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Posted: Feb 16, 2010 0:01 

Proper topic I'd say. Got those off the PS3 save data:

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This one is larger and has a mansion exterior background.

http://i3.photobucket.com/albums/y92/Umon/PIC1.png
Posted: Feb 18, 2010 15:59 

Made a Jill avatar this morning:

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Posted: Feb 19, 2010 13:46 

Because when paired with Excella (maybe others), Sheva's ground attack is a double slash. So don't be so hasty to tell someone they don't know what they are talking about.
 Post subject: Re: Desperate Escape Review
Posted: Feb 20, 2010 0:34 

Desperate Escape (DE) is Biohazard 5’s second downloadable chapter, following Lost in Nightmares (LiN). While LiN is an obvious throwback to the original Biohazard in terms of environment and pacing, DE sticks much closer to the main game, pairing a recently freed Jill Valentine and Josh Stone, who has returned after recruiting an escape chopper. Taking placing chronologically after Chapter 5-3 of the main adventure, Jill and Josh are tasked with catching up to Chris and Sheva in order to assist them in their showdown against Wesker.

Jill, who players will use first, plays exactly as she does in The Mercenaries. She is easily the fastest character in the game and very agile, using back flips and knee drops to finish enemies off. Jill’s speed and agility might remind players of Biohazard 4’s Ada Wong. Josh, who is available after beating the game once as Jill, is a slower powerhouse character, using his physical body strength to overwhelm stunned enemies. Compared to Chris and Sheva, they’re both equally competent agents who can hold their own in combat.

Jill begins the game with a Submachine Gun, while Josh begins with a Handgun, but of course, they can swap weapons at anytime, and there are more to be found throughout the stage. They can both use their Combat Knives as well, with Jill going for quick forward-stabs while Josh slashes enemies. At times, the enemy count is indeed overwhelming, so there is much tension to be felt in ways that I felt were lacking in the main adventure. There is no final boss, but a timed final showdown.

Progression of the game is quite similar to Chapter 4 of Biohazard 4’s Separate Ways. There are seemingly limitless numbers of Majini to face off against. Generally, a locked door must either be unlocked with a randomly-located key, unlocked from behind by giving Jill and Assist Jump, or literally blown up with conveniently placed, but enemy controlled canons. All of the mini-boss enemies from the main adventure return, such as the Chainsaw Majini or the Executioner, but they are slightly weaker and explode upon defeat. As in LiN, there are stars pieces to collect rather than money, which determine the amount of points you earn at the end of the scenaro.

Desperate Escape is considerably longer than LiN, and on par with the longer chapters of the main adventure. The chapter can be completed quickly if you speed through the game and ignore enemies, but that would defeat the purpose of this scenario, which is for heavy action more than anything. There are no puzzles to solve, underscoring the difference in direction between DE and LiN. Still, as with all Biohazard games, once you learn the game, it will begin to go by quickly. In that sense, DE can still be considered a bit short, but it is an inexpensive chapter at only ¥500 as downloadable content.

Lost in Nightmares was touted by Capcom as a chapter which “Respects Biohazard 1.” However, whether Capcom intentionally meant to or not, Desperate Escape also respects a previous Biohazard game: Biohazard 4. DE and Biohazard 4 share similar set pieces that made the latter game very memorable. Many complained that while Biohazard 5 played well and looked beautiful, the set pieces were nowhere near as memorable as its predecessor’s. Desperate Escape, like the main adventure, does borrow some elements from Biohazard 4 directly, such as blowing up large doors and being slammed with exploding canons, but I feel DE’s set pieces work so well because of the tension felt from the overwhelming enemies. Also, the name of the chapter certainly ties back to the subtitle of Biohazard 3. Whether Capcom explicitly intended for DE to honor Biohazard 4 is not clear, but signs point to it having been Capcom’s intention.

