RESIDENT EVIL 5 Demo up on US Marketplace.

The Wispy Scoundrel said:
Thanks for speaking on behalf of the whole gaming community, because, you know, people don't have differing opinions any more.
Mmm, seriously.

I like the controls, period. But you could argue that I;m blinded by the hype or my love for the series. Either way, my enjoyment of the game is wholly unaffected.
 
Dammit, my Gold just expired 2 weeks ago.

Does using a 48 hour code let you download the demo or is that just for multiplayer?
 
Mojo said:
Dammit, my Gold just expired 2 weeks ago.

Does using a 48 hour code let you download the demo or is that just for multiplayer?
Nah, 48 hour codes aren't good for demos, it's ridiculous.
 
Mojo said:
Bugger, guess I'll wait a week then.

Also, this thread needs more demo pics.
From the Japanese Demo thread, credit to the respective posters:
Manager said:
Incredible:
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I couldn't handle the machine gun recoil :lol
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Dot50Cal said:
Trolling through my footage, I found this gem. It looks so much better in full res.

2mg87xj.gif

The game is beautiful.

Here's a comparison between the 360 and PS3 demos, posted by Dot50Cal over at The Horror: http://www.the-horror.com/index.php?id=features&s=bh5demo
 
Tried the demo. Not a fan of the real time inventory system, and I cannot stand the aiming system.

The way the crosshair accelerates and deaccelerates made it almost impossible for me to land my crosshair were I want it to, so I would always overshoot or undershoot where I was trying to aim. I think the lack of any kind of aim assist (that I can tell) made the difficult to control crosshair even more problematic. I was also not to crazy with how the crosshair floated all over the screen; it made turning a lot harder then it needed to be.

It's possible my dislike of the aim system might go away as I play the game more, but it didn't help with giving me a positive first impression of RE5.

The graphics were insanely good though.
 
Futurevoid said:
Well lets explore that and put a little thought into what you're asking? What would adding slow movement while aiming gain you in terms of gameplay in Resident Evil 5? Ignoring the issues with the bus being too good of a hiding spot, in the opening area of the demo you are utterly SURROUNDED and chased once you hit the exterior of the house you start in. It's an open environment with multiple points of entry where enemies can get at you as well as the added verticality of the environment (i.e. you can get to higher ground). Not to mention the enemies can climb and move about the environment as well as you can! You, as the player, are forced to keep mobile and pick and choose the moments when you can raise your weapon and take out enemies that are nearing your position. Once the enemies begin to flank you again you will once again need to flee, reset your position, and take out anything you can before getting hurt. That's is a game designed around stopping and shooting.

The pacing of Resident Evil 5 is so very different than Dead Space that I find the comparisons almost laughable outside the games having similiar camera angles. In Dead Space you are, for the most part , dealing with enemies in straight/narrow corridors or smaller "controlled" rooms. Enemies that don't navigate the environment in a really meaningful fashion. In Dead Space, the ability to move back slowly is a viable gameplay option as you deal with enemies that, for the most part run straight at you and do very little to flank your position. That's not a slight towards the game - it's just how it's designed and it does it what it does very well.

Adding slow movement while aiming in Resident Evil would, from my viewpoint, force the developers to make some rather big changes to how the enemy AI interacts with the player and the environment to make that movement a viable gameplay option that's actually meaningful. Not something that's just added to shut the mouths of the people that can't wrap thier heads around the decision Capcom has made with thier game. That's my personal opinion.

Slow movement allows the player several things. First, the illusion of more control over the character. Second, the ability to adjust their position at will. The player is forced to run to a position they wish to be a turret at, and shoot from there. If the player wants to move just a little, he is forced to rebrandish his weapon.

You spend a whole paragraph talking about enemies and mobility, and yet you advocate the player have limited mobility. Say you are concentrating on zombies in front of you when suddenly you notice you're being attacked from the side. The player can maintain fire, while backing off to create a better angle to avoid/approach the other zombie. What situation does having slower movement create that ruins the gameplay?

I think the reasons the controls feel clunky is that it just feels more like a third person shooter now. It's like Gears, but with zombies and more limited control.

The whole argument just feels like Lair again. The controls aren't the keystone of the gameplay, nor do they add some kind of immersion or extra element to the game. Clunky controls are clunky controls.

Despite all this, I don't feel like it's a deal breaker for me. I'll still pick the game up and enjoy it. But the next game better start making changes.
 
NameIess said:
I agree with others regarding the control scheme needing some work, because it's a bit antiquated by today's standards, but you would be a fool to pass up on this title.

