honestly i've been replaying 4 because i wanted to collect all the data log collectible stuff (i didn't get a chance to in my first play through because of the data corruption bug in the PS4 version) and i have some thoughts about it:
the pacing is really weird. i guess in previous games you had, like, the whole world open to you from the jump (or at least most of it), but here it's gated off by progress so like, case 1 is confined to the mall, but then case 2 unlocks the next two areas and case 3 unlocks the final area. the case breaks occur at the weirdest times too - case 1 is fine, but case 2 seems like it should end when you try to enter West Ridge (there's a very clear act break here), then case 5 also has a very clear act break where it should end, but instead it ends right before the final, linear set piece?
for this game to be a "going back to the roots" moment, there's very little talk about wasps. if you just played dead rising 4, i'm not even sure you'd understand how zombies work in this franchise.
all of vick's uploads seem to indicate she's the star of a much more interesting game. it feels like in her game, there's an actual supporting cast, instead of "people you see twice in the game and who frank seems to just be annoyed by." i wonder if brad was initially meant to be the Dick-like co-op character but they had to scrap it? anyway playing 4 really highlights how much the first two games benefited from having allies in the safe rooms and like actual cutscenes with those characters.
(vick is also a really annoying character though and i'm not sure why she complains about frank stealing stories so much because that's... not part of frank's character or storyline or why they had a falling out)
easily the worst scene in the game is the one where you meet hammond and she asks frank to help her get her injured comrades to safety and he tells her to fuck off because he doesn't have time for it. this is like, literally the opposite of what dead rising is about.
i like the idea of the panic rooms, but i feel like it doesn't quite make sense to have a store in the brand new mall selling panic rooms when this is supposed to be post-zombie vaccine? also i think the panic rooms should come with large mirrors that let you change your outfit, it's weird that none of them have that.
also a thing the panic rooms should have had: actual, manual save points, of which there are none in the game for some reason? i genuinely don't understand this design choice, especially since both the panic rooms and the emergency shelters seem like places you could stick manual save points really easily?
capcom heroes removes all the collectables and weapons and clothing items and replaces them with capcom posters and capcom treasure chests an capcom stars. capcom heroes is basically capcom musou, except instead of a collection of fan favorites from across the decades coming together, it's like one middle aged man cosplaying. a lot of the costumes have terrible move sets, particularly the ones where you can't actually aim their ranged attack. cammy having infinite fire bombs and a gun that can actually be aimed made her an MVP. amaterasu's melee move set is useful and nice looking. sissel is literally invincible when he's doing his melee attacks as long as you don't unlock his finisher.