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Summary
Plot
Gameplay
Development
Marketing
Reception
Credits
Gallery
Translation errors
Further notes
See also: Rejected content from Resident Evil 5

Jun Takeuchi, the director of Onimusha and producer of Lost Planet: Extreme Condition, will take over producer duties from Hiroyuki Kobayashi. Keiji Inafune, who served as promotional producer for Resident Evil 2 and executive producer for the PlayStation 2 version of Resident Evil 4, is overseeing the project.[1] In February 2007, members of Capcom's Clover Studio were also called upon to help develop the game. However, many developers from the studio moved on to work on the Resident Evil: The Umbrella Chronicles, which debuted for the Wii.[2][3] Several staff members who also worked on the original Resident Evil are involved in development. According to Takeuchi, the game will utilize the same gameplay model introduced in Resident Evil 4, while implementing thematics from the original Resident Evil into the game.[4]

Writing Edit

When planning out the general story, it was decided in 2005 that certain elements such as Dr. Albert Wesker and the Progenitor Virus be present. As it had been established over time that the Progenitor was discovered in Africa, different from the initial "Castle" game of 2002, this naturally meant placing Africa within the game. An early element decided on was that the theme of the story would be on partnership, both Chris and Sheva and Chris and Jill, but also Wesker's partnership with Excella.

The story, nonetheless, went through several re-drafts between 2005 and 2007. The story went through several drafts with some including Jill stabbing Wesker's eye causing him to have a glass eye as a replacement which would function as his true weakness. There was also the idea of branching story arcs, for example it was possible for Jill to die had the player made the wrong choices. Another change was that the player had to assist uninfected town's people fend off zombies with Chris' partner being either Jill or Barry. [5]

Design Edit

Character Edit

To maintain visual continuity with earlier games, it was decided Albert Wesker, Jill Valentine and Chris Redfield retain colours deemed to be associative to him, being black, blue and green, respectively. Face models for the three were based on their GameCube versions with some alteration.[6]

The new character, Sheva Alomar, went through considerable alteration during development to present both the sense of strength and a feminine attraction.[6] Alongside this, various CG models were made based on who exactly her background would be, whether as a civilian partner to Chris, an allied guerrilla fighter or soldier in the local army.[6] Delays in the character's design meant a CGI model was not ready to appear in the E3 2007 trailer, giving the appearance she was created later, though actress and mocap performer Karen Dyer disputes this.[7]

Creature Edit

Creature designs were made by using Resident Evil 4 was a reference point, as it was decided Plaga-based enemies would appear. Two new species of Plagas were created - the Type-2 and Type-3 - so they could be given new abilities they did not have in the previous game.[8] What these mutants would look like was determined based on new ways to force co-op to help one another, or an AI partner to help the player, with their general appearance being an after-thought.[8] For example, the idea of Bui Kichwa started from the proposal of a free-roaming Plaga that grabs the player. How the enemy would look and how it would spawn in the game (e.g. spawn independently, or leave a Majini body) was decided on later.[9] Another example of gameplay-focused enemy designs was that of the Licker B, which was intended to only grab a player with its tongue to give the other player or AI partner time to save them.[9]

Environment Edit

Other Edit

Military equipment used by the BSAA and Kijujuan militia were designed based on photographs taken of soldiers and PMC workers. Body armour, holsters, night vision goggles, gas masks and other equipment were taken from a Japanese military store to get real objects to use as reference points.[6]

Music Edit

Main article: BIOHAZARD 5 ORIGINAL SOUNDTRACK

The music for the video game was composed by Kota Suzuki. His score was electronic, but includes 15 minutes of orchestral underscore, which was recorded in Los Angeles at the Newman Scoring Stage at 20th Century Fox Studios with a 103-piece ensemble of the Hollywood Studio Symphony. Additional orchestral arrangements were composed by Wataru Hokoyama, who conducted the orchestra.

