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Resident Evil 5 Xbox 360

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  • Age Rating: B 18
  • OfflineMultiplayers: 1-2 1-2
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Resident Evil 5 Product Details

Released on 13/03/2009

Resident Evil 5 on Xbox 360

The biohazard threat has not ended: Just when it seemed that the menace of Resident Evil had been destroyed, along comes Resident Evil 5 on Xbox 360 to send shivers down player's spines.

Returning Resident Evil hero Chris Redfield has followed the path of the evil literally around the globe. Now a member of the Bioterrorism Security Assessment Alliance, Resident Evil 5 for Xbox 360 sees Chris head to Africa where the latest bioterrorism threat is literally transforming the population into mindless, maddened monstrosities. In Resident Evil 5 on Xbox 360 Chris, together with fellow BSAA agent Sheva Alomar, must discover the truth behind this evil plot.

The sequel to one of the highest-rated videogames on Metacritic.com and Gamerankings.com, Resident Evil 5 on Xbox 360 promises to revolutionise the series by delivering an unbelievable level of detail, realism and control. Featuring all-new co-operative online and splitscreen gameplay, adrenaline-pumping action and a story that sheds new light on Umbrella's origins, Resident Evil 5 on Xbox 360 will redefines Survival Horror for a new generation of gamers.

Resident Evil 5 for Xbox 360 Features:

  • Fear you can't forget!: Resident Evil 5 on Xbox 360 is a terrifying new chapter in the Resident Evil saga set in deepest Africa, at the place it all began...
  • Chris Redfield Returns:, The protagonist of the original Resident Evil and Resident Evil: Code Veronica is back again in Resident Evil on Xbox 360.
  • Co-Op gameplay: In Resident Evil 5 on Xbox 360, player two takes control of newcomer Sheva Alomar in fully-realised Resi co-op play, splitscreen or online!
  • New environments: Resident Evil 5 on Xbox 360 will present a diverse assortment of locations.
  • New enemies bring new challenges: Speed and intelligence make adversaries in Resident Evil 5 for Xbox 360 as dangerous singly as they are in groups.
  • An arsenal of weapons: Keep the evil at bay in Resident Evil 5 for Xbox 360 with knives, pistols, machine guns, sniper rifles and more!
  • Amazing lighting:Resident Evil 5 for Xbox 360 boasts amazing visual effects that lend a new level of suspense in both harsh light and deepest shadow.
  • True high definition gaming: Resident Evil 5 for Xbox 360 uses an advanced version of the game engine which powered smash-hits Devil May Cry 4, Lost Planet and Dead Rising!
  • "Kiiiiiiiiiiiiiiiiiiiiiiirk!"

    Survival Horror is dead. At least in the way we remember. Where it once meant exploration, puzzles and slow-paced tension, it now means the fast, linear, rollercoaster ride of Resident Evil 4. Resident Evil 5 continues the trend.

    For those that voted Resi 4 our 2005 People's Choice winner, this will be welcome. But even they might raise an eyebrow at the new co-operative gameplay. The great news is that it doesn't detract from the Resi formula. If anything, it feels like a natural evolution of the partner-swapping from Resident Evil Zero. But more on that a little later.

    Sinister secret

    Resident Evil 5 takes place in a nondescript part of Africa, with the starring role taken by original Resident Evil lead man Chris Redfield, now working for the Bioterrorism Security Assessment Alliance. Since the collapse of Umbrella, the corporation's research has gone global, and it's up to people like Chris and his new partner, fellow BSAA agent Sheva Alomar, to wade into bioweapon hotspots and shut them down.

    Every scene is equally fraught; every conflict an adrenaline-pumping alacrity of adapt-or-die anarchy.

    But it's soon apparent that this sandy, shanty town of wooden shacks and corrugated metal rooftops is hiding an altogether more sinister secret. Indeed, events soon take a turn for the decidedly deadly, as the pair stumble upon a bloody execution scene, only to see the infected crowd swiftly turning towards our heroes, baying for blood.

    Like Resident Evil 4's opening village area, the phrase 'in at the deep end' seems fitting. Finding yourself penned indoors, you dart around foraging for ammo and health-giving herbs, push bookcases in front of doors and pick off the weapon-wielding hordes one-by-one as they climb through windows… but slowly, you find yourself being overwhelmed.

    Then all hell breaks loose. The enormous axe-lugging executioner slams through the wall and you're forced to improvise – diving out of a window, pelting away, then quick-turning to take aim at something – anything – which might do damage. As rabid villagers close in, you spot an electric generator, and let rip with your handgun – sending a shower of sparks across a pathway. But still they keep coming. Still that axe trundles ominously closer, forcing you upwards, bounding across rooftops; until finally Kirk the handy chopper guy (surely a relative of Mike!) shows up with handy-timed rocket-propelled help.

    Fraught

    And that's just the first area. We played Resident Evil 5 for a solid three hours, and every scene is equally fraught; every conflict an adrenaline-pumping alacrity of adapt-or-die anarchy. And that's not including the bosses – gruesome freaks of nature, each of which you'll need to figure out the trick to defeating, in the grand tradition of gaming's best end-of-level guardians.

    Given the situation, it's a good thing you're not alone. Sheva is integral to progressing through Resident Evil 5, with that contentious co-operative mechanic seamlessly interwoven into the game's puzzles, weapons, health and combat. You can switch her between ammo-consuming Attack and a more cautious Cover mode, but that's it – so fans need not worry; this is no Ghost Recon.

    It strikes the balance all great shooters strive for – between feeling inhumanely powerful, and mortally vulnerable.

    But it is intelligent. Sheva takes care of herself, heals you when needed, and can be sent off to flip switches and cover you on high with brilliant branching level design. Resident Evil 5 is also incredibly immersive. The backdrops here feel more real than in Resi 4, and even the more 'gamey' aspects are less apparent. Where Resi 4's travelling weapon salesman felt out of place, popping up at random, Resident Evil 5 lets you purchase weapons, health and ammo between chapters only. It's less arcadey, then, and together with an inventory screen which doesn't pause play, it strikes the balance all great shooters strive for – between feeling inhumanely powerful, and mortally vulnerable.

    In truth, Resident Evil 5 plays not unlike Gears of War, presenting the same combination of gritty gunplay, ammo management and mid-battle resuscitation. The four control types even offer the option for a Gears-inspired setup. Switching to this after half an hour with the classic controls felt much more natural. It left us wondering how we'd ever played Resi 4 without it.

    Looming large

    Having said that, the shadow of Resi 4 does loom large over Resident Evil 5. The two are very similar – heavy on action and lite on puzzles – meaning those who miss Resi's old-style exploration and abstract item hunting will still be left wanting. But then, that's sort of the point; Resident Evil 5 solidifies the series' new direction with jaw-dropping HD assuredness. Everything from the visuals to the frenzied gameplay, partner A.I. to the potential for 30 hours of co-op action, and even the neat little 'History of Resident Evil' story snippets in the loading screens makes this scream 'must have' for anyone lucky enough to be 18 and over.

    Survival Horror is dead, then. Long live Survival Horror.

    Preview by: Mark 'Where's The Shotgun?!' Scott
    Preview Published: 16.01.09

    Published: 16/01/2009

  • Capcom's Leo Tan answers 13 frightening Resi-related questions...

    Hi Leo. You're Capcom's PR guru – what does that involve?

    Obtaining top coverage for all of our titles, attending shows such as E3 & Tokyo Games Show plus trips to our development HQ in Osaka to get a sneak peak at what our incredibly talented teams will be bringing you in years to come.

    And what have you been working on with Resident Evil 5?

    Demoing the game to the press, recording gameplay footage for TV shows, working with our partners at Sony and Microsoft, basically anything to ensure the game is in the public eye.


