Michael1406 Posted February 2, 2009 Share Posted February 2, 2009 Has this been posted? If so, I've missed it: http://www.residentevil.com/5/kijuju/index.php The more views it gets the more content they unlock on the site. Kind of odd, as it seems to be post-RE5 stuff with live actors. Showing that it messed Chris's head up being in that situation. Even though he did RE1/CV thing. Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 2, 2009 Veteran Share Posted February 2, 2009 Resident Evil 5 360 demo downloaded 1.8 million times By Patrick Garratt residentevil5a8 Resident Evil 5?s Xbox 360 demo?s been downloaded 1.8 million times since it released last week, breaking Xbox Live?s previous record. The trial was downloaded 1.3 million times in the first three days after launch, Microsoft said today. Star Wars: The Force Unleashed held the record up till now. More on Shacknews[/quSource: VG247l] Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 2, 2009 Veteran Share Posted February 2, 2009 No Run-and-Gun in RE5 after allWritten by Lauren Wainwright Well after all the fuss going around about being able to run and shoot in upcoming action survival horror Resident Evil 5 seems to be a complete fabrication. Official Xbox Magazine has claimed on their twitter; "watching the RE5 OXM Report on Inside Xbox. No, you cannot run and shoot in RE5, despite what the Capcom guy said in the clip!" Wait? I'm confused OXM & Capcom. Shouldn't the Capcom rep know what he is on about? Why was this information released on Inside Xbox by OXM in the first place? Who knows what they are talking about!!? Next week, Console Monster has been invited to a swanky Resident Evil 5 event in London to test out the game. As soon as we have had a good hands on playthrough (and a cheeky peek into the control options) we shall let you know what is going on. You can help support the site by purchasing Resident Evil 5 from Play.com. Click here and we will take you directly to the game's page at Play.com where you can buy or pre-order this game today! Source: Console Monster Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted February 2, 2009 Subscriber² Share Posted February 2, 2009 vadernooooooooo.gif [no more pictures allowed :rofl:] Link to comment Share on other sites More sharing options...
Sethos Posted February 2, 2009 Share Posted February 2, 2009 You gotta remember, running AND shooting at the same time is a time consuming thing to implement ... *cough* *COUGH* Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 2, 2009 Veteran Share Posted February 2, 2009 Good AB :p Link to comment Share on other sites More sharing options...
Corris Veteran Posted February 3, 2009 Veteran Share Posted February 3, 2009 That is so lame, really lame. I understand it back in the Ps1 generation, slow controls, slow zombies, there was barely that many on screen at one time anyway. But doing the same thing now, bringing everything into this generation besides the controls is stupid, I've mentioned it before but I think the Dead Space controls worked just great for the game, they didn't need to make the game artificially slower through controls because they can't seem to be able to realise people can concentrate on moving and shooting. If people want to conserve ammo, then they will take the time to make every bullet count, we shouldn't be held back because they can't grasp such simple concepts. I won't be buying this game, the last RE game I bought was RE2, I have played the others but was hoping to get into this one, maybe not it seems. Maybe its me, but why do Japanese devs usually have somewhat lame controls that usually end up in stiff characters. RE series, MGS has always had stiff character movement and controls, its quite apparent so far that SE can't make a good action game Dirge of Cerberus controls and movement were appalling, but hopefully they will change that with FFVersusXIII. /end grumpy rant :p Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 3, 2009 Veteran Share Posted February 3, 2009 Fast controls and slow zombies just wouldn't work though, the pace would be far too fast and we'd be complaining about the game being short instead. That is if they tacked them on in the end just to satisfy people, its a different case if the whole game was designed around such controls. Link to comment Share on other sites More sharing options...
Corris Veteran Posted February 3, 2009 Veteran Share Posted February 3, 2009 Fast controls and slow zombies just wouldn't work though, the pace would be far too fast and we'd be complaining about the game being short instead. That is if they tacked them on in the end just to satisfy people, its a different case if the whole game was designed around such controls. Well the demo didn't seem to have slow zombies, they definitely didn't have a problem catching up to me what so ever, even the big guy with the axe thing, but then they would stand 2 feet in front of me staring as if I was some hot chick, which I was not, she as off running into a wall. :p Link to comment Share on other sites More sharing options...
