Resident Evil 5 Preview
Dead inside.
Given that it's supposedly due out by April next year, it's surprising we haven't seen more of Resident Evil 5 by now. In the run-up to Capcom's Captivate 08 event in Las Vegas, that seemed to be changing, after reports circulated of a female character, drop-in online co-operative play and a cover system. But despite whetting our appetites with a brand new, mystery-filled trailer introducing, among other things, Chris Redfield's female counterpart, the game's producer, Jun Takeuchi, politely declines to comment on her, co-op or cover, promising a drip-feed of information between now and release and more substantial details at E3. We do get to see the "world's first playable build" of the game, but of course we're not allowed to play it ourselves.
As we know already, Resident Evil 5 sees former STARS member Chris Redfield heading off to Africa - ten years after his unit disbanded - to controversially shoot up some of the locals. Takeuchi says Africa was chosen as a location because it holds the secret to the T-virus. "One of the main story points in Resident Evil 5 is exploring the origins of that virus," he says, only adding that the full game will play out over a period of about 20 hours, and is 60 percent complete at the moment. The trailer we're shown (you can watch it on EGTV
) gives us another glimpse of the African shantytown setting we're familiar with. A bright but decidedly uncheerful location, Takeuchi says that the contrast of light and dark will be a key tactic in scaring us to pieces.
It's also the setting we're being shown in playable form on Xbox 360. Takeuchi's colleague Masachika Kawata is on pad duties, and he picks up Chris Redfield trapped in a kitchen defending multiple entrances, besieged by sunburnt zombies keen to get out of the heat and cut open his head with machetes. As they advance, he lowers his sights and shoots them in the leg to slow them down. They clutch at the wounds when shot, even though they're far from fatal, suggesting that Resi 5's zombs can still feel some degree of pain even if they've "lost all semblance of humanity" as Takeuchi helpfully points out. Shots to the head do the trick though, and, once floored, enemies bubble away to nothing following some phosphorescent agitation.

The village level is said to be four times as big as the one at the start of Resi 4.
After the zombies breach the ceiling above him and the tide becomes too heavy to turn back, Chris makes a break for it and hotfoots it outside, and starts touring the town to make his escape. "This environment is right at the start of the game," Takeuchi explains as Kawata plays, and is "about four times the size of the village at the start of Resident Evil 4". It's a mess of half-built walls and wonky picket-fences, tyre piles, skeletal buildings loosely cobbled out of planks and steel poles, filled out with market stalls, burnt out cars and the charred husks of buses. Everything is rust and decay, and even the clothes flapping on washing lines are muddy rags.
The draw distance is huge, though, and while the area appears enclosed (at least for the purposes of our demo, perhaps), Chris has lots of paths to choose. Kawata directs him up some ramps onto gangways, and Takeuchi points out that there will be more vertical gameplay. Chris can leap across gaps and hop back down to the ground with contextual action-button usage, ala Resident Evil 4, and the environment is partially destructible.

This bloke's important, apparently. But is he being controlled?
Door handles can be shot out of the decaying wood, stalls and walls are swept away by grenade explosions, and Chris can fire at oil drums lying around, which envelop anything nearby in flames. In the trailer, we're shown Chris sniping a barrel on a bridge in the distance to take out a group of enemies, and upending a truck that's charging towards him by doing something explosive to flip it onto its side.
His enemies aren't all raggedy zombies, though; the meanest one we're shown is a hooded executioner figure with a giant battleaxe, who follows the player relentlessly, swinging his massive weapon with impunity, sweeping away the environment and even his undead colleagues in his hunt for Chris. When Kawata flees indoors, the hooded monster smashes through a nearby wall, ruining his defence.
Takeuchi says that drawing zombies into narrow corridors and alleys to reduce the effect of their numbers will remain important, but it's only so much use when the walls themselves offer little comfort. We don't get to see the battleaxe monster dispatched (Takeuchi explains that for the purposes of the demo they set his AI to "God" mode to wind up Kawata - those crazy Capcom guys!), but when we collar the producer outside later he says that you will have to wait for him to make a mistake - get his axe caught in the ground, maybe - and exploit that, rather than taking him out with gunfire.
Other enemies are shown in the trailer - the dogs are back, of course, and zombies with retractable facial tentacles that grab the player by the head - but the most interesting is the guy with the chainsaw, who appears to retain enough coordination and problem-solving ability to cut through the lock on a metal gate. Chris isn't messing about in the armoury stakes though. You can now switch weapons in real-time, and we get to see a pistol, shotgun and machinegun, while grenades will include explosive and incendiary - the former sends zombies flying in a geyser of dirt. We're also told there will only be one melee weapon - the knife.

Destructible scenery will make it difficult to find refuge indoors.