    In the GAME office, we often shout out 'MIIIIIIIIIIIIIKE' when things go wrong. Which is, of course, from Resi 4. What's your favourite Resi quote?

    I'm going to have to go back to the original game and the immortal line 'Barry, where's Barry?'


    Any choice lines from Resident Evil 5 we could get an advanced preview of?

    As you can imagine, Wesker has some suitably Machiavellian lines, but I don't want to spoil them for you.

    Resident Evil has traditionally been a selfish experience. Now it is a case of if Sheva or Chris dies it is GAME OVER, so the tension is now increased.

    Resident Evil 5 is quite a different experience from the old Resident Evils. How would you describe the shift, and what was the thinking behind it?

    With RE4 the team definitely placed a greater emphasis on action and this has been further expanded on in RE5. The first Resident Evil game was released in 1996 and in the intervening years not much was changed as new titles were added to the series yet other games had come along and brought with them quicker and more action based gameplay. So with RE4 the team realised it was time for radical overhaul.


    Co-op play is of course the big new feature in Resident Evil 5. What's that going to bring to the formula?

    The need to think about someone else. Sure you had to look after Ashley for part of the game in RE4, but Resident Evil has traditionally been a selfish experience. Now it is a case of if Sheva or Chris dies it is GAME OVER, so the tension is now increased as you are reliant on your partner being there for you. In terms of gameplay, the addition of co-op has allowed the development team to create new action and puzzle elements that require two people to complete them. But don't worry, if you are not able to play RE5 online, in single player AI controlled Sheva will watch your back.


    Some fans are worried that Resi 5 will lose that famous 'Survival Horror' feeling of isolated terror. What's your response to that?

    Having participated in the online testing for the game I can tell you that partnering with someone on the other side of the world where communication is limited to head set chat certainly is tense, especially when you have reached critical health and are shouting for Sheva to get to you before time runs out.


    Aiming whilst stood still. Seems a controversial decision. What was the thinking?

    While other games offer the ability to run & gun, RE5 has stuck to the formula of taking aim and making your shot count as this is one of the key features that has been prevalent throughout all Resident Evil titles and is something that really adds to the tension.

    Enemies are not traditional shuffling, groaning zombies. They are far quicker, more intelligent, in keeping with the faster paced gameplay.

    The enemies in Resident Evil 5 aren't your run-of-the-mill zombies. What are they?

    It's true to say that the enemies are not the traditional shuffling, arms out-stretched, groaning zombies. They are far quicker, more intelligent which is in keeping with the faster paced gameplay. Naturally RE5 will also include many traditional boss enemies, immense and grotesque aberrations of nature, to test players' gaming skills.


    Are proper zombies (if you'll excuse the pun) dead now, as far as being included in future Resi games goes?

    I think it is unlikely, but if you are a fan of the this type of enemy then you can always check out Dead Rising: Chop Till You Drop.


    Any future Downloadable Content lined up for Resident Evil 5?

    It is certainly something that the team is considering, but I can't confirm anything right now.


    We've got the Resident Evil back-catalogue and an in-depth History article on the website. Which of the old Resi's is regarded the highest in Capcom HQ, and which is your fave?

    If you ask the R&D guys at Capcom then it you'll always get a different answer as everyone has their own personal favourite. For me, it has to be Code Veronica.


    Lastly, back to the Resi 4 quotes - can you compare insect life to humans, do you think?

    I think Leon was probably right on that one.


    He always is. Thanks Leo.

    Interview by: Mark 'MIIIIIIIIKE' Scott
    Interview Published: 26.02.09

    Published: 26/02/2009

  • You are now entering the world of Action Horror...

    If Resident Evil 4's reboot of Capcom's famous Survival Horror franchise proved one thing, it's that a sequel can be completely different from every other game in the series, so long as it happens to be five-star stunning. Conversely, the biggest flaw with Resident Evil 5 is that it is, if anything, far too similar to its lauded predecessor to avoid comparison. And comparisons to one of the most celebrated games of all time are always going to skew your judgement.

    Playing catchup

    So, we should probably get the big negatives out of the way first. At around 10-12 hours long, Resident Evil 5 is about half as big as Resi 4. It's also nowhere near as fresh-feeling. In the last four years, games like Gears of War have built upon the foundation of third-person shooters, and with its ill-fitting linearity, insta-death QTEs and occasional me-too cover system, Resi 5 at times feels like it's trying to play catchup with conventions its forebear helped create.

    Gameplay is weighted almost entirely towards action-packed gunplay, and the most significant scares come from unexpected attacks in the heat of battle.

    Lastly, there's that thorny issue of franchise integrity. Before Resi 4, Survival Horror used to mean exploration, tension and surprise scares. Resident Evil 5 is linear, bombastic and so in-your-face that instead of feeling afraid, you can at times actually feel a tad desensitised.

    Still want to play it? You should. It may not be highly original, but Resident Evil 5 on Xbox 360 and PlayStation 3 delivers enough thrills along its gore-laden rollercoaster ride to make it well worth a purchase, while spinning out a story which (unlike RE4) feels like it really belongs in the long-running series.

    It's difficult to call Resi 5 'Survival Horror', really – Action Horror would be more appropriate. There's plenty of mutated nasties, gruesome bloodshed and a general all-pervading sense of dread throughout, but the gameplay is weighted almost entirely towards action-packed gunplay, and the most significant scares come from unexpected attacks in the heat of battle, not the creeping, insidious fear of roaming around a spooky mansion, never knowing when to expect the next zombie onslaught.

    Let go of the old ways, though, and Resident Evil 5 proves a relentlessly enjoyable action romp. Indeed, as a third-person shooter, it's probably second only to Gears of War 2. The big controversy is of course the aiming system; unlike its genre counterparts, you can't shoot and move at the same time. The cynics would call it a stubborn refusal to move with the times. Capcom say it adds to the tension. We'd tend to agree with the latter philosophy.

    Don't panic!

    There are times in Resi 5 where you'll be pelting away from foes, quick-turning and struggling to get off a few rounds before they're upon you. It creates an enormous sense of panic, and a deep interdependence between you and your co-op partner.

    Sheva is her name – and she's Resi 5's other big talking point. Played on your own, it's down to the computer to control her actions, and it does a passable, if not wholly intelligent job. There are times she'll run off and get slaughtered, while at others she'll seem for all the world like her sole purpose in life is to drain your ammo resources. In that respect, it's hard to argue that Capcom haven't sacrificed some of the singleplayer experience in order to include co-op.

    The feeling of friendly co-operation against hordes of undead is never less than tantalisingly nerve-wracking.

    With a second player controlling her however, Resident Evil 5 springs to life. A little like a two-player Left 4 Dead, you'll be screaming for help, covering each other, picking complimentary weapons (we went for Chris with a shotgun, pistol and sniper, while Sheva took a machine gun, grenade launcher and handgun), and always foraging for ammo and health pickups, both in crates and the shrivelled corpses of your intelligent, ferocious, parasite-infected foes.

    The inventory metagame has always been an intrinsic part of the Resi experience, and in RE5 it's handled fittingly, with a real-time menu letting the pair exchange and discard items, upgrade weapons and between chapters (and after death) purchase new firearms, vests and health with treasures found throughout the game. Sadly the jewel/treasure combining from Resi 4 is absent, and the inventory is never upgradeable, so there is a distinct feeling of dumbing down – and yet, the interrelation between Chris and Sheva is pronounced enough to make up for it; the feeling of friendly co-operation against hordes of undead never less than tantalisingly nerve-wracking – especially on the harder difficulties, where Resi 5 becomes the intense, frightening experience it always promised.

    Lap it up

    This feeling is transplanted to Resident Evil 5's Mercenaries mode, which on 360 (and hopefully soon PS3) has just received a patch to be playable online. Unlocked after completing the story, Mercenaries is like Resi's two-person answer to Gears 2's Horde, and adds time-attacking, high-scoring shooter fun to the package – while competitive multiplayer modes are also a future possibility.

