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Author Message
Posted: Feb 13, 2010 15:41 

SG79 wrote:
What I'm hoping for is a Barry retaining that custom Beretta 92F dubbed Samurai Edge. Was that ever mentioned?

This looks like it:

Posted: Feb 15, 2010 21:23

By: Yama & cvxfreak

Biohazard 5 Alternative Edition (known as Resident Evil 5: Gold Edition outside Asia) is an expansion release of the original 2009 game, containing two new chapters, an additional minigame, a new set of costumes and new playable characters, shedding more light on the important plot developments left unanswered in the original release. It is available as DLC for both the PlayStation 3 (PlayStation Network) and Xbox 360 (Xbox Live), and as a complete disc for the PlayStation 3 only. The DLC and PS3 disc-release content are otherwise identical.

In August 2006, Jill Valentine and Chris Redfield travel to Europe to seek the location of Ozwell E. Spencer, one of the three original founders of the former Umbrella Corporation. Infiltrating his giant residence, Chris and Jill are reminded of their first encounter in the Spencer Mansion thanks to the architectural similarities. This mansion looks empty, but they soon discover creatures running loose and booby traps set to prevent them from advancing.

After Chris and Sheva Alomar save Jill, they leave her behind to pursue Wesker at her insistence. Soon, she encounters Josh Stone, who assisted Chris and Sheva earlier. Jill realizes that she has vital information that can help Chris in his fight against Wesker, so together, she and Josh fight through Majini hoards in order to retrieve a helicopter that can take them to Chris and Sheva before it’s too late.

The Mercenaries Reunion plays the same as the original mode, which involves killing enemies within small timeframes to form chain combinations in order to score points. The Mercenaries Reunion features modified stages and a new set of characters.

Rebecca Chambers
Barry Burton
Excella Gionne
Josh Stone

A fourth costume option for Chris showing him in an exoskeleton-like armor suit.

Sheva in a similar outfit to Ingrid Hunnigan, who was Leon S. Kennedy’s support during Biohazard 4 and Biohazard Degeneration. Originally from the PC version.

The closest thing anyone will ever get to a shirtless Chris. Originally from the PC version.

Sheva in a Little Red Riding Hood outfit.

Biohazard 5 Alternative Edition was originally to include functionality with the PS3 Wand, allowing an aiming system previously seen with Biohazard 4: Wii Edition. By moving the wand, an on-screen reticule would move accordingly, allowing for easier and faster aiming. Capcom has promised to include the functionality at a later date via download, when Sony launches the new controller in 2010.

PlayStation 3 Premium Theme (¥200) - Japanese PlayStation Store Only

Xbox 360 Avatar Clothing
Coming Soon to the Xbox LIVE Marketplace
*$ Prices in USD

Biohazard 5 Alternative Edition – JAPAN – February 18, 2010 - ¥4990
Resident Evil 5 Gold Edition – NORTH AMERICA – March 9, 2010 - $49.99
Resident Evil 5 Gold Edition – PAL – March 12, 2010 – Various

NOTE: All Xbox 360 disc SKUs contain the original game with download codes for the same DLC detailed below.

Resident Evil 5 Gold Edition – NORTH AMERICA – March 9, 2010 - $49.99
Resident Evil 5 Gold Edition – PAL – March 12, 2010 - Various

Lost In Nightmares
JAPAN – March 11, 2010 - ¥500
NORTH AMERICA – February 18, 2010 - $4.99

Desperate Escape
JAPAN – March 25, 2010 - ¥500
NORTH AMERICA – March 4, 2010 – $4.99

Costume Pack 1 (Exoskeleton, Office Lady)
JAPAN – March 11, 2010 - ¥200
NORTH AMERICA – February 18, 2010 - $1.99

Costume Pack 2 (Warrior, Folklore)
JAPAN – March 25, 2010 - ¥200
NORTH AMERICA – March 4, 2010 - $1.99

Lost In Nightmares
JAPAN – March 4, 2010 – 400 MSP
NORTH AMERICA – February 17, 2010 – 400 MSP

Desperate Escape
JAPAN – March 18, 2010 – 400 MSP
NORTH AMERICA – March 3, 2010 – 400 MSP

Costume Pack 1 (Exoskeleton, Office Lady)
JAPAN – March 4, 2010 – 160 MSP
NORTH AMERICA – February 17, 2010 – 160 MSP

Costume Pack 2 (Warrior, Folklore)
JAPAN – March 18, 2010 – 160 MSP
NORTH AMERICA – March 3, 2010 – 160 MSP
 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: Jun 21, 2010 15:21 


Decorate your desktop with these six high quality 720p Resident Evil 5 wallpapers for your computer.

