Summary

One boss inDead Rising Deluxe Remastercould become a lot more important if the game’s schedule receives a small adjustment. Granted, it’s not clear how muchDead Rising Deluxe Remasterwill change from the original. There will naturally be some expected upgrades in terms of presentation, and a few new features have already been announced. An outright change to the in-game schedule would be a major shift, especially with how time-reliant the game is. However, it could be the best way for one ofDead Rising’s bosses to thrive in a way they couldn’t in the original release.

Theannouncement ofDead Rising Deluxe Remasteris the best news that the franchise has received in a long time. The franchise’s momentum came to a stop afterDead Rising 4, a stunning reversal of fortune for what had been a solid IP for Capcom. However, the remaster is a chance for the series to make a triumphant return. Considering how well the series' earlier installments did, it’s a valid strategy for making a comeback.Dead Rising Deluxe Remasterwill need to bring what fans loved about the first game and appeal to both old and new audiences as the series' best chance to return.

Dead Rising Deluxe Remaster Tag Page Cover Art

An amazing way thatDead Risinginspired later titleswas with its bosses, and Paul Carson was no exception. Paul is a nervous teenager who fights Frank after he ends up threatening a pair of survivors out of paranoia, with molotovs as his main weapon. What makes Paul unique is that after the fight, the player can save him after he accidentally lights himself ablaze. Not only will this allow him to be saved like any other survivor, but he will also later thank Frank by giving him molotovs whenever he wants. While notDead Rising’s most iconic boss, Paul is certainly memorable.

Paul started a trend inDead Risingwhere some bosses could be saved, to be followed by Bibi and Kenny in the sequels.

Unfortunately, a weakness of Paul’s in both the original andrereleased versions ofDead Risingis his placement in the timeline. Paul’s fight is open in the middle of Day 3, with the chance to get molotovs from him not opening until 5 PM. At that point, players would have a maximum of 72 in-game hours before the end of 72 Hour Mode. And since none of the survivors are in Overtime mode, Paul and his molotovs will be gone by that point as well. Paul’s molotovs are a fun tool to use, and losing access to them so quickly after earning them is disappointing.

An Earlier Fight in the Remaster Could Let Paul’s Presents Shine

One possibility that could fix this predicament is if one of thenew features inDead Rising Deluxe Remasteris a schedule change. By putting Paul’s scoop earlier in the game, possibly swapping him with another boss on the timeline, players could have far more time to experiment with his molotovs. That would make them a much more valuable reward as opposed to them only being around for a handful of in-game hours. Of course, such a move could change some optimized routes. However, putting Paul sooner in the game would give players a new resource to try more strategies with.

There’s no indication whetherDead Rising Remaster Deluxewill make any major changes to the game. Even so, perhaps one way todo something special withDead Rising Deluxe Remastercould include a shuffling of the boss order, at least where Paul is concerned. He and his Molotovs both serve a unique niche in either the story or in gameplay. While Paul does his job, the original schedule leaves his molotovs as little more than a footnote.Dead Rising Deluxe Remastercould benefit from a shift in Paul’s schedule.