    It goes without saying that Resident Evil 5 looks fantastic, but it's also difficult to escape the simple fact that with its brash action focus and an overall lack of exploration, it doesn't feel that much like Resi any more – and the way it ends makes us wonder where the series goes from here. Rumours are rife of another revamp, which might not be such a bad thing. For now, though, the many fans of Resi 4, Gears et al should lap up Resident Evil 5, before the series mutates once more.

    GAME's Verdict
    plus points
    • A supremely paced, panic-inducing action romp with a story that really belongs in the series.
    • Superbly implemented co-op and ammo-foraging, item-swapping inventory management.
    • Online Mercenaries mode massively extends the longevity.
    minus points
    • Nowhere near as fresh-feeling - and only half as long - as Resi 4.
    • Treasure and inventory dumbed-down, cover system feels shoehorned in for Gears of War fans.
    • Incredibly linear; no real puzzles; not particular tense - it really doesn't feel like Resi any more.

    Review by: Mark 'Agent S' Scott (with co-op assistance from Lee 'Operative H' Higgitt)
    Version Tested: Xbox 360
    Review Published: 11.03.09

    Published: 11/03/2009

  • "You are now entering the world of Survival Horror..."

    Few videogame series can claim to have reinvented a genre. Capcom's Resident Evil can, several times over. Coined by the first game in the series, the term Survival Horror has become synonymous with shocks, scares, and a web of intrigue so convoluted - and gaming dialogue so utterly cheesy - that you can't help but be sucked in. There have been pretenders, and several spinoffs (including Capcom's own Dino Crisis), yet none have managed to replace Resi as the first series of Survival Horror.

    A big part of that success has been a willingness to innovate. The first game was one of the PlayStation's first immersive 3D Action-Adventures. The second was lauded for its four scenarios, interlocking stories and huge replay value. The third for its heightened action. The series then abandoned Sony hardware and opted for raw power: Sega's Dreamcast got the incredibly polished Code: Veronica; GameCube got an eerie Resi 1 remake and the character-swapping prequel Resi Zero; and then Capcom tore up the rulebook entirely, trading the obscure puzzles and slow-paced trawl for the action masterclass of GC Resident Evil 4.

    In this in-depth retrospective, we look at how the series evolved, the key plot points, and prepare for the all-conquering return of Survival Horror in Resident Evil 5.

  • "You are now entering the world of Survival Horror..."

    Few videogame series can claim to have reinvented a genre. Capcom's Resident Evil can, several times over. Coined by the first game in the series, the term Survival Horror has become synonymous with shocks, scares, and a web of intrigue so convoluted - and gaming dialogue so utterly cheesy - that you can't help but be sucked in. There have been pretenders, and several spinoffs (including Capcom's own Dino Crisis), yet none have managed to replace Resi as the first series of Survival Horror.

    A big part of that success has been a willingness to innovate. The first game was one of the PlayStation's first immersive 3D Action-Adventures. The second was lauded for its four scenarios, interlocking stories and huge replay value. The third for its heightened action. The series then abandoned Sony hardware and opted for raw power: Sega's Dreamcast got the incredibly polished Code: Veronica; GameCube got an eerie Resi 1 remake and the character-swapping prequel Resi Zero; and then Capcom tore up the rulebook entirely, trading the obscure puzzles and slow-paced trawl for the action masterclass of GC Resident Evil 4.

    In this in-depth retrospective, we look at how the series evolved, the key plot points, and prepare for the all-conquering return of Survival Horror in Resident Evil 5.


    Resident EvilThe Mansion Incident - Resident Evil
    (PSone, 1996) (Ports: Saturn, PC, GC, DS as Deadly Silence)

    July 24, 1998. The Arklay Mountains on the outskirts of Raccoon City. Reports of cannibalism see Raccoon Police Department's Special Tactics And Rescue Squad (S.T.A.R.S.) despatch their Bravo Team. When contact is lost, Alpha Team, including the two playable characters Chris Redfield and Jill Valentine, plus Barry Burton and their commander Albert Wesker, are also despatched. Attacked by vicious mutant dogs, they take shelter in the nearby Spencer Mansion Estate - and the nightmare begins.

    Cerberus

    The release of Resident Evil on Sony's original PlayStation was greeted with praise, but also reservation. Critics gushed that this was the most eerie, immersive and downright scary game of early PSone software. Combining hand-drawn backgrounds and 3D polygon characters, Resident Evil gave us some of gaming's most memorable scenes. Few gamers will forget that initial zombie encounter, or the first time a Cerberus shattered through those windows.

    But Resident Evil was also laughed at for its stilted dialogue ("Here, take this lockpick. I am sure that you, the Master of Unlocking, will make use of it!"), and the oddities of design. Owing much to old-style Point 'n' Click games, the Spencer Mansion was one huge puzzle, with players needing to find, combine and use the right keys, gems, discs and obscure clues to progress past locked-doors and head-spinningly abstract puzzles. They also had limited inventory space, needing to make use of magically linked boxes to place their overspill items, and could only save at typewriters dotted around the labyrinthine building.

    Jill Valentine and Chris Redfield

    Still, the player's journey into Umbrella's secret lab - fighting vicious Bioweapons, being betrayed by a blackmailed Barry and rescuing Bravo Team's Rebecca Chambers as they went - was made more compelling by the diaries and notes left lying around by the slowly dying Umbrella staff, revealing the secrets of their terrible creation, the T-Virus. All of which lead up to the game's pivotal moment, when Chris and Jill were betrayed by Wesker - who had set the whole scenario up, in order to gain the combat data for Umbrella's new bioweapons.

    However, before he could steal it for his own ends, he was attacked by the ultimate B.O.W., the Tyrant, and presumed dead. With the lab's self destruct armed, Chris, Jill, Barry and Becca hurriedly defeated the Tyrant and were airlifted to safety by a S.T.A.R.S. chopper as the Mansion erupted in flame, burying the evidence of Umbrella's evil along with it.

    Resident Evil was remade several times, most notably for GameCube with vastly improved visuals, reworked puzzles and new super-fast 'Crimson Head' zombies, and is a must-play for series fans.

    Resident Evil 2The Raccoon City Outbreak - Resident Evil 2
    (PSone, 1998) (Ports: PC, N64, DC,GC)

    Never ones to rest on a potential franchise opportunity, Capcom quickly got to work on Resident Evil's second chapter. Like any good sequel, Resident Evil 2 upped the ante considerably. Set two months after the first game, it placed newcomers Claire Redfield, searching for her brother Chris, and day-one rookie cop Leon S. Kennedy, in the heart of a T-Virus infected Raccoon City.

    This time, the outbreak could not be contained. That much was made clear as players, controlling either Leon or Claire, worked their way towards Raccoon Police Station - which, much like the Spencer Estate, turned out to be a converted mansion, joined via sewer tunnels to a mysterious underground Umbrella lab.

    Birkin

    Rife with obtuse puzzles, Resi 2 extended the central gameplay of an item fetch quest, this time wrapping it around a far more detailed conspiracy. The story's main thread detailed the reason for the viral outbreak. Umbrella's head scientist, William Birkin, betrayed Umbrella, who sent a squad to eliminate Birkin and reclaim his new G-Virus. Dying on his lab floor, Birkin injected himself with the G-Virus, mutated, and slaughtered all but one of the team who had attacked him. In the chaos, smashed T-Virus samples were spread to the water supply by sewer rats, turning Raccoon into a zombie paradise.