Guyro Posted February 3, 2009 Share Posted February 3, 2009 i thought someone said that we could change teh control scheme to be able to move when aiming? Link to comment Share on other sites More sharing options...
Corris Veteran Posted February 3, 2009 Veteran Share Posted February 3, 2009 i thought someone said that we could change teh control scheme to be able to move when aiming? Nope, it was all a lie, some PR guy said that it was coming, when it wasn't, instead they added some strafing mechanic, which doesn't really add anything, just makes the moving and looking more like an FPS, that's it really. Link to comment Share on other sites More sharing options...
+Audioboxer Subscriber² Posted February 3, 2009 Subscriber² Share Posted February 3, 2009 Nope, it was all a lie, some PR guy said that it was coming, when it wasn't, instead they added some strafing mechanic, which doesn't really add anything, just makes the moving and looking more like an FPS, that's it really. Yup, megatondisappointment.gif :( Does strafing make things any easier though? [can't try it out just now] Link to comment Share on other sites More sharing options...
»X« Posted February 3, 2009 Share Posted February 3, 2009 Tried the demo. Was bored within a couple of minutes. Just more of the same. Link to comment Share on other sites More sharing options...
FlibbyFlobby Posted February 3, 2009 Share Posted February 3, 2009 Yup, megatondisappointment.gif :(Does strafing make things any easier though? [can't try it out just now] I found it to be annoying tbh. It means if you want to turn around on the spot to run away you need to hold run first. It was the default control set on the demo, Type D or something I think. Link to comment Share on other sites More sharing options...
Michael1406 Posted February 3, 2009 Share Posted February 3, 2009 I've started using control method C. It helps, as I feel that there seems to be more "all directions" enemies so you need a bit extra agility. It doesn't make quick turning harder at all. Down + X, Forward + X. Same as always. I think the strafing is essential when I am Sheva though, that over the left shoulder view is garbage. I do hope in the final version of the game that we can choose who our partner is. Not being able to will really dampen my spirits. Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 6, 2009 Veteran Share Posted February 6, 2009 (edited) New RE5 shots show large crocodile By Patrick Garratt Capcom?s put out yet more screens of Resident Evil 5, this time revisiting some water sections from the game along with that monster crocodile. See them on Gamespot. There?s other stuff there too, but we only really care about the crocodile, to be honest. Take a look. Games out in March.[/quotSource: VG247New hands on from Eurogamer Resident Evil 5 Hands Onby Dan Whitehead You know who the unsung hero of the Resident Evil series is? The guy who moans "Resident Eeeeeevil" at the start of each game. I like to think that it's the same person, and that for each sequel he puts years of practice into making each number sound as spooky as possible. Loading up a preview build of Resident Evil 5, containing the first three chapters of the game, that booming introduction is one of the few elements still remaining from the traditional template that defined the series throughout the 90s. Following on from Resident Evil 4, this fifth sequel (actually the nineteenth in the series!) is far more action shooter than survival horror, and most of its triumphs and failures stem from trying to serve these two goals at the same time. Much like the bizarre T-virus mutated creatures, this is a series mid-evolution. Set ten years after the events of the original game, Resident Evil 5 opens with Chris Redfield barrelling through the African savannah on his way to meet with a contact. He's now working for the BSAA, or Bioterrorism Security Assessment Alliance, and is investigating reports that Umbrella's viral weapons have ended up in the hands of African ne'er-do-wells. Arriving in a small town, he's met by Sheva Alomar, his pert and lovely African counterpart from the BSAA and the second playable character for the new co-op based gameplay design. Chris and Sheva meet with an informant in a butcher's shop, who tells them they need to find a man called Irving. Off you trot into the winding (but linear) slum streets, stepping over mangled animal remains and examining gruesome slaughterhouse leftovers, until you get your first glimpse of the Majini, the Plagas-infected locals who are the African equivalent of Resident Evil 4's Los Ganados. As the first attack wave swarms towards you, there's clearly no chance of fending them off with your limited ammo reserves this early in the game, so you flee to a nearby house and escape through an underground tunnel. You emerge at the start of a scene that will be familiar to everyone who downloaded the demo. It's the Public Assembly area and things play out exactly as you've seen. You now realise that the man being beheaded is your butcher shop contact, but you're