Well put. Don't let the initial adjustment period on a short demo rob you of what is sure to be an AMAZING overall experience. (I hear this mother is looooooooooong too :D )
 
Mojo said:
Nice thanks, are there any differences between this one and the Japanese demo?
They're all but identical I believe, although I haven't tested yet thanks to the fact that my 360 is currently being repaired. ;)
 
MarkMacD said:
Well put. Don't let the initial adjustment period on a short demo rob you of what is sure to be an AMAZING overall experience. (I hear this mother is looooooooooong too :D )
That's what I like to hear, especially when you have a team that knows what good pacing is. :D
 
Love the demo. Especially the second level.

My only disapointment is that Capcom didn't bother to change the animations. Sure, there are a couple of new ones and most of them are more fluent, but at the end of the day that are the same animations like in RE4.

Weak Capcom, weak.

Can't wait to play the full version.
 
I really like the co-op, BUT, it MUST be played with a friend. Cause the AI isn't all that, and it's annoying that you're game over because the AI dies.
 
The game for me has the same complaints that I had for RE4. In retrospect I was one of the few people who didn't hold RE4 in the "OMFG Game of the Forever" category, so for me RE5 doesn't really disappoint that much in the controls department. The real problem is that I played another similar game with better controls and that is really what irks me about RE5 (not going to say its name as people will get all defensive).

Other than that the game is astounding. Co-op is a great feature, graphics are superb and the realtime inventory system is the thing that actually adds tension to the game (well not really in the demo but I am sure in the game it will). I had great fun playing this game with my cousin.

Another thing is that at least now RE5 doesn't make qualms about the type of game it is unlike RE4. You know what to expect now and you know how the game will play out.
 
Controls are god awful. As well as the camera. The graphics are kick-ass and I'm sure it's awesome in many other respects, but really - doing anything in RE5 demo is just painful and frustrating. It's sort of weird not to be able to move while shooting or reloading. Navigating tight spaces is difficult too, as you can't change direction quickly (slower than Dead Space even). If a small room is packed with zombies (there is no blind shoot either) it quickly turns into hectic running around and panning the camera awkwardly to see who/what you're shooting. Eck.
 
Dahbomb said:
The game for me has the same complaints that I had for RE4. In retrospect I was one of the few people who didn't hold RE4 in the "OMFG Game of the Forever" category, so for me RE5 doesn't really disappoint that much in the controls department. The real problem is that I played another similar game with better controls and that is really what irks me about RE5 (not going to say its name as people will get all defensive).

Other than that the game is astounding. Co-op is a great feature, graphics are superb and the realtime inventory system is the thing that actually adds tension to the game (well not really in the demo but I am sure in the game it will). I had great fun playing this game with my cousin.

Another thing is that at least now RE5 doesn't make qualms about the type of game it is unlike RE4. You know what to expect now and you know how the game will play out.
There's nothing wrong with referencing Dead Space or Gears. They're both excellent games. :)
 
Mr. Durden said:
I really like the co-op, BUT, it MUST be played with a friend. Cause the AI isn't all that, and it's annoying that you're game over because the AI dies.

I find it more of a blessing than a burden as she tends to get you out of trouble more. If she dies on Shanty Town from the chainsaw then it is really your fault since she sticks so close to you in that level.
 
Cday said:
I find it more of a blessing than a burden as she tends to get you out of trouble more. If she dies on Shanty Town from the chainsaw then it is really your fault since she sticks so close to you in that level.

He stands and waits for about 5 seconds with the chainsaw aloft anyway...

Sheva is awesome. She takes care of the flying Plagas easily, can pop headshots quite often and is very proficient at crowd-control/keeping people stunned. Her looting AI is good too, always picking up fallen handgun ammo in combat for you if you're running low etc...

Can't wait for March!
 
For a game that has enemies dash toward you the controls are very awkward. I mean they put you in tight spaces with lots of enemies and then watch you as you helplessly run around trying to see a "safe" corner in the room, so that you could run there, stop, turn, aim, fire and repeat once you've been surrounded again. Then you have to open up the inventory system and navigate around to change weapons or equip grenades (while still being surrounded by zombies in a small room). Yeah, japanese designed game for the Western market. They might have at least gotten rid of the "spooky" voice in the main menu and the sounds of swords clashing when you browse the menu or choose an option. KACHING!