Capcom recorded in Los Angeles because they wanted a Hollywood-caliber soundtrack that would increase the game's cinematic value and global interest. The game's soundtrack will feature an original theme song as well as live orchestral music compositions. The theme song, entitled "Pray", is composed by Kota Suzuki and sung by Oulimata Niang.[10]

Later releasesEdit

Gold EditionEdit

An updated version of the game, Resident Evil 5: Gold Edition, was put on shelves (in the case of the PS3) or offered for download (the Xbox 360) on the first anniversary of the game's release. It featured two new levels intended to better flesh-out the main game's storyline. The pack also came with an alternative Mercenaries mode, "Reunion", which featured S.T.A.R.S. officers Rebecca Chambers and Barry Burton.

It was released in Japan on 17 and 18 February 2010 for the Xbox 360 and PlayStation 3 respectively, and released on March 9 in North America and Europe. It was released as a disc and DLC for the PlayStation 3, and as a downloadable update for the Xbox 360. The Gold Edition would become the base for all later ports of Resident Evil 5.

Gold Edition PC "Steam" VersionEdit

In 2015, as Resident Evil 5 moved from GFWL (Games for Windows Live) to SteamWorks servers for online play on Steam (Microsoft Windows), the game was ported over from the Xbox 360 version.[11] Achievements and the additional DLCs which were previously console exclusive were released as paid content for this version as the Untold Stories Bundle. The game is available for purchase separately or as Gold Edition. Additionally, the DLC can be bought separately for those who already owned the game. A GFWL Save transfer feature was added in a following update to allow players of the previous version to restore their save data and progress.

There were several texture, character voice misplacement and gameplay issues on release which were fixed later on, however, a few problems remain (such as losing weapons in versus after dying) and a region lock for online play.

Although as a consequence of the new PC port, the split screen fan-modification no longer works (the code has been removed by the developers). A beta code was been provided which allowed users to download the old original GFWL version.

Nvidia Shield Android TVEdit

The game was re-released on Shield Android TV in May 2016 on the Google Play Store, weighing around 5 GB of download size. The game includes all Gold Edition contents but the multiplayer options are disabled.[12][13][14]

PS4/Xbox OneEdit

As part of the 20th Anniversary, Resident Evil 5 was ported to PS4 and Xbox One along with all previously released Gold Edition content, adding the PC Exclusive No Mercy mode, along with a whole new combination of both Mercenaries modes titled The Mercenaries United. The resolution and the frame rate were also improved to match the technical specs of the PlayStation®4 and Xbox One.[15]

SourcesEdit

  1. Mobygames.com, Resident Evil 4 production credits Retrieved on February 19, 2007.
  2. Bramwell, Tom, Clover vets helping on Resi 5 and Inafune Wii title (February 20, 2007), Eurogamer.net, Retrieved March 15, 2007.
  3. Caron, Frank, Capcom reincorporates ex-Clover developers; victory assured (February 20, 2007), Ars Technica, Retrieved on March 15, 2007.
  4. Iino, Masa, Resident Evil 5 Xbox 360 Preview (July 20, 2005), 1UP, Retrieved on May 13, 2007.
  5. Resident Evil 5 Beta analysis. Unseen64.net. Retrieved on 2012-02-15.
  6. 6.0 6.1 6.2 6.3 PiggyBack Strategy Guide, p.195.
  7. Karen Dyer interview. techcrunch. Retrieved on 2019-09-26.
  8. 8.0 8.1 PiggyBack Strategy Guide, p.197.
  9. 9.0 9.1 PiggyBack Strategy Guide, p.199.
  10. Music4Games.Net Interview with Resident Evil 5 Music Team (August 20, 2008), Music4Games.Net, Retrieved on August 25, 2008.
  11. There was a file included initially in the release that described the progress of the port with time stamps and the whole process, it was explicitly stated that the DLC is a port of the Xbox 360 version, this is due to the nature of both systems being the closest in architecture and system nature.
  12. https://www.androidpolice.com/2016/05/19/resident-evil-5-lands-on-the-shield-tv-but-youll-need-ten-bucks-and-5-5gb-of-free-space-to-play-it/
  13. https://shield.nvidia.com/games/android/resevil5
  14. https://play.google.com/store/apps/details?id=com.nvidia.residentevil5
  15. Resident Evil 5(PS4®・Xbox one) - CAPCOM (May 2016).
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