soon fortifying yourself against the next wave of bloodthirsty Majini slaves and the lumbering axe-wielding executioner. The first major action scene of the game, much is familiar from Resident Evil 4. You barricade doors with bookcases, and later kick down ladders to escape their clutches, while exploding barrels and choke points provide carefully placed opportunities to thin the herd. Playing offline, Sheva falls under AI control and the results are mixed. Assuming she has the items in her inventory, she's able to hand over ammo for the current weapon you're using, heal you when your health is dangerously low, and even combine red and green herbs automatically to create more powerful healing items. However, she's also a bit dim when it comes to combat, and since her death spells game-over even in single-player mode, she can be as much hindrance as help. In the midst of a scrum, the sight of her blithely standing around while the executioner readies his axe right beside her is most unwelcome. The controls, inevitably, will be the subject of much debate. You can now strafe, and there are four different control set-ups to choose from. Capcom promised "Gears-inspired action controls" but this is a dubious boast. The inability to move and shoot at the same time was originally because of technical limitations, but with the game now an over-the-shoulder co-op shooter more in the style of Army of Two or Kane & Lynch, the decision to stick with the rigid run, fast turn, shoot, repeat approach to combat seems more bloody-minded than creatively inspired. It's not unworkable, and it may be traditional for Resident Evil, but it does leave the game feeling clunky and inelegant in contemporary context. Maybe Capcom needs to have faith that the series has endured for reasons besides the way the characters move. Chapter 1 continues in this vein, through various streets, houses and buildings, until you reach an underground facility, the location of your first boss encounter. It's a gloopy, wormy mass that takes on a vaguely humanoid shape. It's already polished off another BSAA squad, but luckily for you it decides to attack in a room with a giant incinerator oven at one end. Luring the beast into the oven is the obvious solution, but the timing is tricky since the doors take a while to close, giving the monster a chance to slither back out again if you strike too late. So ends the first chapter, and you get the chance to restock your weapons (but not your ammo) from a menu. No sign of the merchant from Resident Evil 4, but you can sell trinkets, gems and treasures discovered on your travels to earn more gold. You can also rearrange your inventory, putting essential weapons and items in the left, right, up and down slots for fast access using the d-pad. Chapter 2 brings the first encounter with infected dogs, which often prove tougher to kill than the human enemies, and leads you through a booby-trapped storage yard to a broken bridge where fast reactions are required to prevent a maniacal Majini from running you down in a truck. Survive that encounter and it's down into the sewers, where you're up against more dogs as well as flying mutants that hatch from dead bodies. There's then another swarm battle in a dockside market, before you reach the Shanty Town section which formed the second half of the demo. Then it's down into some mines for the first true co-op part of the game. There have been a few moments where Sheva is able to be boosted up to a higher level and take an alternate route, but in the mines teamwork is essential, because one of you has to carry a large battery-powered lamp while the other provides covering fire. Played with a human partner it's probably a real blast, although when you have to rely on Virtual Sheva's rather flaky responses it's hit-and-miss. If you're the one doing the shooting, she's not always illuminating the areas you need to see. If you're handling the lamp, there's no guarantee that she'll do a good job of shooting the enemies. In a game where ammo is at a premium, watching her waste shots can be frustrating. Once out of the mines, the game continues to deviate from its established formula. You finally get to meet Irving, a weasel-faced villain who talks like James Cagney. Before you can arrest him, he's spirited away by a mysterious woman in a bird-like mask. Clues suggest they're headed for a nearby oilfield, so you battle your way along a cliff-face for the next big boss fight against a giant mutant bat-scorpion. It's a tricky encounter, and once again shows up the limitations of the partner AI and real-time inventory. Sheva has a habit of picking items up without your permission, but if she grabs an explosive she'll hoard it rather than use it and cause you damage. This is problematic, since you need to use proximity mines to stun the creature and if Sheva has grabbed them you need to stand next to her, open the inventory, navigate over to her side, select the mines, request them, wait for her to hand them over, open the inventory again and equip them. It's a horribly