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[PC][X360][PS3] Resident Evil 5

Aperto da .:|Physalis|:., 2 Agosto, 2005, 13:55:47

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.:|Physalis|:.


Font: http://xbox360.ign.com/articles/638/638042p1.html


New details on the first next generation Resident Evil.

August 1, 2005 - An update on Resident Evil 5 has just come our way from the latest issue of one of our favorite Japanese magazines, Famitsu Xbox (soon to be Famitsu Xbox 360). The September issue of the magazine features a four-page look at Resident Evil 5, and while the screenshots are old, the interview with Producer Jun Takeuchi is new.

In the interview, Takeuchi reveals some juicy details on the visual side of the game. You may have noticed the particularly impressive shot of the main character aiming his gun at the screen. The character uses a whole lot of polygons, with modeling going down to the detail of each blade of hair that makes up his stubble.

The game's powerful visual engine will contribute to facial expressions. The game engine, in its current form, gives the developers the ability to set values for muscles throughout character faces, allowing for fine tuned facial expressions. Takeuchi notes that he's unsure if this will make it into the final game or not.

Capcom is working to make the game run at a smooth 60 frames per second, twice the framerate of the GameCube Resident Evil 4. In making this move, Takeuchi's team felt that they would be able to express things that couldn't be expressed with 30 frames per second. He points to the increased framerate as evidence that the game will indeed have a strong action component.

Outside of visuals, we can expect real physics from the game. Takeuchi is hoping to make the world reactive to your actions, enabling you to break things by shooting them and topple things by kicking them.

For the complex visuals and physics that will go into the game, Famitsu Xbox asks Takeuchi if it's possible that the game will use middleware, such as the Unreal 3 engine. Takeuchi responds that his team is currently investigating such solutions. Takeuchi feels that, while many Japanese developers have spent time creating their own engines until now, this requires too much money and time.

This was touched upon in our original story on the game, but one area the development team is hoping to focus on with Resident Evil 5 is giving players a sense of the surrounding atmosphere through visuals. Heat and cold are key words for Resident Evil 5, Takeuchi reveals, with the game's visual engine being able to clearly express changes in temperatures. This focus on heat and cold came about as the development team considered things they wanted to do using high defintion output. Takeuchi feels that his team has been able to create a sense of atmosphere that was previously impossible through standard definition.

Finally, Takeuchi confirms that the game will follow along the lines of Resident Evil 4's gameplay system. This doesn't seem to indicate that the game will play exactly like Resident Evil 4, but that it will play closer to Resident Evil 4 than the original PlayStation games.

The Resident Evil 5 team is currently considering sharing the previous PlayStation Meeting and Xbox Summit Resident Evil 5 trailer with the public at the September Tokyo Game Show. We hope to hear more on the game then.


:bowdown: :bowdx: :dentone:

Turrican3

Citazione di: .:|Physalis|:. il  2 Agosto, 2005, 13:55:47
Capcom is working to make the game run at a smooth 60 frames per second, twice the framerate of the GameCube Resident Evil 4. In making this move, Takeuchi's team felt that they would be able to express things that couldn't be expressed with 30 frames per second. He points to the increased framerate as evidence that the game will indeed have a strong action component.

:mmmm:

TheElement

ma non era già a 60 fps sul cubo? :mmmm:


Turrican3


Ciccio_Drink

Citazione di: Turrican3 il  2 Agosto, 2005, 13:59:43
:mmmm:


potrebbe riferirsi alla frenesia delle azioni di gioco con conseguente maggior coinvolgimento emotivo del giocatore ? :mmmm:

Turrican3

Citazione di: Ciccio_Drink il  2 Agosto, 2005, 15:07:30potrebbe riferirsi alla frenesia delle azioni di gioco con conseguente maggior coinvolgimento emotivo del giocatore ? :mmmm:

Considerato quanto me la sono fatta sotto con RE4 in pseudowidescreen a "soli" 30fps (GC), direi di no  :teeth:

Ciccio_Drink

Citazione di: Turrican3 il  2 Agosto, 2005, 15:15:39
Considerato quanto me la sono fatta sotto con RE4 in pseudowidescreen a "soli" 30fps (GC), direi di no  :teeth:

:lol2:

con RE5 allora dovrai tenere bombola d'ossigeno e defibrillatore a portata di mano  :stralol:

TheElement

Citazione di: Turrican3 il  2 Agosto, 2005, 14:43:10
Per niente  :(

allora ero io che andavo a quella velocità dalla tensione.... :asd:

TheElement

Citazione di: Ciccio_Drink il  2 Agosto, 2005, 15:17:14
:lol2:

con RE5 allora dovrai tenere bombola d'ossigeno e defibrillatore a portata di mano  :stralol:

RE5 andrà giocato solo di giorno e facendomi tenere per mano dalla mamma.... :asd:


Turrican3

Citazione di: Ciccio_Drink il  2 Agosto, 2005, 15:17:14con RE5 allora dovrai tenere bombola d'ossigeno e defibrillatore a portata di mano  :stralol:

Sono già pronti visto che nella pila dei giochi da finire ho ancora Fatal Frame 2 e un Siren ancora incellophanato  :ohno:  :(  :look:

Citazione di: TheElement il  2 Agosto, 2005, 15:17:30allora ero io che andavo a quella velocità dalla tensione.... :asd:

Altamente probabile direi...  ;)

Turrican3

#10
fonte: www.gamespot.com

Takeuchi talks Resident Evil 5
Main character of Capcom's project still unidentified. Next-gen hardware means real physics, meticulous detail, 60 frames per second, and nonlinear gameplay.


In an interview published in the latest issue of Famitsu Xbox, Capcom producer Jun Takeuchi revealed new information regarding Resident Evil 5. The game is currently in development for Sony's PlayStation 3 and Microsoft's Xbox 360, and does not yet have a release date.

Takeuchi began by emphasizing the level of detail that his staff has put into the development of RE5's trailer, which was shown at Sony's PlayStation meeting and Microsoft's Xbox Summit in Japan. The trailer depicts a lone man exploring a desert city, and a silhouetted group of assailants, presumably zombies (although much more fleet-footed than past Resident Evil games), bearing down on the character.

Takeuchi stated that his team worked especially hard on the character's face. He said that each strand of hair of the man's beard was made out of actual polygons. The development team went as far as to actually create the muscles in the man's face, which resulted in natural-looking movement of his skin and realistic facial expressions. The developers apparently also painstakingly detailed areas of the character that aren't normally seen, such as models for each of the man's teeth. However, Takeuchi said he was unsure if the actual game will be able to feature that much detail.

While the appearance of the mystery character may be incredibly detailed, his actual identity is not. Many speculate that the character is Chris Redfield, the hero from the original Resident Evil. Takeuchi avoided revealing the character's identity, but did mention that the core developers of RE5 include members of the original RE team, and that the character is someone that the developers are fond of.

When told that the unshaven man looked a bit too old to be Mr. Redfield, Takeuchi said that the Resident Evil timeline has continued on, and the hardware capabilities of the next-generation consoles are finally allowing characters to look as old as they're supposed to. According to Takeuchi, his staff hasn't accurately represented the age of characters in previous games due to the limited performance of the platforms.

Takeuchi confirmed that that RE5 will be an authentic sequel to the series' main plot rather than a side story (as Resident Evil 4 was), and the developers are considering some kind of a conclusion to the franchise's storyline. When asked if the game will also feature some closure between Chris and Wesker's fiasco, Takeuchi said that Resident Evil 5's production is still in its early stages, so many of the details in the game are still up in the air.

As expected, Resident Evil 5 will take advantage of the PS3's and Xbox 360's high-definition graphics. Takeuchi hopes to use real-world physics in the game so objects will react realistically when the player shoots them. Takeuchi said he is considering adopting third-party middleware for its physics engine, such as Epic Games' Unreal Engine 3.