Artistically it's all fairly familiar to Resident Evil 4 veterans, but graphically it's far more beautiful - the key being how complete the environment appears. There are no jarring edges, awkward texture transitions and only the occasional shonky animation or dip in frame-rate to suggest there's more to be done. The engine is Capcom's proprietary technology and Takeuchi is very proud of it. "We think we are making the best graphics of any Japanese developer right now," he says through his translator. It's been suggested that the game is visually reminiscent of the Black Hawk Down film, and it's not a bad comparison - Ridley Scott's Mogadishu was a baking muddle of tattered buildings and scrap, and Resident Evil 5 echoes its scorching bleakness.
But while Capcom is keen to go blow for blow with its rivals graphically, Takeuchi recoils from suggestions that the game's controls should be significantly modernised with elements like strafing and the ability to fire at the same time as moving. Watching Kawata's hands as he plays, it's clear he's not using the right analogue stick at all, and on-screen the old move-then-fire-then-move-again mechanic is in clear evidence. We're told again that there's more to see in this area (that rumoured cover system, perhaps), but that the player is deliberately not being given the kind of fluid control expected of modern third-person action games because Takeuchi likes the way the restriction adds to the suspense and panic of extricating Chris from potentially fatal situations. "It is taking one ability away from the player, but we feel it results in a better game," he says.

Africa holds the secret to the T-virus origins, and Capcom aims to explore that theme in Resident Evil 5.
A key point for Resident Evil's long-term fans, given its PlayStation heritage, is how the PS3 build is doing, and Takeuchi says it's "proceeding smoothly". Asked why we're only being shown 360, he says that the main development platform is the PC and when Capcom asked him to provide a console-based demonstration for Captivate 08 it was simply quicker to port the current build to 360 because of its similarity to the PC, and that we shouldn't read too much into it. "We're really pleased with it," he says of the PS3, "and certainly as with other developers we did have problems getting to grips with it at first, but now understanding how it works it allows us to do a lot of things we couldn't do before." However, asked by a European journalist whether the team had considered using Sixaxis for Resident Evil 4 Wii Edition-style controls, he says they ruled it out because Sixaxis is "not quite sensitive enough for that". Have at it, Internet.
Overall, we know a bit more about Resident Evil 5 now (it's got a girl in it!), but we don't know much more. Takeuchi declines to explain who the chap with the megaphone is who appears to be mobilising the crowds of zombies against Chris in the trailer, although he does point out that we haven't been told if he's being manipulated by someone else or not. We're closer, then, and fans will pour over the trailer for further clues (that wriggling parasite at the end, eh?), but it sounds like E3 will be a bigger reveal. We'll follow the corpses around the world for you and let you know the results.
Resident Evil 5 is due out on PS3 and 360 by the end of March 2009.
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Comments (70) Latest comment 4 years ago
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Does that mean the game length is set at around 20 hours, or the game timeline follows the story for 20 hours (like 24, but with with 4 less
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A series of 24 probably only lasts just over 16 hours once you take out all the advert breaks, credits and "previously on 24" sections - so technically Resi 5 would last even longer than a series of 24!
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yawn
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You probably didn't intend that, but that's how most people seem to have read it. RE5 has never recently been stated as anything other than a Q1 '09 release.
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I am bored.
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Having a zombie ample towards you, having to decide to go for a last second headshot, or let go and run, is one of my favourite things. Miss the headshot and your screwed, make it and you fell like a king! Until the guy behind him chomps on your face and/or groin.
Oh, and the PC Resi 4 was awful, probably put them off Resi 5 PC, despite it's developent there.
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It was awful because it was outsourced to a developer whose former experience was restricted to office applications - something for which Capcom more or less apologised and declared their future PC ports will be done inhouse.
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Anyway, weird. I mean, they announced a PC version of Street Fighter IV last week. o_O
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Untill 4, now I find it awesome.
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but april dammit!
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?
Has it been confirmed by Capcom? I mean eventhough it is still "only" 60 % complete, it doesn't rule out a release say.. december/early january does it? or maybe even earlier.
Looks kick-ass so far, I really hope the PS3 version will play out 100%.. and I do mean 100 % identical to the xbox 360 version, if not better.. Cross my fingers
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I shot him once out of boredom to see what his reaction was, well it was to die and then not respawn meaning I could not use him again at that particular point of the game (I did it miles away from a typewriter too, so had to move on without tooling up). Didn't end up doing that again
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I'm sure I'll deal with it though!
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Learn to read the actual words?
How do you think I have misread it?
As Blerk mentioned.. it will release this financial year.. so it can be anything from here to April 1st..
Don't see why it must particularly be at the end of march then and not December 2008 or january 2009.
EG mentions both April and March.. but nevertheless just wanted to confirm that Capcom has not released a final releasedate yet
from info at Captivate08
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Japanese devs need to get with the times. I've yet to see a Jp game that wasn't stuck in the past.
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It adds to the tension of situation, and ignoring the setting, it's more realistic.
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In 4 you could switch to a shotgun at the last split-second before being decapitated because you changed weapons in the menu screen.
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Sold! T3h n3xt g3n has begun! \o/
PC version will be released waaaaay down the line due to torrenting / piracy. If it came out on day one, half of you guys would just download it for free, finish it in a week, then say it's crap.