The graphics though are nothing short of friggin' spectacular.
 
mxz said:
For a game that has enemies dash toward you the controls are very awkward. I mean they put you in tight spaces with lots of enemies and then watch you as you helplessly run around trying to see a "safe" corner in the room, so that you could run there, stop, aim, fire and repeat once you've been surrounded again. Then you have to open up the inventory system and navigate around to change weapons or equip grenades (while still being surrounded by zombies in a small room). Yeah, japanese designed game for the Western market. They might have at least gotten rid of the "spooky" voice in the main menu and the sounds of swords clashing when you browse the menu or choose an option. KACHING!

The graphics though are nothing short of friggin' spectacular.
Use X to rearrange your inventionary. The items in the top, bottom, left and right slots can be quick selected with the d-pad. Like I've said before, you'd be best setting a full heal item, a grenade, your pistol and another weapon to those slots.
 
Rez>You said:
Use X to rearrange your inventionary. The items in the top, bottom, left and right slots can be quick selected with the d-pad. Like I've said before, you'd be best setting a full heal item, a grenade, your pistol and another weapon to those slots.

I'll definitely give it another go. Though I find it hard without the ability to at least reload while walking.
 
Rez>You said:
Use X to rearrange your inventionary. The items in the top, bottom, left and right slots can be quick selected with the d-pad. Like I've said before, you'd be best setting a full heal item, a grenade, your pistol and another weapon to those slots.

yes, that's a must. otherwise certain death awaits
 
Great King Bowser said:
The tearing is atrocious for me.
I think it has something to do with using VGA cables. It will hopefully be fixed in the retail release.
 
Great King Bowser said:
The tearing is atrocious for me.

Like most Capcom games, using a VGA cable causes tearing for me. I've switched back to component and the tearing has gone.

What are you using?
 
I wonder how I never really run into AI problems the way others do. Sheva hasnt gotten me killed yet, and even on the PS3 side of things (Resistance 2), enemies shot at my fellow soldiers even if I shot at them, as long as one of my AI companions shot first. Sometimes the bigger enemies would switch targets mid attack.

I know thats somewhat offtopic, but just saying that I dont seem to have as bad AI luck as others seem to have at all times. Same with glitches.
 
- Xbox360 with 1080p setting: Tearing from hell
- Xbox360 with 720p setting: No tearing at all
Equipment: Toshiba 42Z3030DG FullHD TV, Xbox360 (with HDMI), HDMI cable

BTW: I'm German and I got it from the German marketplace.
 
I got some tearing using my computer monitor with an HDMI cable, with a high resolution setting. The tearing caused blue lines, but other than that the game worked fine.
 
Why do I also have to play with that cocky motherfucker who thinks they can headshot the chainsaw guy but ends up getting decapped?
 
The games controls are very awkward. And here me out first. I'm playing on configuration D, and I am my friend both spent about an hour just coming to grips with the controls. However, that being said, when I finally got the controls, I began to be able to due things like I wanted. Well, save move and shoot. I had thought I'd heard Gaf mention that this was possible.

There are a few complaints I have for the game.

-I wish the knife was just mapped to a button.
-I wish I could break apart the ammo collection to share with a friend. I noticed that it gives in 30 bullet increments, but had I not been hording ammo, I doubt I would have noticed. Maybe it'd work better if it gave half ones ammo? No, that doesn't work either.
-I wish there was a quick side-step.
-I wish there were more moments where I could kick the enemies away. As Leon was able to do this all the time, I wonder if I'm missing something.

On the whole, a very enjoyable game. Definitely picking it up.
 
crowphoenix said:
-I wish there were more moments where I could kick the enemies away. As Leon was able to do this all the time, I wonder if I'm missing something.

On the whole, a very enjoyable game. Definitely picking it up.
Shoot them in the head, and you'll be able to melee every time. There are also spots on the arms and legs that you can shoot that allow for melee follow-ups.
 
destrosio said:
controls are just... fine. but what about that screen tearing? am I the only one noticing it?

The tearing is terrible but in typical GAF style people just pretend its not there and jump on the hype train ignoring obvious flaws.

BTW I liked the demo despite the constant screen tearning but its the worst I have seen this gen, they better fix it before release.
 
Can you actually kill the guy in the first level with the massive axe staff? Me and my buddy must have emtied most of our ammo in him and nothing... :/

Also is the demo only 2 levels or is there an unlock? Some random guy joined my live chat and said you can unlock a 3rd level.
 
web01 said:
The tearing is terrible but in typical GAF style people just pretend its not there and jump on the hype train ignoring obvious flaws.

