. It can get tiring to slowly swipe your way through a horde with a mere sledgehammer, but freezing them in a wide arc with an ice sword never gets old. The weapon crafting is ingenious as always, making blueprints the most valuable collectibles in the game. This is where Dead Rising 4 shines, giving a wide array of weaponry to tear through zombies like wet tissue paper. You won't have much time to appreciate the vistas, though, since almost every square inch of the map is crawling with the undead. It was surprising how much area I traversed, because stopping in any one location felt well-crafted and individualized. The area feels sprawling for one that is so littered with objects to pick up and combine into zombie-smashing weaponry. The campaign spends only a short time inside the mall proper, and quickly whisks you to the larger Willamette area. To that end, Dead Rising 4 is a giant sandbox made up of smaller, more carefully constructed sandboxes. And like the original, it works best when it's functioning as a pulp-inspired toy. It's another starring role for Frank West, another visit to the sleepy town of Willamette, and even another shopping mall. After two departures, one even more cartoonish and the other oddly straight-faced, Dead Rising 4 gets back to its roots. The zombie series began as a blatant homage to Dawn of the Dead, and that afforded it a certain camp value that made mowing down countless undead feel right at home.
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