Download them here.
Posted: Jun 22, 2010 0:09

The Japanese game website 4Gamer has revealed that Biohazard Revelations for the Nintendo 3DS finally received its proper Japanese announcement from Capcom today. In addition to showing the Biohazard version of the logo, the 4Gamer link above shows the trailer for the game that was shown at E3. Of course the 3D effect can't be seen, but the trailer does have voice work from Chris and Jill (their Biohazard 5 VA). Also, 4Gamer mentions that MT Framework, which was the multiplatform engine used to develop Biohazard 5, is also powering Biohazard Revelations.

Update: watch the high quality trailer here !

Source: 4Gamer via AndriaSang
 Post subject: Re: Devil May Cry 5
Posted: Sep 15, 2010 10:48 

 Post subject: Re: Devil May Cry 5
Posted: Sep 20, 2010 22:20 

He shouldn't of said that tho. Most of the Japanese games being show look better then his western babies plus its just disrespectful and unprofessional.

and Capcom has a better track record when they stay Japanese. actually whats been getting them in trouble is this whole western thing.
Posted: Oct 04, 2010 19:15 

Stu wrote:
Or post it when someone posts something highly entertaining. Like Peter's alter-egos often do!

Hardee har :roll:
Posted: Oct 16, 2010 17:28 

It's kinda hard to take your inputs seriously when a lot of the times you type stuff that heavily contradicts what you do. You basically say the repetition style of Marvel annoys/bores you, etc. Yet you pick Kain and literally spam/zone whatever you wanna call it, fireballs for most of, if not, the entire match. So, I find some bitter irony in the fact that you could get upset that I found it boring or tactless (especially in casuals), but you would complain about the very same thing in MvC2. Out of everyone here, I've played you in fighters the most and to be blunt, you play VERY repetitive. That's why it's easy to lay the smackdown on you. And for the small amounts of times you have gotten your licks in, it's because you finally did something different that I didn't expect. Which, is kinda the point, but it shouldn't take a 10 or more win streak to finally do something different. So hate routine tactics but you do them. And even more so, if they're so routine, then WHY is it hard for you to simply block or avoid them? Again, we all keep wondering this, especially if you type wikipedia style posts about how fighters work, but yet you act like you know probably the least.

To put it simple, just like V-rated said. It's the mating call of the scrub. You cry when people don't play the way you want, but want praise when you play the way you want and "feel" like you did good. And I'm sorry, but I really find it even more difficult to take anyone who plays freakin' RE 5 VERSUS seriously. The way the scoreboard works is too retarded and doesn't even show skill, just how much time a person puts into it. So, it might sound like bashing, but given that I have played fighters the most with you, I'm offering 100% truth. Your "opinions" definitely contradict your actions. S'all I'm sayin'.
Posted: Oct 16, 2010 8:33 

(Keep in mind, I never once stated it was impossible to get around any of this stuff, or that I lose to it 24/7.)

-Spam an Anti-air assist to prevent a jump in while spamming a beam projectile to push me back and try to keep me against the other side of the screen dealing chip damage constantly while trying to prevent me from getting in. Anytime I get past it, character tag out to attack me with the incoming character to cancel my offense, or start a full screen projectile super to push me back once again. Wash Rinse Repeat.

-Spam assist to force me to block high while they use a low attack, usually a slide or ground dash to create an opening to launch me and start their air combo + super. Wash Rinse Repeat.

-Combination of Beam characters and full screen characters like Sentinel to pretty much control the entire screen at any given time and make it hell for me to try and gain any offense.


Moment of Big Truth ™:
Dude, do you really expect people to play the game the way that you want them to? They are either going to play in a way that is fun for them OR they will play in the way that nets them a win. Those conditions are not mutually exclusive on all occasions either.

Sounds like the mating call of the scrub. Instead of finding out ways to counter their tactics (or even, learn them and use them for yourself to see why they're effective), you're here complaining about people playing the game a certain way. There's no "god team" or "god tactic" that can not be beaten in MvC2. Everything has a counter. Blackheart can fight Magneto, but Cable can counter BH.