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How so? PC port of RE4 is BEST RE port so far. Were it not for the fact, it was ported from inferior PS2 version (i.e. ugly cut-scenes - or rather videos, bad lightning effects), I would say it was flawless, Sourcenext did good job.
Er, yes, shader patch, true, ommision, but solved via patch (and unfinished games are pretty common nowadays).
I guess we can look forward to PC version - few months (or year) later.
P.S. And I am not even bothering to talk about PC texture mods...
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In fact the only resident evil i liked was resi-2.
Not bothered by this.. think i'd rather watch a 90minute cutscene in mgs4 instead.
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HAWT! Sounds like that time I went to Hamstead Heath and lost my way!
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yawn
+1
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Isn't this a bit early for a preview? Oh well.
I can't wait for this.
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i don't care if they will not let me run and gun at the same time, i just want the goddamn option to change the controls to suit me. i think movement with left and i think looking with right, and this is reflected in nearly every single game that comes out of the west. call of duty, GTA, any fps or 3rd person actioner etc etc etc. even if this isn't the default control system, they usually give the option to change it.
if capcom screw western gamers again, by forcing them out of comfortable intuitive control schemes and dictate like Mr. A. Hitler how things will be done, just to artificially raise the difficulty or tension, instead of, say, great AI and game design, then i will not buy this game. i will steal it however, cause i still really love zombies.
dead rising would have been an amazing experience if only i could have controlled Frank how i wanted to. instead it was an exercise in frustration and punching a wall, though the AI of the other survivors may have been partially responsible.
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She's hot though, so I'm not complaining
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Do you really think that this game warrants these comments:
"if capcom screw western gamers again, by forcing them out of comfortable intuitive control schemes and dictate like Mr. A. Hitler how things will be done"
Capcom, please stop this man from playing your games.
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That was a bit much, wasn't it?
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Then go play another fucking game. They don't need to make RE 5 just like every other action game out there.
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Well, there could be a hidden meaning. Some social commentary perhaps? After all, West, esp. USA, is always quick to "help" Africans by offering firepower instead of something else. Maybe Africans are just zombies to us Western people, since they are just a mass of people dying from all sorts of diseases. And our solution to the problem is mostly to let them die (which is almost the same as killing them).
Did I just overanalyze the game?
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The financial year ends on the 5th April, not the 1st.
That is assuming they meant the UK financial year.
In the US it ends on the 30th September and in Japan on the 31st December.
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A little harsh don't you think? He's not suggesting they make it "like every other action game out there", just that the player be allowed to reconfigure the controls.
Hardly heresy I'd say.
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@Feanor - you obviously didn't read my post. I don't want the game mechanics changed, i just want to reassign buttons and stick functions. you know like southpaw, invert analogue stick, that kind of thing. you can be as big a prick about it as much as you want, but these are features the industry should be including in every game, resident evil especially.
and like i said, if it ain't gonna give me the options, i wont buy it, but i will steal it, and encourage the piracy thereof. think of it like a boycott, where i still get to enjoy some zombie killing action. that'll learn em.
and as far as it being a racist game goes consider this:
Q:a large angry mob of white people are chasing one black man in order to lynch him. who is racist in this situation?
A: the large angry mob of white people.
Q:a large angry mob of black people are chasing one white man in order to lynch him. who is racist in this situation?
A: still the white man apparently.
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Also, they had to release a 100meg patch afterwards to actually add... Well, graphical effects. All of them. They were totally missing in the original release.
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I imagine most people would think of that as theft, and be big enough to admit it instead of trying to dress it up as some kind of political stance based on the fucking control system they've chosen to use and your inability to adapt to it and enjoy the game for what it is.
If somebody was selling a car that was only available in a left-hand drive or manual transmission you could quite legitimately complain about it, as you're entitled to complain if you can't invert the controls in RE4 on the original console releases, but does that give you the right to "boycott" it by stealing one and encouraging others to do the same?
I loved Dead Rising, even though the controls felt terrible for the first few hours and I could barely read the text on my old TV. I loved RE4 even though it retained the same "stop, turn, shoot, move" controls from the earlier games. Deal with it, buy something else, or buy the PC or Wii version of RE4 instead.
edit: my Gamecube is up in the attic, but I'm pretty sure that you could invert the aiming from the main menu in RE4 anyway.
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No, it wasn't first person shooter. And enabling full mouse control would be basically cheating IMO. And I prefer playing it with gamepad anyway
Also, they had to release a 100meg patch afterwards to actually add... Well, graphical effects. All of them.
Yeah, I did mention that shader effects were missing from full release. Shit happens quite often. That's the reason there are patches. Still, it was perfectly playable even without the patch (just not exactly pretty). Still, the only (two) things I would like to seen in PC release would be in-game cut-scenes instead prerendered (i.e. just like in Gamecube) and also lightning effects from Gamecube (err, and levels also from Gamecube - I guess everybody is getting my, err, point .-)
And yes, DMC 4 PC seems to be pretty good so there is definitelly hope regarding RE5.