long-winded process, and sometimes proves fatal when there's huge monster stomping around. It's also a fight clearly designed for co-op play, since the creature's weak spot is only vulnerable from behind. One character must lead it away while the other shoots. Stun it with the mines and you get a longer window of opportunity to whittle down its hefty defences. "We need to trap it between us. I'll take the rear!" exclaims AI Sheva. Except she doesn't. I ran around wasting ammo for several minutes wondering where she was, before realising she was still jogging along behind me. You can change her stance from defensive to aggressive, but the difference is minimal. Playing on Normal difficulty, it's very easy to run out of ammo and explosives while trying to get your computerised partner to assist in the fight. It's rather telling that when this section was last demoed to the press, the infinite ammo cheat was activated. Beat the monster and you're thrown into a chase sequence where you use mounted machineguns to mow down Majini attacking from motorbikes and trucks, and this leads straight into another boss fight against an El Gigante from Resident Evil 4. Once again, you're using fixed gun emplacements to blast the Plagas pods on his body, while dodging his attacks using quick-time event button prompts. It's all incredibly action-packed and breathless in its pace, served up with the polished production values you'd expect from Capcom, but nothing up to this point has felt very Resident Evilly. There have been almost constant gunfights, but nothing you could really call a puzzle and no adventure elements at all. That changes slightly in Chapter 3 as you venture into the marshlands in pursuit of Irving and must locate four quarters of a plaque to open a doorway. In the Resident Evil games of old these pieces would be hidden away, unearthed by moving statues or matching patterns. Here, they're just marked on your map and you zip off to find them in a rather nifty airboat. It feels like the vestigial remains of the old Resident Evil, paying lip service to a more varied experience, but with little interest in developing anything beyond the gunplay. Somewhat ironically, it's at this point that the story really starts to kick in, and where fans will start to learn how the events of Resident Evil 5 tie in with the dense narrative tangle of the series. There are the usual melodramatic plot twists and cheesy revelations, but I'm not about to spoil any details. It shouldn't take much mental effort from fans to work out what might be involved. There's a battle through an oil refinery where you're joined by a third character, Josh, followed by an airboat chase during which you have to jump ashore to find the buttons that will open the gates to continue. It all culminates in an even bigger boss battle against an aquatic creature, once again relying on conveniently placed mounted weapons to blast the weak spots to bits. And so ends Chapter 3, and our time with the game. It's never less than visually impressive and the set-pieces are delivered with all the movie-style aplomb you'd expect. The controls are a struggle at first, but it's not difficult to accommodate the quirks with the aiming speed turned up and the fourth control option selected. Where the game seems weakest is in its reliance on a wonky AI model for the single-player, and a noticeable lack of scares. There are plenty of gory moments, some agreeably wacky monsters and enormous amounts of bullets fired, but the series' famous sense of dread and horror-movie pacing has been completely ditched in favour of all-out action. That your character is wandering around in broad daylight, with a constant and shapely companion, hardly helps to nurture a feeling of paranoid terror. There's also the spectre of the old racism debate, hovering the background. That debate is only going to get louder and more urgent once the game is released, and is being covered beyond the cosy world of the specialist gaming press, since there's imagery in here that goes beyond the general air of foreign menace that caused a ruckus in the first trailers. One of the first things you see in the game, seconds after taking control of Chris Redfield, is a gang of African men brutally beating something in a sack. Animal or human, it's never revealed, but these are not infected Majini. There are no red bloodshot eyes. These are ordinary Africans, who stop and stare at you menacingly as you approach. Since the Majini are not undead corpses, and are capable of driving vehicles, handling weapons and even using guns, it makes the line between the infected monsters and African civilians uncomfortably vague. Where Africans are concerned, the game seems to be suggesting, bloodthirsty savagery just comes with the territory. Later on, there's a cut-scene of a white blonde woman being dragged off, screaming, by black men. When you attempt to rescue her, she's been turned and must be killed. If this has any relevance to the story it's not apparent in the first three chapters, and it plays so