Evil looks you in the eye
RE5 producer explains visuals.
Resident Evil 5 producer, Jun Takeuchi, has divulged some fresh details about the recently-revealed game, in an interview with Famitsu Xbox.
Speaking in the September issue, Takeuchi talks in depth about the visual aspects of the game. The main character, who's identity has yet to be officially confirmed (although it's clearly looking like one of the series mainstays, Chris Redfield) is said to be modelled in extreme detail, even down to the individual blade of hair for his stubble. Capcom plans to create a visual engine that can set values for various muscles in the character's faces, although Takeuchi laments he's unsure if this will make it in the final game.
What is certain, however, is that Resident Evil 5 will follow a closer gameplay model to RE4 rather than its previous iterations, which means more action based gaming and, according to Takeuchi, something resembling reactive physics that allow the realistic breaking and toppling of items within the game world. The producer hopes all this will run at 60 frames per second, twice the speed of RE4, even with additional effects to help create a greater visual sense of heat and cold.
Famitsu Xbox also questions Takeuchi on the chances of RE5 using middleware, such as the Unreal 3 engine, his response being the development team is looking into it, given the time and expense of creating their own engine.
Resident Evil 5 has still yet to get a release date, but expect more information on the Xbox 360 and PlayStation 3 title at the Tokyo Game Show this September.
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Comments (30) Latest comment 7 years ago
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I doubt it will be in the game. Just more developer bs, fable anyone?
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Why the hell do they bother with this? I mean seriously, is it going to make any difference at all to the game? who's actually going to notice if it isn't pointed out?
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The player, when the camera zooms in on his face in a cutscene and you either see flat textured hair or individual hairs with shape and depth.
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Gameplay is such an old fashioned term. Visuals are an important part of the experience, moreso in some games than others. Ico wouldn't be half the game it is if the developers had been limited to PlayStation hardware, it doesn't do anything gameplay-wise that couldn't be done on the PlayStation hardware though.
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opefully, this time there will be more open areas to actually make use of the control system.
All the tight areas in re4 made me wish it controlled more fluently like killer 7 in those places, only during areas like the village did all the controls and all the options available to the player through the controls make any sense (it's arguable that mercenaries was better then the main game, gameplay wise).
...
any word on a new mercenaries mini-game?
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because they can!
if Capcom just state the obvious... no one will give a shit about what the game is about or what engine they would be using.
why does Sony/Capcom annoy me so-ooo much?
it was an interview. the guy was answering questions that were posed to him by a journalist. it's not marketing copy written by capcom. i think after the gaming gem that was resident evil 4 there won't be many people who take note as soon as any info on this is released.
and capcom annoying you?! you must be pretty hard to please or some rampant fanboy.
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Erm.. if its during a cutscene, why not just pre-render it?
Will you be able to notice this stuff WHEN PLAYING?!?!?
" Seeing something flat which shouldn't be flat in a cutscene will take you out of the experience more than a properly modeled detail. "
Again.. in a cutscene. Why are we more interested in cutscenes all of a sudden than "in game scenes"?
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The sheer fact that when you're watching a cutscene, you're not actually playing the game means that immersion goes out the window, you take a breath, you sit back, you're just not into it as much as you were when playing it.
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You obviously haven't played Resident Evil 4
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Obviously.
Gameplay Enhancing Hair.... now there's a new concept for you.. XD
Perhaps soon we will all be able to tell if the girls in DOA have shaven their harmpits in the last two days or not. Hoooo, now that will surely have me buying yet another substandard beach volley/weaksouce fighting game come the new gen consoles.
So gameplay is overrated huh?.. I'm beginning to wonder if people actually know why it is they chose videogames as a hobby.
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I think there's an important difference between a visual style and visuals for the sake of visuals. Rendering individual hair, to me, sounds like it's the later.
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They used the hair to illustrate that.
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Total "immersion" is not something that I prioritise when I play games. No game is ever going to look and feel exactly like real life, nor would I particularly need it to be. Is it fun? Is it interesting? Does seeing individual hairs on a stubble make it more fun or interesting? How much money is being spent on that stubble that could be spent on improving the AI or optimising the framerate?
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Why the hell do they bother with this? I mean seriously, is it going to make any difference at all to the game? who's actually going to notice if it isn't pointed out?
Completely disagree. If everyone thought like this, we'd still be stuck in the 8-bit era, if at all. Where do you draw the line? I mean, who needs lip-synching? Individual fingers? High-res textures? Real-time shadows?
Apart from that though, isn't that what Valve did in Half-Life2? I remember reading they simulate 40 face muscles.
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It's your opinion, and i won't try to steal it from you, but i think you shouldn't be seeing things in such an absolute term.
Let me make a comparisson to food. You have Bread, Wine, Meat, Cakes, and Caviar. And in games you have Controls, GUI, Sound, Poligons, High-Res Textures, Real-Time Shadows (who can very much affect gamplay) and individual blades of hair.
My point? Well, if it wasn't obvious enough, it's quite simply that there are things that beyond a point, just aren't very usefull at all. Let's face it, i doubt you will see as much new gameplay experiences in this new generation (when compared to the last), as you did in the current gen machines.
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Yes, Blerk is right. When I wrote my response, I wasn't saying that RE5 would be a bad game. On the contrary, I think it'll be fantastic. I wasn't really talking about RE5 at all - it's a bigger issue than that. I think RE5 will be fun, but I don't think that the fun will have anything to do with the stubble or anything related to "immersion".
Petey, don't reduce my argument to the assumption that I don't want better graphics. I just see them as icing on the cake. I wouldn't want to eat a cake that was all icing. I'd get sick. It might not even be a cake anymore - just something that looks pretty in a window.
Wow. I LOVE that cake analogy.