DE’s biggest weak point is its setting and environment. While LiN is meant to inspire moments of nostalgia with its Rebirth-inspired locations, DE’s locations are not exactly memorable. They look similar to the other industrial portions of the game, although some may be reminded of Chapter 5-3 (and Separate Ways Chapter 5) from Biohazard 4. There is nothing in DE that will make gamers stop to admire the locale, even for a few moments, while gamers may spend hours walking around LiN’s Spencer Estate to see what similarities they can catch. This decision was of course deliberate and necessary, so Capcom cannot be faulted too much for it.

Lastly, DE's production values are high and notable. LiN had no real ending cutscene and an FMV version of one of the main game's cutscenes, which was visibly of less quality. Desperate Escape contains a full introduction, well-done midpoint cutscenes, and then a satisfying ending. New gamers to Biohazard 5 may not realize that DE was developed long after the main game. Unlike LiN, which had very little new story elements, DE does add a plot point that was unknown to gamers before. This plot point, too, is a nod to Biohazard 4 in many ways.

Desperate Escape might very well end up being the favorite part of the complete Biohazard 5 package for many fans and gamers alike. It certainly has become my favorite segment of the game because it feels so much like the end of Biohazard 4 in terms of pacing and progression, and that was one of the best parts of that game. It is tragically short in a sense that I was left wanting more, especially since it has been a long time since Biohazard 3 (excluding Umbrella Chronicles). The Biohazard fans that have become disillusioned with the gameplay style introduced in Biohazard 4 will find nothing to like here, and should stick to LiN instead.

Overall Score: 9/10
Posted: Feb 25, 2010 20:02 

Those are the backdrops for the dedicated areas shown (media, settings, marketplace, etc.), however they are barely visibile due to the menus overlapping.

Here are images of the theme and it's premium content, just downloaded it:

http://biohaze.com/news/s1.jpg

http://biohaze.com/news/s2.jpg

http://biohaze.com/news/s3.jpg
Posted: Feb 25, 2010 16:12 

Image

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Posted: Feb 27, 2010 17:42 

Indeed, Rod. Be safe...So we can play more LIN soon when it all blows over! :D
Posted: Feb 27, 2010 16:54 

Wishing you and your family all the best mate.
Posted: Feb 27, 2010 16:15 

Damn. Now I have to call off the rescue expedition into Chile. Glad you're alright man.
Posted: Feb 18, 2010 8:43 

Desperate Escape takes the opposite approach to Lost in Nightmares in its action-heavy focus. Enemies are virtually limitless, but you also get the ammo and equipment necessary to deal with them. Progression is relatively straight forward: you have to find keys or, like in Chapter 4 of Separate Ways in Biohazard 4, bust down walls and doors with canons in order to advance.

The basic action is identical to the main RE5 game, though using Jill is a nice change of pace given her speed and flexibility. As we discovered in Mercenaries, she has an Ada-esque flair to her.

Many enemies from the main game make their returns: the Gatling Gun Majini, the Executioner, the Chainsaw Majini, and for some reason, even the microphone-wielding village chief dude.

There is no final boss battle per se, but there is a showdown very similar to Leon and Luis in the cabin in Biohazard 4. This time you are given the exact timing of your assault on a roof when lots of majini pouring in. Chainsaw Majini and Gatling Gun Majini also show up to make your life a living hell. I feel that the end of Desperate Escape gives you this sort of tension you didn't really feel in RE5, but felt tons of in RE4.

Regarding the story: After Chris and Sheva leave Jill, she collapses, but Josh finds her. Jill is actually a famous BSAA member, with Josh recognizing her right away. Josh and Jill contact another BSAA solider, Doug, who is piloting the chopper. After the boss battle, Doug essentially ends up as another Mike, a chopper pilot who in spite of helping the protagonist, gets blown up by a rocket. The chopper itself survives this time, though. :lol The only thing that didn't seem satisfying was that Jill collapses at the beginning, but they never revisit that particular plot point ever again.

