Capcom have returned to their old ways with Dead Rising 2: Off The Record, which might as well be Dead Rising 2: Turbo. The same game with a few extra art resources, a bit of extra writing, and we can control a ‘new’ character we’ve already seen.
And we’re still going to buy it on Day One and play constantly until we’ve beaten it at least twice because Dead Rising kicks ass.

It also chops them in twain four at at ime.
Capcom are infamous for iterating things to make extra cash, like a videogame mint, but differ from EA’s sports photocopier in how they do make improvements beyond “updating the player names” with each title. But these are always baby steps instead of the bold strides we’d expect from a true sequel. Which is why we want Dead Rising 3, and why we’re going to tell you what we want from it. Because at least 5% of our brain has been constantly adventuring with Frank West and Chuck Greene since 2006, and they’re still the only reason we can tolerate being in a mall for longer than thirty minutes.

By mentally doing this once a minute
A City
Dead Rising is more focused on location than an ICBM, and kicks far more ass when it gets there. The choice of mall made Dead Rising as a series: you got to run around the shopping center with more ridiculous weaponry than a MacGuyver/Jackie Chan buddy movie (Hollywood: get started.) And unlike those Dawn of the Dead assholes, you don’t sit around whining. You load up on orange juice and adrenaline before exterminating the horde with a giant lipstick.
The brilliant bit is, technology no longer limits Dead Rising to carefully controlled interiors. Fortune City’s plaza showed that the game could handle streets just fine. The time has come for Zombie City. GTA IV had simultaneously the most detailed and least used city in gaming history. It was massive, complete, and all it ever achieved was letting your character aim terribly and be annoyed by the phone in beautiful new locations.

This looks like a wonderful place to have my hole annoyed right off by fictional people
Imagine Dead Rising with heavy gear in an industrial district, experimental labs in a university campus, office blocks full of literal white-collar zombies, and of course a shopping district which might as well be called “Retro zone, god this game is great.”
Completing certain missions could restore the phone or subway systems, deposit boxes and the postal service. This would extend the distinctive “Start powerless, earn kickass” Dead Rising vibe to the entire environment, brazenly using videogame logic the way the series always has. (Urinals don’t usually record a complete copy of you, unless you’re peeing in an advanced cloning laboratory.)
And the city feeds in to our next suggestion:
New Skills
Dead Rising introduced the funnest, most awesome game mechanics since Pong invented that concept. The original’s photography was ridiculously enjoyable, and to this day is the only thing which would make us put down the baseball bat when a lunatic with an axe is charging at us. The sequel’s “Duct Tape Does Everything” was even more fun, with the sheer sense of achievement when you discovered a new combination. Every unlikely item triggered Bond villain levels of maniacal laughter at your own genius, especially when you got the combo card and could trigger the Strong attack. Which usually murdered physics as well as the target zombies. The Tesla Ball is still the greatest videogame device outside of the Portal gun.

Cole McGrath is a pansy. And it’s raining in Greece because Zeus just pissed himself.
So what new skills could we add?
Useful Civilians
Dead Rising wasn’t jut the simple joy of murdering the already dead, it was an Escherian Inversion of evenything we knew about fun. Escort missions are as enjoyable as medieval dentistry, but Dead Rising was a massive multiple time-limited save-limited escort mission and it was one of the greatest things ever made.

My favorite part are how she prevents me from running, jumping, or using items, and could still die at any moment!
Even Capcom realised this, and one upside of their iterative approach is how it let them fix it. In Case West everyone you rescue instantly and courteously teleports out of the facility instead of following you like a suicidal duckling. Except for Frank West, who is instead programmed to fight and have infinite health. That’s the greatest breakthrough from stupid waste to brilliance since Alexander Graham bell asked “How about we connect these useless phones together?”
In Dead Rising City you could rescue medical staff, carpenters, police, subway conductors, all kinds of things and dispatch them to do something useful. Civilians could have classes like medical, combat, building. Soldiers could be used to provide backup, or establish barricades to reduce the zombie flow in certain sections of the city. Medical staff could give you health kits, set up in combat zones as a dispenser, or be sent back to a home base to improve the condition of all your people. Building up a home base for research while establishing forward posts for combat could turn Dead Rising into the first person ass-kicking with minor Real Time Strategy elements Brutal Legend was meant to be.

We’re just assuming there’ll be an army base to unlock.
Again, Case West points the way: some civilians demanded items before moving away from the relentless hordes of the undead, which seems a little fussy, but even fetch quests are a million times better than escort missions. In a city strategy environment, people could require certain weapons or materials to build forward bases or upgrade your weapons - and discovering which items work with who would be a whole new mechanic. Rescuing key staff could restore networks like the subway (teleport between zones), the postal service (request items from bases established in other districts) and more.
Necromancer
If you can control the living, what does that leave? Oh yes. Pretty much the only thing you don’t use against zombies in the previous games is other zombies, except when you picked them up and windmilled them through crowds while cackling in sheer joy (the last part is non-optional and automatic.)
How about playing as a rogue Phenotrans employee? Frank West was the investigative hero, while Chuck Greene played the desperate victim - we can round out a trilogy by playing an employee of evil, framed and left to take the fall by a sinister corporation. She or he would know all about the zombies, and could develop items to control certain zombies (or at least redirect some of them.) It would be the ultimate payback, commanding hordes to do your bidding.
Dead Rising is the most fun you can have killing enemies outside of a multiplayer server. Games like Counter-Strike offer sheer competition but no imagination: you can’t mess around with weapons on a multiplayer server. If you’re playing Counter-Strike you either have an AWP, a deagle, or a hole in your head where the thought “It’d be fun to try something else” used to be. Left 4 Dead levels have fun asides and little areas, but running off on your own to have a look will leave you alone, and dead, very quickly. Single player is simply better at certain things, and Dead Rising does them.
What would you want to see?