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Author Resident Evil 5 @ 60 FRAMES PER SECOND

2005-08-02, 12:32 am

http://xbox360.ign.com/articles/638/638042p1.html
Resident Evil 5 Update

New details on the first next generation Resident Evil.
by Anoop Gantayat
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.

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as good as Resident Evil 4 on Gamecube is, the fact that it ran at ~30 fps
left a feeling of longing for RE5 to be 60fps for smoother gameplay action.
I'm really glad to hear Capcom is gunning for 60fps for RE5 on X360 and PS3.


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