Desperate Escape has what was missing from Lost in Nightmares: new cutscenes with tremendous production values. Capcom did a fantastic job making it. Capcom has managed to use DLC to honor the two games Biohazard 5 has strong ties to. Lost in Nightmares honors Biohazard 1, but Desperate Escape honors Biohazard 4 in such a huge way.
Posted: Mar 04, 2010 17:50 

hey guys, thought i would share my R.E love with u, i have actually been workin on this for a good part of 5 years on and off, loads of characters have actually been drawn three or four times till i was happy with them

just wondered what u guys think of them :)

http://animefuzz.deviantart.com/art/Resident-Evil-Collection-WIP-38203644

Martin
Posted: Mar 18, 2010 12:43 

http://i39.tinypic.com/14nn3m0.jpg

Hi Biohaze community,

I present you this project has taken about two months to complete it (translations from japanese). Mentioning that they aren't scans, are blank-pages from Photoshop. I tried that resembled the original booklet. I hope you like and you print it.

Source : -English & Spanish Darkside Report-

Credits : Resident Evil Center | Project Umbrella
Posted: Mar 21, 2010 2:40 

Lol wait, you say Chris has a one track mind because he focuses all on jill than 'randomly' switches focus to Wesker for the entire third act?

First: Chris and Jill have been through a LOT together for YEARS. It's highly implied whether romantic or not, they have a very strong bond and are if nothing else, best friends. Her death obviously hit him hard. Now he finds out she's potentially still alive and as the game progresses finds more and more and more and more clues that keep giving the idea that her being alive is definately true.

So how would it be anywhere near plausible storywise for him to IGNORE that fact and for it to 'not' be his major focus?

Next, after saving Jill, Jill blatantly tells him "you NEED to stop him" to which he replies "Yeah but...." until she convinces him to persue wesker. He doesn't randomly switch focus to Wesker. Jill simply makes him realize that he HAS to stop wesker or the entire world is going to suffer because of it.

That's a pretty big motivation to go hardcore after Wesker, don't you think?

And I'll take a believable person in my game over someone who COPMLETELY spoils any type of atmosphere or mood by ruining every single scene with an over the top corny one liner followed by over the top stunts to get out of impossible situations.

Leon in RE4 = Alice in the RE Movies. How can you possibly even REMOTELY be scared by something if the person you're playing as is laughing it off, making one liners, and scoffing at it followed by doing something so unbelievable and out of this world to escape it that no normal person could do?

Now let's not even get into a "RE5 wasn't scary" argument because RE4 wasn't either. But, that doesn't change the fact that if something is trying to present "Big giant monster against 2 tiny people" it's COMPLETELY spoiled when your 'tiny person' acts like they're some macho badass and that big giant beast is absolutely nothing to them and they're going to own it all to hell. This isn't Devil May Cry or Bayonetta.

You may find Leon 'entertaining' but he is not relatable. He's not someone you can relate to and understand him and feel a connection to who you're playing as.

He's the equivalant of an eye candy slut who only provides sex, compaired to the more innocent 'cute' girl who provides sex and a relationship. I'd take the latter any day of the week as the 'slut's eyecandy gets boring and old FAST and is only good for one thing :P Don't expect any kind of substance.


Oh and talk about boring. All Leon does the entire game is act like "Yawn I have to go find Ashley. Yawn where's ashley. Yawn those two cops i rode in with died. Yawn villagers trying to kill me, whatever. Yawn look at this guy with a chainsaw, sigh. Yawn there's ashley, guess i need to get out of here now *stretches tiredly*. Yawn more mutated monster freaks. Sigh can i go home yet? Yawn krauser's back *rolls eyes*. Yawn what's ada doing here? Eh who cares. Yawn I'm turning into a ganado? Whatever, probably better than my current life. Yawn, place is gonna blow up, whatever. Yawn ashley wants to fuck, whatever kid. Sigh why is everything so boring?"

I wouldn't be surprised if Leon was a cutter just so he can 'feel' something :P


Wow Thats a little harsh! LOL!