    Ingeniously, Resident Evil 2 assigned Leon and Claire's first and second scenarios distinct pieces of the whole narrative, meaning players had to complete the game twice as each character to get the full story. The official version of these events see Leon stalked by a Tyrant-like figure throughout the game. Along the way, he meets Ada Wong; a woman posing as the girlfriend of an Umbrella researcher, but actually a spy sent to retrieve the G-Virus sample - who, after apparently dying, reappears long enough to aid Leon in destroying the Tyrant for good.

    Leon S. Kennedy

    Meanwhile, Claire uncovers the truth behind Raccoon Police. Their chief, Brian Irons, is on Umbrella's payroll. Yet he is not her only concern. Early on, she meets Sherry, daughter of William Birkin. However, the pair are soon separated, and Sherry infected by her mutant father. Eventually, Claire manages to locate and cure Sherry after coming into contact with a dying Annette Birkin - mortally wounded by a claw swipe from her now monstrous husband.

    With Sherry in tow and the Tyrant defeated, Leon and Claire board the train exiting Umbrella's underground lab - but Leon has one more battle to fight. Eliminating Birkin - now a writhing, mutated blob - for the last time, the train speeds into the sun as the facility explodes. The pair are safe... for now.

    Licker

    Where reaction to Resident Evil had been mixed, Resident Evil 2 was a widely regarded triumph. The dialogue was still inherently over-the-top, but the deeper conspiracy, more gruesome monsters, satisfying replayability and the cult unlockable 4th Survivor mode, where players controlled surviving Umbrella extraction operative HUNK, make it considered, even today, a high point of the series.

     

    Resident Evil 3: NemesisLast Escape - Resident Evil 3: Nemesis
    (PSone, 1999) (Ports: DC, PC, GC)

    With the next official chapter in the Resi narrative planned for Sega's new Dreamcast console, Capcom had a problem - they were still signed up to produce one more Resident Evil for Sony's aging grey box. And so, Resident Evil 3: Nemesis was born.

    Starring Jill Valentine of original Resident Evil fame, Nemesis was a more action-focused instalment that had players guiding the ex S.T.A.R.S. member through the infected city, pursued along the way by the titular Nemesis - another variant on the Tyrant, sent by Umbrella specifically to target S.T.A.R.S. members.

    Where Resident Evils 1 and 2 had taken place largely in mansion-like environments, giving them a sort of hub feel, Nemesis eschewed the indoors vibe, taking Jill and Umbrella mercenary Carlos Oliviera on a jaunt through Raccoon's streets, offices, parks, sewers, and finally, an abandoned Umbrella factory, where the Nemesis was destroyed for good using an experimental rail cannon. Jill and Carlos escaped just in time, as a nuclear strike rocked the city - another explosion ending another Resi instalment.

    Nemesis

    Resi 3 was well received, but unlike past games, contributed little new to the conspiracy at the series' core. Gameplay also differed significantly; players could now dodge, quick-turn, shoot explosive barrels and collect chemicals to create their own ammunition, and the introduction of the Nemesis gave the third instalment a more urgent, arcade-like sense. The action slant also allowed for a time-attacking high-score Mercenaries mode; which Capcom would revive a few years later.

    Moreover, this side-story was the shortest in the series thus far. Playtime weighed in between six and ten hours, which was applicable to the first two games as well - but, importantly, Nemesis was Jill's story, and lacked the replay value attached to a second main character. The Raccoon City setting in was also starting to wear thin. Resident Evil 3 was a decent game, then, but at its conclusion, fans felt the need for the story move forwards - or see the series risk stagnation.

    Resident Evil Code: VeronicaFamily Ties - Resident Evil - Code: Veronica
    (DC, 2000) (Ports: PS2 & GC as Code: Veronica X)

    And move forwards it did, into by far the largest - and arguably the best - of the traditional Resident Evil games. Unlike the first two titles, Code: Veronica focused on one main character from the off, Claire Redfield. However, unlike Nemesis, half way through the focus switched to Chris Redfield, who became playable for the rest of the game. For the first time, we had two character's stories, running in sequence in one extra-long adventure.

    Chris's return was fitting, because at the heart of Code: Veronica was a tale of sibling rivalry, pitting the Redfields against two remaining members of one of Umbrella's founding families.

    Set three months after Resi 2, C:V's opening sees Claire captured infiltrating Umbrella's Paris HQ. Gameplay picks up after she's transferred to Umbrella's under siege Rockfort Island Facility. The T-Virus released, she dodges zombies and sets about finding a way off the island. Together with fellow prisoner Steve Burnside, an erratic, emotional teenager, she manages just that - but not before coming across the base's commander, the clearly insane Alfred Ashford.

    Claire Redfield

    Escaping Rockfort though proves just the beginning. Steve and Claire are soon diverted to Umbrella's Antarctic Facility - where the true evil is revealed (and we don't just mean Alfred's cross-dressing).

    Alexia Ashford, once thought dead, has been hibernating in cryostasis for 15 years; adapting to a new virus named T-Veronica. Emerging from her slumber to see her twin brother die before her (thanks to Steve), Alexia unleashes her wrath on the escaping heroes, and everything goes dark...

    And then, seeking his sister, Chris arrives on Rockfort. Stumbling into the aftermath of yet another Umbrella Facility self-destruct, he soon meets the leader of the team that attacked the base - the returning Albert Wesker! Back from the dead and working for a company rivalling Umbrella, the yellow-eyed Wesker now boasts super-human strength and speed, leaving Chris just about breathing as he pursues Alexia to Antarctica.

    Bandersnatch

    Following the trail to the pole in one of Alfred's jets, Chris eventually finds Claire - cocooned behind the staircase in a remarkable recreation of the Spencer Mansion foyer. The pair are soon separated though, and while Chris battles Alexia, Claire finds a now Virus-infected Steve - who horribly mutates before her eyes. Narrowly avoiding death by axe, Claire sees Steve's humanity return just long enough to tell her he loves her, before dying in her arms.

    With that, all which remains is one final battle with the ever-mutating Alexia. Using a new experimental weapon named the Linear Launcher, Chris destroys the insectile evil genius, ending the Ashford bloodline once and for all. Cue another self destruct sequence, a breakneck Harrier jet escape, one huge explosion, and a vow to finally bring down Umbrella.

    Alexia's Final Form

    Incorporating full 3D backgrounds, the action of Nemesis, the twisting narrative of Resi 2, popular characters from the original, plus a time-attacking Battle Mode, Code: Veronica was a real Resi magnum opus. Sadly, the Dreamcast version didn't sell so well, and so a re-edited version with more Wesker-centric cut-scenes, and a plot hole-filling DVD named The Wesker Report, was later released on PS2 and GameCube. Named Code: Veronica X, it's the most complete adaptation, and highly recommended, if you can hunt it down.

    Resident Evil ZeroWrath of the Leech King - Resident Evil Zero
    (GC, 2003)

    Not yet ready to release the next chapter in the series, Capcom instead created the first. Resident Evil Zero was a GameCube-exclusive prelude to Resi 1, following Bravo Team's rookie field medic Rebecca Chambers before The Mansion Incident.

    July 23, 1998. the Arklay Mountains on the outskirts of Raccoon City. Reports of cannibalism see RPD's S.T.A.R.S. Bravo Team despatched to the scene. Their helicopter malfunctions, crashing them in the forest. Uninjured, they discover an overturned military transport truck with two dead officers, and split up to track down the culprit.

    Coming across a train mysteriously stopped on the tracks, Rebecca boards the Ecliptic Express to investigate. She soon discovers that it's infested with zombies, and teams up with the military convict, Billy Coen. Together, they battle mutated passengers, oversized leeches and even a giant scorpion; eventually diverting the Express towards an abandoned training and research facility.