I'm not saying you can't complain about certain moves/tactics/characters, because we all do, but I AM saying that complaining doesn't beat Strider/Doom traps and that complaining doesn't beat runaway Storm, and neither does complaining beat that Sent flying above you and kicking you.
Posted: Mar 08, 2011 20:53 

Yama wrote:
Almost made me want to change my check mark, almost.
This isn't Florida!!! I'm reserving my vote for now until I actually get the time to finish CVX. (yeah yeah I know, put the rotten tomatoes down. I have a short attention span sometimes.)
Posted: Mar 17, 2011 21:26 

Jeez guys why are you jumping on Pedro's case. It's a off topic thread and he was sharing something off topic. It's not like he came out and said "Well Japan is having issues but I'm having worse issues" They may be too uncorrelated things lol
Posted: Aug 03, 2011 6:56 

Ew, skullgirls.
Posted: Sep 27, 2011 6:27 

Reflection: 15 Years
1996 – 2004

The birth of the monumental horror game, Biohazard

Survival horror.
Though now a standard genre, fifteen years ago, it had neither shape nor form in video gaming.

As the early 1990s saw decline brought about through the collapse of the Japanese economic bubble, excitement within the video game industry grew more and more with the introduction of a new generation of hardware that would succeed the current 16-bit and 32-bit systems: the PlayStation ("PS") by Sony Computer Entertainment ("SCE") and the Sega Saturn ("SS") by Sega Enterprises (now Sega).

The industry quickly transitioned from the 2D graphics used up until that point, to 3D graphics, which utilized a new technology known as "polygons," and various game manufacturers focused their strength on the development of game software that displayed 3D graphics. However, if a game was to make it to store shelves, games had to be racers or RPGs, or otherwise had to follow traditional genres, which meant that games that utilized the maximum potential of a game hardware's specs were not being made.

Through such circumstances, Capcom, the company known for producing fighting games, quickly entered both the PlayStation and the Sega Saturn's development camps, and from them came one brand new title. Indeed, that game was "Biohazard" ("BH1"). The game's genre was "survival horror," a first for home video game consoles. Capcom's consumer development team initially developed the game in order to gain development experience, but the title grew to become a full-fledged project.

The development concept was genuine horror action that raises a player's level of immersion through the removal of parameters shown on the television screen. That isn't to say that there were no earlier games that utilized horror elements; rather, it was rare for a game like Biohazard to bring both horror and action right in front of audiences. Some game fans took notice of the game and were expecting something new. However, as new games come with tall hurdles, the release date came amidst a lack of excitement.

On March 22, 1996, Biohazard was released exclusively for the PlayStation. Using the catchphrase "A game that exceeds movies, survival horror that makes one shiver has arrived!" the Biohazard series took its first step toward becoming something that should be commemorated. In terms of initial sales, the game was well received in spite of being new property, and while its position was low, it would regularly appear in the rankings of game magazines. Interest in the game spread through word-of-mouth. After nearly one year passed, which felt like watching paint dry, sales eventually exceeded 1 million units. We can say that the primary reasons the game became such a big hit were because of the game's depth, cutscenes that were of similar quality to movies, and careful storytelling that gripped gamers' hearts and wouldn't let go.

We used real life footage for the opening cutscene, a rare move at that time, and used English voices with (Japanese) subtitles because we actually wanted to make something akin to a movie. And although cutscenes such as those that have creatures suddenly break through glass are classic fabrics of horror films, the game would have an impact to the extent that players would scream in shock at these scenes while forgetting that they are playing a game.

The game's story could be seen from the point of view of both Chris Redfield and Jill Valentine, members of the S.T.A.R.S. Special Forces team, and the game employed multiple scenarios that would play out depending on the actions and choices of the player. Chris and Jill's scenarios greatly differed in their combat abilities, weapons and partner characters; Chris was particularly skilled at knife-based combat, which spawned instances in which fans would clear his scenario using only the Combat Knife.

While the game's theme revolved around the concept of desperation and horror, the logic of solving puzzles using objects such as the crests and cranks, the execution of combat using real firearms, as well as hidden features such as unlimited ammunition and alternate costumes, were placed throughout the game, allowing players to taste that sense of catharsis when they overcome their fears through the use of their own abilities, and also that feeling of beating the game. This is the perfect balance. The games in the series that followed have stayed true to the event that is now a Biohazard tradition: the climactic countdown sequence that has players' adrenalines pumping.

At a glance, this looks like a game in which players simply hunt for monsters in a mansion, but actually, behind this superficial view is the subtle presence of a suspenseful conspiracy involving a giant corporation that constantly betrays players' expectations - in a good way.

At the time, there were various opinions on elements such as the "tank controls" that would confuse players each time the camera angles changed as well as the blind spots that existed as a result of those fixed camera angles. But in fact, these were directly connected to the game's charm. Rather than serve to frustrate players, they promoted the element of fear during exploration, and since the game naturally encouraged players to pour their own emotions into the game, this was an important and successful example of a gameplay style that was born out the limitations of game hardware.

