Overall: 7.5/10 Story: I have a lot of nostalgia for both this and the OG Dead Rising 2, but having revisited them all these years later, I really don't like the narrative in this one. I understand that this whole game is meant to be a "what if?" scenario that doesn't take itself too seriously, and I respect that they actually went out of their way to provide significant twists/changes to the plot so it's not literally just "Dead Rising 2, but you play as Frank instead." However, that doesn't negate the fact that the narrative here isn't very good overall. One of the biggest problems with OTR is that, despite being a retelling of DR2's story with an entirely different protagonist, it doesn't really do anything particularly interesting with that premise beyond using Frank West as an excuse to recontextualize familiar events and introduce a handful of new plot elements (like the camera.) The idea of putting Frank in Fortune City is genuinely interesting on paper, especially considering his history from the events of DR1, his experience as a photojournalist, and what his life might look like years after becoming famous for exposing the truth behind a massive zombie outbreak. Unfortunately, the game doesn't do nearly enough with any of these ideas to justify replacing Chuck with him, and the result is a narrative that feels significantly less focused/compelling and considerably more cheesy than the original. A major part of what made DR2's story work for me was Chuck's personal motivation. Regardless of how ridiculous the overall plot gets, everything is grounded in his relationship with Katey and his desperation to keep her alive. His need to obtain Zombrex gives him a tangible, immediate objective that persists throughout the entire game, while the accusations against him and the conspiracy surrounding the outbreak gradually introduce additional complications that tie into his circumstances. There's a clear emotional throughline connecting the major events of the story, and even when the game veers into the usual Dead Rising absurdity, there is still a reason to care about what happens to Chuck beyond simply wanting to see what happens next. OTR loses a significant part of that foundation by removing Katey and the relationship that gave Chuck's story its emotional weight. Frank's motivations are way less interesting/motivating in comparison and largely revolve around his desire to reclaim his fame and get back into the spotlight after becoming a washed-up celebrity. I don't necessarily have a problem with that premise in itself, but it feels like a massive downgrade when the OG plot had a protagonist whose personal circumstances were so closely intertwined with the central conflict. Frank's motivations are primarily self-serving, and the narrative never really develops them into anything particularly meaningful. His desperation to regain his fame is mostly played for comedy as bad one-liners, and while that fits the more lighthearted tone of this game, it also means there is very little emotional substance beneath the surface. Gameplay: First things first, just like the base game, I couldn't get ANY wireless controller to function 100% correctly, no matter what I tried. However, I can confirm that using a WIRED Xbox 360 controller works perfectly and displays correct button prompts, so I'd recommend using it if you have one. Now, this might be a hot take, but I think the gameplay is significantly worse overall in OTR than DR2. The core gameplay is identical and obviously the new combo weapons are very fun and welcomed additions, but that's really it for me. For starters, the whole "zombie jumpscare" mechanic behind doors is ALWAYS obnoxious, but that pales in comparison the more significant gameplay changes. Most of which are a byproduct of the checkpoint system. I'm not really a big fan of the checkpoint system in this game in the first place because I think being conscious about your saves/time management is a core staple of the DR series, but what turns it from being minor gripe to a huge issue is the other technical decision made by the devs to "balance" things. I guess they didn't want their legendary checkpoint system to trivialize the gameplay (which is admittedly understandable) but the way they chose to balance things was by dramatically increasing zombie's view range, grab range, grab success rate, and damage to survivors when grabbed. That sounds like a fair trade-off on paper, but in practice what it really results in is zombies from across the mall seeing you and intercepting your path, getting snagged by zombies you thought you were out of range of, and survivors getting grabbed then losing half of their health or straight up dying before you can make it back to save them. My gripe with all this is that the zombies go from feeling like environmental obstacles in DR2 to more like AI obstacles in OTR, and I think it's pretty bad trade-off in a series that has never been well-known for its top-tier AI. Instead of simply navigating around hordes, you're constantly dealing with zombies that aggressively track you down, interrupt your movement, and grab you from distances that feel completely unreasonable. It makes the gameplay feel like it's less about managing crowds and more about fighting against the game's own janky mechanics even when you're carefully navigating. It usually gets to the point where I end up spending the entire story wearing the ninja outfit just so the zombie AI will chill out. Those are my biggest complaints, but I don't hate every addition made. I already mentioned the new combo weapons, but I also like that Frank has a different unarmed moveset than Chuck and that it's full of cool attacks, and while I don't love the camera mechanic due to it's lack of depth, I still think it's a nice lore-friendly addition for gaining PP as Frank. World: The map is still Fortune City, with the addition of the Uranus Zone, but the problem is U.Z. isn't as nearly as significant of an area as the promo-art or store-page screenshots would have you believe. It was clearly designed as a major selling point for some reason, but neither the story nor gameplay build enough actual content around it. Despite the very distinctive identity, most of the missions still revolve around the same locations as DR2 besides a few survivor spawns, and of course the final boss fight with Stacey. It has a lot of personality and I won't deny that using the rides to kill zombies is a fun gimmick for a few minutes when messing around in sandbox, but there's just not enough content, depth, or substance to justify it being such a promoted aspect of the game. Visuals: If you're planning on playing this game soon after the OG DR2, then graphically you already know what to expect. It's the same game engine with some minor improvements to crowd density, but it isn't a graphical advancement by any means. The main visual differences come from Frank replacing Chuck, the new environments, and the additional content, not from new rendering technology. So, are the graphics cutting-edge or impressive? No, of course not. It doesn't even have true ultrawide support and 120fps can look choppy in cutscenes. However, given that this was a PS3/360 game which released in 2011, It still looks good for it's age, and you'll probably get used to any graphical discrepancies pretty quickly. Music/Sound Design: My biggest criticism of the audio in DR2 was how inconsistent the sound quality could be, and unfortunately, that's still a problem here. While the audio sounds fine and clear during gameplay, cutscenes can randomly sound flat, compressed, or noticeably muffled, sometimes even within the same scene. It doesn't happen as much as in the base game, but there's certainly still moments of randomly muffled audio. Aside from that, the sound design is solid enough for 2011 though.