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It's your opinion, and i won't try to steal it from you, but i think you shouldn't be seeing things in such an absolute term.
Let me make a comparisson to food. You have Bread, Wine, Meat, Cakes, and Caviar. And in games you have Controls, GUI, Sound, Poligons, High-Res Textures, Real-Time Shadows (who can very much affect gamplay) and individual blades of hair.
My point? Well, if it wasn't obvious enough, it's quite simply that there are things that beyond a point, just aren't very usefull at all. Let's face it, i doubt you will see as much new gameplay experiences in this new generation (when compared to the last), as you did in the current gen machines.
I still have to disagree vehemently.
You say "beyond a point". But where is that point? That's what I meant. You can't just define that point. Some people would argue that, graphically, what the Commodore 64 was capable of is enough. Ultimja IV was a great RPG, so why would we need anything but 2d-sprites?
There's either progress, or there is no progress. But you can't just say "we've had enough progress now, let's stop here". The world just doesn't work that way. And trust me, I've been playing games long enough, and the first time I heard your argument is when the Amiga and ST were about to surpass the C64 in popularity. If "they", whoever that is, would have listened to you (or like-minded people) in that age, we wouldn't have had any progress.
Likewise now. Think ahead 10 or even only 5 years. Will you still say the graphical improvements are usless, and we should have stopped right where we were in 2005?
Besides, the facial animations do improve a game. Have you played Half-Life 2? Of course it doesn't improve the gameplay, but it does improve the atmosphere. Which, the more games I play, becomes more and more important for me. Gameplay is good, but it's (mostly) nothibg without graphics, atmosphere, etc. Just as graphics per se without gameplay aren't anythign, either.
edit:
Added another smiley, don't want this to sound too serious.
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This article just happens to be about an interview from Famitsu where the producer was asked about the graphics. All of a sudden everyone (except Blerk, credit where it is due) is frothing at the mouth about how graphics are being promoted at the expense of gameplay. Guys, take a deep breath and calm down a bit eh?
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It's the whole "style vs. substance" thing, really, and is mostly a matter of opinion. I didn't find the atmosphere in HL2 to be enough to hide the fact that I wasn't having any fun with it, facial animations or no facial animations.
Graphics are a part of atmosphere, and atmosphere is very important in some games. Let's go back to horror games for a second, because atmosphere is critical if you want to freak people out. I think that things like facial expressions enhace the atmosphere of a horror game, but only up to a certain point.
The scariest game I have ever played is still System Shock 2. That game created an atmosphere scarier than most games I see today, and all without any facial expressions, real-life physics, etc. Killer 7 ranks right up there, too, and it's not because of the graphics, which look primitive by today's standards.
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Go with Blerk:
"You lot do remember this is Resi 5, right? Resi 5. It'll be fantastic. Stop whining and let them get on with it. They know what's best."
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These things aren't mutually exclusive you know. I'm with you on System Shock 2, but I wonder if it might have been MORE scary with greater graphical realism.
Pushing the bar a little bit in any part of your game has to be a good thing right? But if you focus on one area too heavily and sacrifice another to the detriment of the overall gameplay experience then we can probably agree that is a bad thing. This news article gives us way less info than we need to decide whether that is likely to be the case, so all we can do is speculate (and there's nothing wrong with that of course).
I think part of the reason for the rendering of individual hairs is so you can put info like that in press releases, which in turn causes heated debate such as we are seeing here, which in turn increases word of mouth publicity, which in turn sells more copies, which is of course the foundation of their business plan. In that context, it seems like a fine idea to me.
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I recomend the "Half Life 2: Raising the Bar" book to anyone. Loads of interesting stuff for fans or otherwise, and more artwork than you can poke with a stick.
p.p.s.
Ah, just re-read the first post by Rumpy Stumpy. Well there you go, HL2 has exactly what Takeuchi is on about.
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Yeah, no need for anyone to get too worked up about videogames. There's quite enough of that going around the other articles.
Anyway, just wanted to point out lastly that i also love to see new games that graphically surpass what i've seen so far. A graphics whore is the term most generally implied.
It's just that i fear that great gamplay will start to take a backseat (or should i say even moreso?).
Well, i'm confident that RE5 will offer both if RE4 is anything to go by.
Cheers mate !
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I never said they were. Having a good helping of both is very nice, but some games prioritise one over the other, as you well know. Good response, though.
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And better graphics would have possibly ruined them. I've seen the new and "better" graphics for System Shock 2. Thanks to rather crap design, they effectively ruin the immersion. If the eyeballs are made with quite a good precision, they also need to work like ones. If their just dots in the face, it doesn't matter if their static.
My point here is, that it's the graphic's design that matters, not graphics themselves. Compare Everquest II and World of Warcraft. In my mind E2 has better graphics, but they're utter crap in design. While WoW's graphics have low polygon count, but good design.
Sound also has a good deal on the atmosphere, it depends on the designers if that 7.1 Surround is actually important. A good designer doesn't need to make that sound come from behind, because if (s)he really managed to immerse you into the world, all that matters to you is that someTHING made that sound.
Secondary point: it should be said, that rather many times directors and designers have hid their inability to truly create an atmosphere behind new techonoly. Usually this comes out as either games or, more often, movies that are merely disgusting. On the other occasions, it has come out as a game or movie that's praised and the maker is praised to heaven for his(/her) skills, while (s)he owns all of it to special effects.
And yes, this has nothing to do with RE5, but this area seems to have been "degenerated" into a conversation of graphics as important part of immersion / atmosphere. Actually I prefer it this way. It's not like there's anything intelligent to say about RE5 at this point anyhow.
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No, I think I'm in the right place. The comments here brought up a very interesting topic, which I felt compelled to discuss. Comments would be very bland if they just stuck to things like "wow, that looks awesome/crap"