    Originally an N64 project, Resi Zero released on GameCube using the Resi 1 remake's graphics engine, making for the most atmospheric original Resident Evil yet. It also delivered a first for the series; "partner-zapping" gameplay, which allowed players to switch control between Becca and Billy in real-time. Many of the game's puzzles were actually based around separating the two and using their individual skills, including Becca's small size and chemical mixing kit, and Billy's larger frame and ability with heavy objects. Item boxes were also gone; with players now able to drop items, which were marked on the map screen.

    Becca and Billy

    Entering the abandoned facility, Becca and Billy battle mutated researchers, spiders, primates and more; eventually discovering the fate of Umbrella's third founding member, James Marcus.

    Betrayed by his two head researchers; William Birkin and Albert Wesker, under orders from a paranoid Spencer, Marcus fused with his pet queen leech during his death, creating a new type of terror. It was therefore Marcus, now king of leeches, who unleashed his wrath on Umbrella, releasing the T-Virus into both the Ecliptic Express and Spencer Estate.

    With that revelation, Billy and Rebecca have but to defeat a now enormous, leech-like James Marcus, and escape the facility before the self destruct kicks in. Managing to do just that, the pair stand on a hill overlooking the Spencer Estate and go their separate ways; Billy to freedom; Rebecca into another awaiting nightmare.

    Despite the innovations, Resident Evil Zero felt somewhat stale. The visuals impressed, but the slow-paced puzzle template was now all-too familiar, and the story really needed to move past Raccoon City and its immediate surroundings. Luckily, a Resi revolution was just around the corner...

    Shoot Or Die - Other Resi Games

    Before that, though, it's worth noting the franchise's other games, including a host of spinoffs of various gamestyles. Here's the pick of the bunch:

    • Resident Evil: Outbreak: File 2Resident Evil: Survivor 1 & 2 (PS2, 2000/02): First-person lightgun games where the player controls their own movement. The first Survivor saw agent Ark Thompson sent to Sheena Island to destroy an Umbrella B.O.W. facility. The second was inspired by the events of Code: Veronica.
    • Resident Evil: Dead Aim (PS2, 2003): Another lightgun game, this time with a third-person perspective for movement, and a first-person shooting view. US anti-Umbrella agent Bruce McGivern finds himself fighting T-Virus infected on board an Umbrella-owned ship, and later, an Umbrella island facility.
    • Resident Evil: Outbreak: Files 1 & 2 (PS2, 2004/05): The first online multiplayer game in the series, Outbreak gave up to four players a choice of eight characters to control in escaping the T-Virus infected Raccoon City before a nuclear strike wiped it out. File 2 added more Survival Horror style scenarios and improved online functions. The servers were closed in March 2007.
    • Resident Evil: The Umbrella Chronicles (Wii, 2007): By far the best lightgun Resi game yet, Umbrella Chronicles offered up lightgun versions of Resis Zero, 1 and 3, bonus scenarios based on Resi 2, and side stories where players controlled Wesker and Rebecca Chambers. Pivotally, it also featured Chris and Jill's assault on Umbrella's last B.O.W. Facility, and filled a lot of the gaps in the story about Wesker's ambitions to acquire Umbrella's legacy.

    Resident Evil 4The Kennedy Report - Resident Evil 4
    (GC, 2005) (Ports: PS2, PC, Wii)

    2004: Six years after the destruction of Raccoon City. Following the nuclear strike, the government suspends the business practices of the company responsible. Umbrella is dead.

    Resident Evil 4 sees Leon S. Kennedy, now a government agent, return as a playable character. This time, he's pursuing the President's kidnapped daughter into a rural Spanish village, where a new type of evil awaits...

    Resident Evil 4 did away with the old template, opting for an action-focused approach which revolutionised the series. Gone were exploration, strange puzzles and a hub structure that forced players to backtrack. In their place were linear progression, over-the-shoulder shooting, Quick Time Events, an odd weapons salesman and an arcade-style armoury, plus set pieces that set a new standard in action game design.

    With Umbrella gone as the main antagonist, there was also an opening for a fresh bioterror. Step up Osmund Saddler; leader of the cult Los Illuminados - and, more specifically, the Las Plagas parasite he uses to control the villagers, collectively labelled Los Ganados. Captured early on and injected with this very organism, Leon faces a race against time to remove it, find Ashley Graham, and make it out alive.

    Leon

    But Leon soon learns that he is not alone. First, he meets Luis Sera - a former Los Illuminados researcher, who helps him before being killed by Saddler. He also comes face to face with Jack Krauser - a former member of Leon's government training group. They battle on two occasions, and despite a mutated Krauser quite clearly possessing an advantage, Leon wins out.

    The most impressive revelation, however, is the return of Ada. Thought dead after Resident Evil 2, the sexy spy survived with the help of Wesker, who had since tasked her with retrieving the Master Plaga parasite. Indeed, Wesker is seen on several occasions in Resident Evil 4 pulling the strings of both Ada and Krauser - though he and Leon never actually come into contact.

    Leon heads from the first village across a lake, towards a creepy church, where he finds Ashley, and meets Saddler, who intends to use the girl to infect the Whitehouse; giving the cult leader control over the greatest power in the free world.

    Salvador

    Luckily, he and Ashley escape - only to have her retaken by Saddler's flying minions as the pair explore an ancient castle, which itself turns out to hold the origins of the Plagas parasite.

    After defeating the castle's leader, the Plagas-infected Ramon Salazar, Leon and Ada head towards Saddler's hi-tech island facility. After battling hordes of Ganados, overcoming several B.O.W. experiments, and killing the parasites within himself and Ashley, Leon faces Saddler one last time - ending the cult leader's existence with a well-placed rocket from Ada. However, the sultry spy takes the Master Plaga sample, later handing Wesker a fake. With that, Leon and Ashley escape on a jet ski as the island crumbles behind them.

    Owing more to explosive modern shooters than traditional, tense Survival Horror, Resident Evil 4 was a risky departure. And yet, while a few hardliners accused it of violating the franchise, the wider reception was euphoric. Tremendous sales, universal acclaim and near-unprecedented numbers of Game of the Year awards introduced the series to a whole new audience, while the new-look Mercenaries mode proved popular amongst hardcore gamers.

    Ada

    A PS2 port later that year added Separate Ways, a six-hour Ada Wong adventure; and further PC and Wii versions also followed, solidifying the game's legend. However, Resident Evil 4 raised more questions than it answered; about the fallout of Umbrella's demise; about Ada; about Wesker; and about the other characters we'd come to love over the years. Questions only a sequel could address...

    Resident Evil 5Fear You Can't Forget - Resident Evil 5
    (X360, PS3, PC, 2009)

    The biggest question, of course, is how do you follow up the most acclaimed action game of all time? In answering that, Capcom have taken few risks. Resident Evil 5 takes the Resident Evil 4 formula and runs with it. Those hoping for a return to wide-scope exploration and abstract puzzles will have a right to feel slightly let down; but everyone else will be elated to know that the new-style Resi is here to stay.

    That's not to say Capcom haven't continued to innovate. Indeed, Resident Evil 5 evolves the franchise with a series of key additions. Chief amongst them is the introduction of a second character, which builds upon Resi Zero's "partner-zapping" by offering player two the chance to control newcomer Sheva Alomar, while player one takes on the mantle of the returning Chris Redfield.

    Available either splitscreen or online, this will add a new dimension to a series always famed for a feeling of isolated terror. Together with an inventory screen which doesn't pause play, and the constant balancing of weapons and ammo between the two characters, Resident Evil 5 will be the most cooperative, frenetic game the series has yet seen.

    Helping you battle the undead hordes will be a Gears of War style control system which places movement (including strafing) on the left stick, turning on the right stick, and aiming and firing on the left and right triggers respectively. It's an addition which will bring the series up to date with modern action game standards - although Resi veterans will also be able to choose the control setup from Resident Evil 4, and two others besides.