The gameplay of RE5 should be similar to Resident Evil 4, which adopted an over-the-shoulder third-person camera. According to Takeuchi, Resident Evil 4 stirred a lot of excitement at Capcom, since director Shinji Mikami had successfully made major changes while still keeping the essence of the series intact. Takeuchi also said that he plans to run the game at 60fps, which is double the frame rate of previous installments in the series.

Takeuchi commented that he recently played "Half-Life 2," and he was impressed by how the game's storyline progressed without the need for the player to raise any conditional flags in the game. While he didn't say that he'll take an identical approach, he did say that RE5 is a "next-generation game" and should reflect that in its gameplay. In addition, Takeuchi emphasized he doesn't want RE5 to be too linear, where all that the user does is clear a stage, watch a cutscene, and then follow instructions to go to the next stage.

When asked about its release date, Takeuchi explained that next-gen projects easily spend three to five years in development. He added the title is Capcom's current priority. He added that additional information on RE5 wouldn't be released until next year. Gamers can get a glimpse of the work in progress by watching the game's high-definition trailer at the upcoming Tokyo Game Show.

Ciccio_Drink

Citazione di: Turrican3 il  3 Agosto, 2005, 14:48:51

Takeuchi commented that he recently played "Half-Life 2," and he was impressed by how the game's storyline progressed without the need for the player to raise any conditional flags in the game. While he didn't say that he'll take an identical approach, he did say that RE5 is a "next-generation game" and should reflect that in its gameplay. In addition, Takeuchi emphasized he doesn't want RE5 to be too linear, where all that the user does is clear a stage, watch a cutscene, and then follow instructions to go to the next stage.


non hogiocato HL2, comunque da ciò che dice in seguito inizio a temere una GTAizzazione (come la chiamo io) anche di sto gioco  :thumbdown:

....e basta .... alla fine dei conti il rituale "stage>cs>next stage" a me non spiace affatto. Se tutti i giochi iniziassero ad essere ambienti enormi con totale libertà di movimento e di azione, finirei col giocare solo 5-6 giochi l'anno visto la mia maniacale ricerca di tutti i possibili segreti nei giochi e visto, ovviamente, il tempo che ci si perderebbe.


mahh .... speriamo bene

Parsifal

Citazione60 frames per second

Sperem...

[SEMI-OT]

Mikami adesso cosa fa?  :sweat: :whistle:

[/SEMI-OT]

Turrican3

CitazioneTakeuchi stated that his team worked especially hard on the character's face. He said that each strand of hair of the man's beard was made out of actual polygons. The development team went as far as to actually create the muscles in the man's face, which resulted in natural-looking movement of his skin and realistic facial expressions. The developers apparently also painstakingly detailed areas of the character that aren't normally seen, such as models for each of the man's teeth.

Tutto molto bello...  :sisi:

CitazioneHowever, Takeuchi said he was unsure if the actual game will be able to feature that much detail.

...finchè non leggi questo.

Ma che senso ha, mi domando?!  :mmmm:

Rot!

Citazione di: Smart Engine il  3 Agosto, 2005, 20:31:11
Mikami adesso cosa fa?  :sweat: :whistle:

Per quanto mi riguarda dopo quello che ha fatto con RE4 spero che Mikami possa fare quello che gli salta in testa.



In generale ci sono un paio di passaggi che mi fanno proprio ridere.

CitazioneThe development team went as far as to actually create the muscles in the man's face, which resulted in natural-looking movement of his skin

Questa è proprio da sboroni, visto che sistemi muscolari con calcolo dello sliding sottocutaneo attualemnte vengono implementati solo in produzioni cinematografiche, non ne ho mai vista traccia nemmeno nei migliori dei FMV che le softco hanno sfornato, figuriamoci in real time in un videogioco.
Tutto questo bendiddio e poi forse dovranno abbassare il dettaglio, tipo togliere i denti.

Citazionethe hardware capabilities of the next-generation consoles are finally allowing characters to look as old as they're supposed to. According to Takeuchi, his staff hasn't accurately represented the age of characters in previous games due to the limited performance of the platforms.

Questa invece non deve neppure esere commentata, è una sortita da capocomico e basta.

Se il buon giorno si vede dal mattino...  :angel2:

Saluti