I would say that none of the Residen Evil characters are "real". I mean these people do some amazing things. If any "real" people were put into a situation like our favourite character, they would probably die. Lol. But that's the point of the games. To live in a fun fiction world where people can do and survive in un-realisic circumstances. :)
Posted: Apr 04, 2010 11:03 


Stop fan raging and appreciate it for what it's worth.



An average Hollywood production. Nothing spectacular. What should be appreciated? Frankly speaking, I'd never make any effort to buy it or watch if the movie had no connection with the main game series. It all depends on your personal tastes.
Posted: Apr 04, 2010 19:45 

You are not authorised to read this forum.
Posted: Mar 17, 2010 17:29 

http://projectumbrella.net/articles/Young-Runaway-Sherry

Written by FLAGSHIP (responsible for the story lines of RE2, CV, Zero, Survivor, Dead Aim, beta RE4's etc) and broadcast to promote the game, you might recognize one primary element from this one as being hinted at throughout the series. Raccoon City's neighbouring town: Stoneville. This particular album was written before the concept of a nuclear detonation over Raccoon City became a part of the series storyline, so in this story, the US Army, Air Force and Umbrella burn Raccoon City personally, and later, Stoneville.

Credit goes to BioTech for the excellent translation.
Posted: Jan 17, 2010 14:22 

Catfight!!!!!

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On a (slightly more) serious note, are either of you actually going to listen to anything the other is saying, or do either of you really care what you're arguing about?
Posted: Apr 08, 2010 19:08 

Clones. Yes.
Posted: Apr 10, 2010 6:56 

When asked about the game's influence on the film, Anderson states: "I was writing the script before the game came. Once the game came out, it had huge elements that were already in the screenplay. Capcom is so funny. Every time I go to Japan and meet Capcom, it's like seeing the Umbrella Corporation. They won't give you straight answer about anything. So I kind of new they would tell me that Wesker was in the game, kind of, but never really confirming it. Sure enough, he was the main villain and he was the main villain in the movie, as well. Completely by coincidence, a large chunk of this movie takes place in a big ship and there was the ship in "Resident Evil 5". We have an awful lot of stuff that they already put into "Resident Evil 5". So I did a whole big pass on the script to bring it more in line with the imagery from the latest game because I felt the latest game was fantastic. I think it kind of reinvented the video game franchise. I wanted to take a lot of it, frankly, kind of steal from it and put it into the movie. There is a whole fight scene with Ali Larter and Wentworth Miller that's taken almost shot by shot from "Resident Evil 5". It's the one when Chris and Shiva are fighting Wesker. So we're putting Claire in there instead so it's brother and sister fighting against Wesker. So what's great in the game is its one continuous shot where the camera rotates around Wesker fighting the two and he kicks their asses. They never cut which of course, you can do in animation. It's a bit more difficult in live action. Se we're probably going to shoot the fight in 10 different segments then seam it together in visual effects. So the finished effect will be as if the camera never stops rotating around."

I actually appreciate Anderson's honesty there. Shame his producing partner is not the same. Jeremy Bolt basically thinks RE5 was all down to Extinction and I quote; "I know for a fact RE5 was set in Africa because of our movie."

Idiot.
Posted: Apr 11, 2010 10:18 

http://www.biohaze.com/news/insidedsc.gif

On March 31, collaborating with Capcom, Famitsu published an artbook titled Inside of Biohazard Darkside Chronicles (Japanese: インサイドオブバイオハザード/ダークサイドクロニクルズ).

Biohaze picked up a copy of the book today. Inside contains beautiful artwork and renders of characters and enemies, detailed descriptions, artists' conceptual sketches, a series timeline (for both the series story and various game releases), interesting interviews with Masachika Kawata and Yasuhiro Seto (that talking about subjects from Gun Survivor 2 to the PS2 version of Biohazard 4) and finally a staff survey. The 191-page book retails for ¥2500 and is certainly a worthy addition to any Biohazard collection.

Check out Amazon Japan's page for the book here .
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