    Chris Redfield and Sheva AlomarThe setting too will be a first for Resident Evil. Western Africa's Kijuju region will play host to a rollercoaster ride that starts off in a sandy shanty town full of infected villagers,

    and will take Chris and Sheva, both members of the Bioterrorism Security Assessment Alliance, deep into abandoned Umbrella territory. Hot on the trail of a contact named Irving, they'll face all-new B.O.W.s, a mysterious beaked figure and the enigmatic Albert Wesker, plus uncover the fate of Jill Valentine, before ultimately coming across the origins of Umbrella's original Progenitor Virus.

    Reinventing its genre once again, Resident Evil 5 promises fear you can't forget. Get ready for the scariest Friday 13th in living memory, with the triumphant return of Survival Horror.

    Article by: Mark 'S.T.A.R.S.' Scott
    Published: 10.02.09

     

  • "Conspirators in the shadows..."

    Now in its twelfth year, the Resident Evil series has a lineage of chiselled heroes, ridiculously clichbad guys and enough viruses, monsters and high-level conspiracies to make Mulder and Scully scream in wide-eyed horror.

    This glossary of good and evil will give you the lowdown on Resi 5's good guys, evil doers and the contagions that cause all the trouble in the first place - and perhaps a bit of backstory that you might have missed, too.

    Good

    Chris Redfield Chris Redfield: Former S.T.A.R.S. Bravo Team leader turned BSAA agent, sent to Africa's Kijuju region to investigate reports of a growing Bioweapon threat. Haunted by flashbacks of the apparent death of his former partner, Jill Valentine, Chris will unwittingly stumble into the origins of Umbrella's entire research at the place it all began...
    Sheva Alomar

    Sheva Alomar: Chris's new partner is a well trained, hard-as-nails Western Africa BSAA operative. Orphaned at a young age, she later discovered that her parents had been victims of Umbrella's B.O.W. research, and pledged her life to avoiding similar losses of life. In Resi 5, player two will be able to control Sheva, helping Chris with fully-integrated co-op gameplay.

    Jill Valentine

    Jill Valentine: Ex S.T.A.R.S. member Jill joined the BSAA with her partner Chris after the Mansion Incident, and fought bioterror outbreaks across the world. She was supposedly killed on a mission, which still haunts Redfield to this day. But is she really dead?

    Kirk

    Kirk: Your aerial support at the outset of Resident Evil 5, Kirk shows up in his chopper to aid Sheva and Chris with handy rocket-propelled help at just the right time. What a guy.

    BSAA BSAA: With the Umbrella Corporation dissolved, it wasn't long before their B.O.W, research slipped into terrorist hands. To combat the new biohazard threat, the United States government established the Bioterrorism Security Assessment Alliance. With skilled personnel like Chris Redfield and Sheva Alomar, advanced technology, and branches across the world, they are the best hope of avoiding another Raccoon City catastrophe.
    S.T.A.R.S.

    S.T.A.R.S.: The Special Tactics And Rescue Service of Raccoon City's Police Department were the first on the scene when deaths were reported at the Spencer Mansion Estate in July 1998. Chris, Jill and Barry of Alpha Team, and Rebecca Chambers of Bravo team, survived, discovered Wesker's treachery, and went underground in a bid to bring down Umbrella.

    Evil

    Albert Wesker Albert Wesker: Former Umbrella researcher, S.T.A.R.S. founder and the man who betrayed Chris and Jill during the Mansion Incident. Wesker injected himself with an experimental virus which allowed him to not only survive attack by a Tyrant, but resurrected him with super-powers. Now the series' omnipresent Machiavellian supervillain, aspiring to reform Umbrella in his own image.
    Excella Gionne Excella Gionne: A descendant of the Travis family which founded the TriCell Pharmaceutical Corporation, Excella was responsible for founding and installing TriCell's presence in West Africa. She can be seen in recent trailers handling both T-virus and Las Plagas samples, assisted by the beaked figure, and making romantic advances towards Wesker.
    Irving Irving: The BSAA's main contact regarding the rumoured viral outbreak in the Kijuju region. Finding him is the main objective at Resident Evil 5's outset - but this proves trickier than it sounds. Hordes of infected villagers, several B.O.W.s and a mysterious beaked figure stand between Chris and Sheva and their annoying, pipsqueak quarry.
    Beaked Figure Beaked Figure: This enigmatic, apparently female evil-doer wears a raven-beaked mask, long flowing grey cloak and high heeled boots, and can be seen turning a man into a writhing, snakelike B.O.W. in Resident Evil 5's opening cinematic. Seemingly Irving's personal protector, early trailers point to her also being a cohort of Excella Gionne.
    Umbrella Inc. Umbrella Inc.: Founded by Ozwell E. Spencer, James Marcus and Edward Ashford, Umbrella was a legitimate pharmaceutical company with a distinctly less legitimate sideline in bioweapon research. Their discovery of the Progenitor Virus eventually led to the T-Virus and G-Virus being created. Following the T-Virus outbreak in Raccoon City, the once-powerful Umbrella was dissolved and much of their research - both technological and B.O.W. related - fell into terrorist hands.
    TriCell Pharmaceutical TriCell Pharmaceutical: Founded by the Travis family and now ran by their descendant, Excella Gionne. It would seem that TriCell were a rival to Umbrella, who have now acquired not only Umbrella's T-Virus, but the Las Plagas parasite which first emerged as the premier contagion in Resident Evil 4.

    Contagious

    Progenitor Virus

    Progenitor Virus: The root of all evil, this Mother Virus is the basis for Umbrella's most successful bioweapons research, spawning the T- and G-Viruses amongst others. In Resident Evil 5, Chris and Sheva will unwittingly stumble upon the Progenitor Virus's point of origin.

    Lisa Trevor

    T-Virus

    T-Virus: Short for 'Tyrant Virus'. Created by mixing the Progenitor and Ebola Viruses with Leech DNA. the T-Virus is highly infectious, turning humans into zombies, and one in ten million people into a Tyrant. Spread through food, fluid and direct contact - including being bitten by infected. This virus turned Raccoon City into a nightmare after being carried by sewer rats into the water supply.

    Tyrant

    G-Virus

    G-Virus: The G-Virus was created when William Birkin mixed the T-Virus and Umbrella's experimental NE-Alpha parasite. Unlike the T-Virus, it is not contagious - a host must be directly injected for it to take effect. The G-Virus causes rapid mutations which make for some of the more hideous monsters in the Resident Evil series.

    G-Virus

    T-Veronica Virus

    T-Veronica Virus: Alexia Ashford's creation mixes the T-Virus with a virus secreted by the queen ant. It takes 15 years in cryostasis for a host's body to acclimatise to the virus, but the benefits are enormous power and mutagenic properties, while retaining the host's personality and intelligence (see left). Without the slow gestation, hosts mutate horribly, becoming a monster like that to the right - a Nosferatu; previously Alexia's father, Alexander.

    Nosferatu

    Las Plagas

    Las Plagas: The Las Plagas are a breed of parasite, and the main contagion in Resident Evil 4. Plagas victims become stronger, highly immune to pain, and answer to the will of the master Plaga. Extreme mutations create grotesque monsters like El Gigante (right). In Resident Evil 5 it would appear that TriCell are experimenting by mixing T-Virus with Las Plagas to create new, even more terrible bioweapons.

    El Gigante

     

  • "The right to play God - that right is now mine!"


    WeskerTen long years since The Mansion Incident. Since members of Raccoon City's Special Tactics And Rescue Service were betrayed by their commander Albert Wesker, defeated the ultimate bioweapon, the Tyrant, and escaped Umbrella's secret underground labs. Months after, Raccoon City itself was obliterated by nuclear strike, following a T-Virus outbreak which turned the city's inhabitants into zombies - and other, far more terrible creatures.