BTW I liked the demo despite the constant screen tearning but its the worst I have seen this gen, they better fix it before release.
Not everyone is getting a lot of tearing. I got a lot of tearing during the cutscenes, but none during gameplay.
F#A#Oo said:
Can you actually kill the guy in the first level with the massive axe staff? Me and my buddy must have emtied most of our ammo in him and nothing... :/

Also is the demo only 2 levels or is there an unlock? Some random guy joined my live chat and said you can unlock a 3rd level.
Yes. Whoever is playing Sheva should use the rifle to shoot the weak spot on his back (the part where the two nails cross through, just visible from the front over his left shoulder). If you hit that spot (two handgun shots also do the trick), he'll drop to one knee, allow you to either approach and melee him or pump him full of shots while he's stationary. Enough bullets and he'll go down.

And no, there are only two levels.
 
Angelus Errare said:
No, instead she screams

"HELP MEH PAHTNAH!!!!"
It's funny because it's true. Half the time I respond, "bitch, I've got my own problems. Moreover, you have an Uzi and I have a baretta. Who's at the bigger disadvantage?" :lol
 
F#A#Oo said:
Can you actually kill the guy in the first level with the massive axe staff? Me and my buddy must have emtied most of our ammo in him and nothing... :/

Also is the demo only 2 levels or is there an unlock? Some random guy joined my live chat and said you can unlock a 3rd level.
You can kill the guy with the axe. I just unloaded my shotgun into him and did a few uppercuts and he went down pretty fast.
 
F#A#Oo said:
Can you actually kill the guy in the first level with the massive axe staff? Me and my buddy must have emtied most of our ammo in him and nothing... :/

Also is the demo only 2 levels or is there an unlock? Some random guy joined my live chat and said you can unlock a 3rd level.

No you can't kill him. Public Assembly is a survival mission. There are only 2 levels, dude's full of shit.

BMX Bandit said:
You can kill the guy with the axe. I just unloaded my shotgun into him and did a few uppercuts and he went down pretty fast.

Wow, really? I've shot that dude to shit and blew him up a few times. Nothing gave.
 
USD said:
Shoot them in the head, and you'll be able to melee every time. There are also spots on the arms and legs that you can shoot that allow for melee follow-ups.
Was it the same with Leon in 4? My memory may have glossed over it a bit, but thanks. Those kicks come in handy.
 
I didn't find anything really wrong with the controls except that obviously Wii version is better and the lack of quick turn around. How do you enable it?
 
Loved RE4. LOVED IT. One of my favorite games ever.

Having a hard time getting into this demo, though.

Right off, I don't like the new real-time weapons change--er, inventory system. Adds unnecessary frustration because, you know, I'm really not into getting gang raped even in a video game.

I don't recall any tearing at 1080p through HDMI, but then I may have missed it as I was coming to grips with everything else.

I'll be patient with this one because I loved RE4 so much, but I'm a little worried RE5 may be a bit of a relic in this day and age.
 
mentalfloss said:
I didn't find anything really wrong with the controls except that obviously Wii version is better and the lack of quick turn around. How do you enable it?

Quick turnaround is walk backwards + A.
 
crowphoenix said:
Was it the same with Leon in 4? My memory may have glossed over it a bit, but thanks. Those kicks come in handy.
Yes. In Resident Evil 4, the weak spots where the head and knees. In 5, they also added in an arm weak spot. Here are all the possible (non-tag team) melee moves.

Chris

Head: Straight
Elbow: Hook
Elbow while standing behind enemy: Kick
Knee: Uppercut
Knee from behind: Neck breaker
While Enemy is flat on the ground: Stomp

Sheva

Head: Roundhouse
Elbow (and upper arm just below elbow): Twist kick
Elbow from behind: Knee
Knee: Somersault
Knee from behind: Throat slit
Ground: Impale

Note: the arm and leg weak spots are approximates. From my experience, the upper arm (just above the elbow) of an enemy's non-weapon hand (typically the left arm) is an easy shot to aim for. With the legs I've had more trouble. The best spots to aim are the thigh and shin. But some shots I put in that area cause a simple flinch. Others cause the enemy to fall to the ground (a direct knee shot seems to cause this, not sure), and yet others cause the proper melee stun. Still experimenting.

The headshot and front knee attacks will ground the enemy. The elbow attacks will cause the enemy to stubble as if hit by a headshot; the player who punched the enemy can't do a follow-up attack, but the other player can, allowing for a double team one-two punch. The behind knee attack is instant kill.
 
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