blatantly into the old clich?s of the dangerous "dark continent" and the primitive lust of its inhabitants that you'd swear the game was written in the 1920s. That Sheva neatly fits the approved Hollywood model of the light-skinned black heroine, and talks more like Lara Croft than her thickly-accented foes, merely compounds the problem rather than easing it. There are even more outrageous and outdated images to be found later in the game, stuff that I was honestly surprised to see in 2009, but Capcom has specifically asked that details of these scenes remain under wraps for now, whether for these reasons we don't know. There will be plenty of people who refuse to see anything untoward in this material. "It wasn't racist when the enemies were Spanish in Resident Evil 4," goes the argument, but then the Spanish don't have the baggage of being stereotyped as subhuman animals for the past two hundred years. It's perfectly possible to use Africa as the setting for a powerful and troubling horror story, but when you're applying the concept of people being turned into savage monsters onto an actual ethnic group that has long been misrepresented as savage monsters, it's hard to see how elements of race weren't going to be a factor. All it will take is for one mainstream media outlet to show the heroic Chris Redfield stamping on the face of a black woman, splattering her skull, and the controversy over Manhunt 2 will seem quaint by comparison. If we're going to accept this sort of imagery in games then questions are going be asked, these questions will have merit, and we're going to need a more convincing answer than "lol it's just a game."[/quoSource: Eurogamer] (happy now :pb? :p) Edited February 6, 2009 by DrunknMunky Link to comment Share on other sites More sharing options...
GameOverRob Posted February 6, 2009 Share Posted February 6, 2009 Damn you and your continued link, which i can't read at work because its blocked! Just when it was getting interesting as well! Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 6, 2009 Veteran Share Posted February 6, 2009 JaffJaffe: Resident Evil 5 Demo Not "Meh"Resident Evil 5 might be taking a kicking across the great wide virtual tundra of the Internet, but it has at least one defender - God of War creator David Jaffe. In a post on Twitter Jaffe noted that he is, "happy that the RE5 demo is really growing on him. At first I was kind of 'meh' on it, but it's really grown on me. I'm really digging it! :)" Critics of the demo have been complaining, most notably, about the inability in the game to run and shoot simultaneously. Capcom, for its part, has defended the design decision on its blog, emphasising tradition and stating "Have you ever tried walking (much less running) while shooting? If you have, you'll know how hard it is to hit a target while in motion." So, it's a matter of making your zombie game realistic, then? But... really, what was everyone expecting? Running and gunning has a long-standing tradition of NOT being in RE games, why should we expect it to make an appearance now? Because players' other favourite shooters do it? Source: Spong Make that 2 defenders (Y) ;) Link to comment Share on other sites More sharing options...
Michael1406 Posted February 6, 2009 Share Posted February 6, 2009 +1 on that DM, people just want RE to conform. If you add run+shoot then you have to make the enemies harder and more like everything else on the market. Link to comment Share on other sites More sharing options...
GameOverRob Posted February 6, 2009 Share Posted February 6, 2009 +1 from me as well I can't wait for this bad boy! Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 6, 2009 Veteran Share Posted February 6, 2009 I forgot to mention GameTrailers have started a retrospective on the series (Y) Part 1 Link to comment Share on other sites More sharing options...
FlibbyFlobby Posted February 6, 2009 Share Posted February 6, 2009 +1 from me as well I can't wait for this bad boy! +2 Has anyone reported what the game length is like yet? I'm really hoping it's similar to RE4. I remember that feeling when I thought I was at the end of RE4, then it turned out there was tons more left. Joy I think it's called. :D Link to comment Share on other sites More sharing options...
Dirk Posted February 6, 2009 Share Posted February 6, 2009 I'm hoping it will be at least fifteen hours long. It will give me more time to yell at my friend for looking around at everything instead of killing zombies. Link to comment Share on other sites More sharing options...
Michael1406 Posted February 7, 2009 Share Posted February 7, 2009 Dammit, that retrospective makes me want 2 + 3 remakes all over again, and it makes me want to complete REmake again. And complete ?. Link to comment Share on other sites More sharing options...
DrunknMunky Veteran Posted February 7, 2009 Veteran Share Posted February 7, 2009 ^ Ditto I really wish they continued with the remakes after 1 Link to comment Share on other sites More sharing options...
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