    Chris Redfield, former S.T.A.R.S. member and Spencer Mansion survivor, is now an agent of the Bioterrorism Security Asssessment Alliance - an organisation set up to deal with the fallout following the collapse of Umbrella Corp. Umbrella's Bio-Organic Weapons research has reached terrorist organisations, and fear is high that another Raccoon City cataclysm could occur.

    Teaming up with fellow BSAA operative Sheva Alomar, Chris heads to Africa's Kijuju region, to a rendezvous with a contact named Irving - only for the pair to find themselves confronted with an army of infected villagers. Beating back the bloodthirsty hordes, Chris and Sheva follow Irving's trail - and unwittingly stumble into a much larger conspiracy. Still haunted by the loss of his former partner, Jill, Chris will face a virus-powered Wesker, seek the truth behind Jill's apparent murder, and ultimately uncover the origins of Umbrella's entire research; the Progenitor Virus.

  • Midnight Madness: The Resi 5 Birmingham Launch!

    Resi 5 Midnight LaunchA windy central Birmingham in the dead of a Thursday night / Friday morning might not be everyone's idea of a good time, but for a crowd of loyal gamers this was the scene of a midnight madness celebrating the latest release in one of gaming's most enduringly popular, and downright frightening series.

    Resident Evil 5 is of course the title in question - the sixth core release in a franchise that's spanned thirteen years, created the evocatively named 'Survival Horror' genre, and has found a following on everything from Sony's original PlayStation console to Dreamcast, GameCube, and now the twin powerhouses PlayStation 3 and Xbox 360.

    Resi 5 LaunchFor a series so predicated on scares, it was fitting for Resident Evil 5 to release at the stroke of midnight on the creepiest date in the calendar - Friday 13th. The atmosphere in the Birmingham Pallasades GAME Store a couple of hours before launch was suitably tense; "I'm really not sure what to expect tonight" admitted Store manager Sarah Stallard. "The Wii launch was big and there were huge queues for GTA IV last year, but Resi maybe has a more cult appeal - I certainly wouldn't say it's a game for everyone."

    She had a point: with a stark BBFC 18 rating, shedloads of gore and not a small smattering of disturbing imagery, Resident Evil 5 is certainly a game for the adult horror flick fanatic and people that like their games jump-inducingly atmospheric.

    Resi 5 LauchAmongst that number were the Store's three assistants, Sean and Dan Sheahan and Jason Lobban, who had dressed up as zombies especially for the event. Loading up a retail copy of the game to get in a few sneaky goes before the doors opened to the public, all three were blown away by Resi 5's HD visuals (the word "lush" was used on more than one occasion), although it wasn't long before they were stuck. "How the hell do we get out of this room?!" they cried in frustration, before finding that they could jump out of a first-floor window - and right into a crowd of bloodthirsty, seemingly inhuman villagers. "LEG IT!" they yelled - and they did, right into a nearby hut.

    Resi 5 LaunchA cutsecene quickly fired up, showing Resident Evil 5's main character, Chris Redfield, bolt the door shut. "Did you just lock me out?!" yelped Sean, playing as Redfield's new partner Sheva Alomar. Of course, he hadn't - such an act would go against Resident Evil 5's main theme of co-operation. But it goes to show what Resi 5 can do to your nerves - just a few minutes in, and the panic was already apparent.

    And half an hour before the tills opened, so too were the customers. Queues weren't exactly around the block for Resi 5, but it wasn't long before a pack of dedicated (dead-icated?) Survival Horror fans had made their way into the Store - to notably enthusiastic spoofs of Resident Evil 4's Merchant. "What're ya buyin', stranger?" growled the blood-splattered assistants with knowing smiles, before making themselves available to talk about the new Resi 5 products available from midnight. The Mad Catz console skins attracted attention, but it was the Xbox demo pod running Resi 5 Launchthe full game which was the understandable focal point - plus the sweets and pizza that the Store had kindly laid on for all in attendance.

    It was during these final few moments before midnight that the tension was at its peak, so I took the chance to quiz a few eager gamers about just what it was about Resi that had brought them out into the midnight March air. "I used to play it on PS2", professed attendee Paul Allen. "Code Veronica was my fave; you were always on the seat of your pants. And the dogs, you were always trying to run away before they got you - can only imagine what they'll be like in this!" Asked what his plans for playing the game were, he admitted he didn't have a co-op partner lined up, but did plan to play the game through the night. "I'm off work sick with a bad knee, so while I'm up I might as well enjoy it!"

    Resi 5 LaunchThe midnight launch attendees were also keen to find out more about the game they'd come to buy. The consensus was that no-one wanted to see an incredibly short game, so having completed and reviewed the game earlier in the week, I divulged that my own co-op clear time had been in the 12 hour region - much to everyone's relief. Xbox 360 Achievement Points were also discussed (15g per chapter completed, and 45g for finishing the game), but it was the dual confirmations of the unlockable Mercenaries Mode and a planned multiplayer download which raised eyebrows - the latter of which will boast full-on competitive play, and should be available to buy for 400 points on Xbox Live (no word yet on PSN) in the not-so-far future.

    Blitzed

    Resi 5 launchSwitching back to the demo pod, Resi fan Nadim Shamsuddin clearly couldn't get enough of the 5th game. "I've blitzed the demo man, and I absolutely killed Resi 4 - the story, Mercenaries, everything. The thing I like about 5 is in 4, you always had ammo, but here you're always looking for it - it's really tense! And I'll be honest, it took me a few tries to kill the big axe guy - I shot and missed, and he was on me! That's frightening man." Asked about his favourite Resi game, though, he had a few problems. "Code: Veronica was like, just when you think it's ending, here comes Chris Redfield. But my favourite might have to be Resi 2, it was brilliant. Resi 4 was great but it didn't have the zombies - I hope they bring them back. And I think Billy from Resi Zero was a good character; he should be reintroduced."

    Talk then turned to the characters, including the series' ever-present villain Albert Wesker. "Is he still half human, half biological weapon?" he asked "and is Ada in it? Actually, don't tell me - I'm not sure I wanna know!"

    Resi 5 launchRight on queue

    With that, it was nearly midnight - and with the excitement palpable, the queue at the tills begun to form. Chomping pizza, swapping old Resi war stories (that first Licker confrontation; the El gigante fight; how to become a 'master of unlocking'... well, maybe not that last one) and getting a final few bits of buying advice from the undead-styled staff, it was Paul at the front of the line who was the lucky first to get his much sought-after game - a PS3 Special Edition complete with Strategy Guide for a proper night of professional monster bashing, greeted by a round of applause from everyone present.
    Resident Evil 5 Midnight Madness

    Resi 5 launchIt was a unique and enjoyable evening, culminating with the first purchase of the Limited Edition Red Resi 5 Xbox 360 Elite console - and it's safe to say that everyone went away happy, and ready to face the zombie (well, technically, parasite-infected) hordes. You can join them by grabbing your copy of Resi 5 today - and for the full lowdown on Capcom's latest classic, check out the review.

    A big thanks to everyone at the Birmingham Pallasades GAME Store, and to everyone who attended one of our hundred-plus midnight openings across the country.

    Article by: Mark 'Walking Dead The Next Day' Scott
    Published: 13.03.09

  • Summer is supposed to be the time when we spend more time outdoors, but Suda 51 and Shinji Mikami are set to keep us all away from the sun's rays by releasing the eagerly-anticipated action-horror Shadows of the Damned this June.

    Speaking at the Game Developers Conference in San Francisco yesterday, the pair confirmed that the game would launch worldwide on 7th June. They also discussed the game's health system, which sees brilliantly-named hero Garcia Hotspur regain energy by taking a slug of booze.