To elaborate further, the "door sequences" that would play when going from one room to another on the map played a part in upping the game's level of fear. These door sequences were implemented towards the end of the game's development because it would be quote boring to see nothing except black loading screen sequences every time the player enters a new room. When someone plays through the game, although the doors simply open slowly while the camera zooms in, the game stirs the fear within players that arises just by wondering what may be lurking beyond the door. Players should notice that this allows the level of tension to remain throughout the experience.

Through these elements, Biohazard turned the normal conventions of home video games upside down, and at the same time, opened up a new path of entertainment that was only possible with the next-generation of game hardware.

Five months after the birth of Biohazard, the first Tokyo Game Show was held. We felt that this international event hinted at prosperity for the game industry, and that Biohazard would comfortably move forward as well.

The game made PlayStation history as a long seller nobody saw coming. The following year, Sega Saturn and PC ports were released. The same year, Biohazard Director's Cut was released, which contained, among several new features, episodes not contained in the original version, as well as a new Beginner Mode, which was included in response to PlayStation players who felt that the original game was too difficult to finish. We had earned the support of one fan after another.


Ryutaro Hashimoto Cabinet is inaugurated.

Koichi Wakata flies aboard Space Shuttle Endeavour.

Pocket Monsters Red and Green are released by Nintendo.

Biohazard (PlayStation)

Tokyo Big Sight opens.

Yahoo! JAPAN service commences.

Nintendo 64 launches.

Dolly, the world's first cloned sheep, is born.

The Atlanta Olympics commence.

Marine Day (Umi no Hi) is becomes a national holiday.

The first Tokyo Game Show is held.

The Hiroshima Peace Memorial and Itsukushima Shrine are registered as UNESCO World Heritage sites (cultural heritage).

Pages 8 – 11.
Published by Capcom.
Translated by cvxfreak for, September 27, 2011.
Posted: Jan 20, 2012 2:20 

I thought it would be good uploading the direct feed version of the trailer here. The compressed YouTube version somehow washes out the visuals. Game looks beautiful in an HDTV. :heart:

Download here (230MB)
Posted: Jan 25, 2012 19:22 

We recently got the chance to have an extensive interview with Masami Ueda, chief composer of the BIOHAZARD series between 1996-2005. ... t-Umbrella
Posted: Feb 01, 2012 16:57 

I want to 1K Dragons Dogma now just out of spite, heh.
Can't believe you're actually bothered by people complaining about a yet another nonsensical move from Capcom (one of several over the past year). You're hyped naturally so good on you but hell, this is walking into their trap fully aware that they're trying to sell a few more copies of a game that's destined to bomb.
Your sarcasm detector is broken, free fix thankfully.

Think I actually want to buy this filth? :lol:
Posted: Jun 21, 2012 15:39 

Dark_Chris wrote:
LOL They give us 3!!! scenarios yet people still bitching about DLC.

Wouldn't you "bitch" if you buy a car but on the way out they take a tire and charge you extra for it?

It's the same fucking thing.
Posted: Jun 22, 2012 15:20 

No that's not the same. You're stating if someone doesn't like them cutting out content and using it as dlc, talk with your money. But then saying if you still buy it obviously its not that big a deal.

Again, the problem here is that you may want or like the game enough to buy it but that doesn't mean you like or support the practices. You just don't have a choice in the matter.

Its not as clear cut black and white as you make it. There's always the gray area.

Sent from my Droid
 Post subject: Re: Bad Moderation
Posted: Jun 28, 2012 14:34 

Yes, I really think this user is a bad moderator. Why? He constantly contradicts what other moderators do and puts his feud with Stu above all. Most notably the recent postings in the Member Photo Album thread where he continued the drama even after Mr.Rod said twice to stop it. He could have PM'd Stu if he wanted. That's not exactly how moderation works, is it?

Also, I reported his post at that thread because it really didn't do anything postivie to the topic and, almost magically, it was closed a few minutes later. It would be really unprofessional if he was the one who closed it. Can you Yama or the other mods check that? :wtf:

I dind't PM Stu because I want everyone to see what I write to him, just like he takes the right to judge my moderation in a public place, I took the right to judge his idiocity in a public place, that's all.
This is not the my usual kind of moderation believe me, it's just Stu that deserves it, in my opinion obvioulsy.

I'm no more active on the 'haze like I was years ago, but the few times I step in here I'd like to see a decent place where no one trolls or offends people just because a frustrated person has some sort of problem with his own self-esteem and he's always angry with the rest of the world.... because, to my eyes, It's clear Stu is that sort of dude. you know every time there is a problem.. Stu is right there..and no one is capable of find a permanent solution to this problem, It would be so easy but it seems he has some sort of immunity... so...
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