    The summer release makes more sense given the central light-versus-dark mechanic, with Hotspur blasting demons and solving puzzles with the help of Johnson, a demon with the ability to metamorphose into weapons. It seems he's pretty flexible, able to transform into pistols, rifles and even torches to keep the fanged hordes at bay.

    Robert Rodriguez and Quentin Tarantino's Grindhouse is said to be a major inspiration, though there are also elements of Rodriguez's From Dusk 'Til Dawn in there, too. And Suda's involvement guarantees a few other pop culture references besides.

    This thrilling collaboration is set to be the first major title launched under the new EA Partners banner, and is slated for release on Xbox 360 and PlayStation 3.

  • Editor's Choice


    Resident Evil: Revelations

    Mutants, viruses and a nonsensical storyline? It can mean only one thing - Resident Evil is back, this time shrunken and stuffed full of 3D goodness on the Nintendo 3DS. But the questions is, can the series's big scares make the transition to the small screen?

    Set in between the stories of the classic Resident Evil 4 and the not-so-classic Resident Evil 5, Revelations packs familiar faces (take a quick bow Jill Valentine, in a skintight wetsuit, and that rugged fop, Chris Redfield) plus some new faces. As usual, the story is... well, all you need to know is that the wretched T-virus is causing mutated mayhem again, but now in a super-duper marine form known as - cue drum roll plus blood-curdling scream - the T-Abyss. Zoinks, Scooby.

    This means taking on a globe-trotting series of missions, including creeping round a deserted cruise ship as Jill on the hunt for Redfield, or exploring a mountain range, in the search of those all-important revelations. With the focus on both third- and first-person combat, expect plenty of shuffling zombie hordes plus some all-new critters to unload several rounds of ammo into, even while you're wetting your wetsuit underwater.

    What's surprising is just how effective the big chills are on the 3DS's small screen, offering up haunting visuals plus controls that won't make you want to throw your precious handheld across the bus in a fit of frustration. Revelations is also one of the first titles to be compatible with Nintendo's Circle Pad Pro, that adds another joystick for extra ease of movement.

    But never mind such additions; what's important is that Resident Evil still shines and, most importantly, still scares in its handheld form. And that's what we call a true revelation.

    Published: 24/01/2012


  • With Prince of Persia returning to consoles in the very same month the Hollywood version hits the big screen, what better excuse to look back at how others have fared when games and films overlap?

    Prince of Persia

    Prince of Persia

    The Game: Nimble, athletic acts of derring-do played out against a colourful Arabian Nights backdrop since 1989. The graphics have changed, but gameplay still focuses on the simple pleasures of swishy swordplay and stunts that laugh in the face of physics.

    The Movie: Based on the 2003 game, The Sands of Time, this shamelessly entertaining romp captures the daredevil thrills of the game perfectly, while inserting appropriate amounts of character and story. The yummy Jake Gyllenhaal and the yummier Gemma Arterton supply the eye candy and witty banter, while Ben Kingsley camps it up as the villainous Vizier.

    Verdict: Since the original game was inspired by Errol Flynn's swashbuckling antics, Prince of Persia was always ripe for the movie treatment. Thankfully, they got it right.

    Street Fighter

    Street Fighter

    The Game: The fighting fan's franchise of choice for over twenty years, this venerable series continues to go from strength to strength with the superbly balanced refinement of Super Street Fighter IV, released last month. Crazy characters with sublime gameplay - it doesn?t get much better than this.

    The Movies: Oh dear. The 1994 movie version is terrible, but has at least taken on a certain cheesy charm over the years, if only for the bizarre pairing of Jean Claude Van Damme as Guile and Kylie Minogue as Cammy. The laughably bad 2009 movie slipped past cinemas and went straight to DVD, more dull than demented. For a truly faithful film experience, fans should stick to the Street Fighter II anime.

    Verdict: Bizarre characters smashing each other to a pulp should be perfect B-movie fodder, but the lack of plot combined with dense backstory keeps tripping Street Fighter up.

    Ghostbusters

    Ghostbusters

    The Movie: A seminal combination of action, comedy and horror, the 1984 original is still one of the most enjoyable and quotable blockbusters around. The 1989 sequel repeats the formula to disappointing effect, but the cast manage to keep things lively even as the story droops into slimy sentimentality.

    The Game: There have been several Ghostbusters games over the years, but it wasn't until 2009 that we got something that truly recaptured the movie's unique tone. Having Dan Ackroyd and Harold Ramis on script duty helped, but getting the notoriously reluctant Bill Murray to return was a real coup. Strip away the fan-pleasing scenarios and dialogue and it's just another corridor shooter, but a shamelessly entertaining one all the same.

    Verdict: It took twenty five years, but the result was an affectionate game that expanded and honoured its source material rather than just exploiting it.

    Super Mario Bros

    Super Mario Bros

    The Games: Really? You need this explaining? The most successful videogame franchise in history. A catalogue of nigh perfect game design. A series that continues to inspire and innovate, whether its New Super Mario Bros on the DS or Super Mario Galaxy 2 on the Wii. If you hate Mario, you have no soul. That?s science, people.

    The Movie: Urgh. Look away, children! Taking the bright, inviting worlds created by Miyamoto and drowning them in an oily mess of techno-grunge architecture and smug 1990s blockbusterisms, this is one of the worst films ever made. Bob Hoskins has the moustache and dungarees, but the film bears no resemblance to the games, either in quality or intent. Horrible.

    Verdict: Burn it with fire. The perfect videogame hero, Mario simply doesn't translate to live action. Never try this again, Hollywood.

    Resident Evil

    Resident Evil

    The Games: Bombastic sci-fi horror with a parade of tough cops and military types creeping around mansions and secret labs trying - and spectacularly failing - to contain the monster-making T-Virus. Since Resident Evil 4 the games have become more about action than atmosphere, much to the annoyance of some fans.

    The Movies: Well, they've got the sci fi and horror bits, and key characters from the games crop up occasionally, but this surprisingly hardy series exists more as an alternate off-shoot from the games than a literal translation. The lack of blood and guts is the number one complaint from fans used to brain-bursting headshots.

    Verdict: Both are as daft and camp as each other, but apart from sharing a title and some characters, there's not much connection between the two. Harmless dumb fun.

    Tomb Raider

    Tomb Raider

    The Games: Posh girl Lara Croft travels the globe, locating ancient relics, battling supernatural forces and shooting endangered species while wearing the very latest in bottom-and-boob hugging outfits. Some would say her appeal has dimmed in recent years, as developers struggle to find new ways to do the same old thing, but she's still a force to be reckoned with.

    The Movies: All the pieces are there, but the fact that both the Angelina Jolie-starring efforts have been average (and that's being generous) suggests that you need more than an ass-kicking babe and exotic locations to make a good movie.

    Verdict: The movies are accurate enough in translating all the important elements of Lara to the big screen, but her exploits are inevitably more interesting when you're controlling every leap and scramble.

    Published: 18/05/2010

Resident Evil 5 User Reviews
Top review
Nick82
1 year ago
Resident Evil 5
In my honest opinion, i can say this game is the nuts, it completely lives up to resident evil 4. The weapons are both new and great to upgrade. gameplay is great, and the introduction of protecting your partner adds a real feel to realisiam. never a dull moment in the game and can provide hours of gameplay, especially with the DLC availible. Overall score 9/10
enrico
1 year ago
RE5
SUPER GAME... HOURS OF GAMING...
neil
1 year ago
Re5
Thought 4 was better
Tomasz
1 year ago
Resident Evil 5
10/10 very very good game
James Cawkwell
3 years ago
Resident Evil 5
Love the game. Lacks the imagination and origonallity of resi 4, but more than makes up for it with fantastic hd visuals and for just being a nex-gen resi. 9/10. btw, one bad point, Capcom need to seriously introduce a run and gun feature in the next installment
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