biohazard 5

BIOHAZARD 5 was the first numbered title in the series to feature online co-op play. It follows Chris Redfield and the B.S.A.A. as they investigate a possible B.O.W. outbreak in Kijuju Africa, it also appears that Albert Wesker is involved.

PLOT

The story follows Chris Redfield and Sheva Alomar in Kijuju Africa, they discover that the townsfolk act similar to the Ganado encountered by Leon in BIOHAZARD 4.

They quickly discover that a new type of virus, called Uroboros is involved in the mutation of the townsfolk and responsible for the current B.O.W.s.

Chris also discovers that Umbrella has a deep history in Africa.

FEATURES

BIOHAZARD 5 features both online and local co-op, it also followed the similar formula of BIOHAZARD 4. The game also featured chapters, although the typewriters were dropped in favor of an autosave system which triggered at each checkpoint. Weapons were unlocked as the game progressed, there was a limit to how much the Player could carry, although, they also had a “master storage” which saved all weapons and treasures.

Weapon loadouts could be set at the beginning of each chapter or after each death. BIOHAZARD 5 also featured two downloadable stories “Lost in Nightmares” and “Desperate Escape”.

DEVELOPMENT NOTES

Aside from adding co-op gameplay to the BIOHAZARD 4 style which BIOHAZARD 5 inherited, a large part of development focused on its cinematics and storytelling.

BIOHAZARD 5 featured collaborations with Western studios in the art style and cinematic development. The Storyboards and Concept Art were created by yu+Co, this gave BIOHAZARD 5 a unique look since the visual language was developed by a team outside of CAPCOM. After the style frames were decided upon, The Third Floor stepped in to help pre-visualize each scene in BIOHAZARD 5.

Another first for CAPCOM, they created Video Storyboards which had the actors record their scenes in a full 360 green screen environment, dressed as their respective characters. A Virtual Camera was also used in conjunction with Motion Capture, this would display the in-game character models along with their in-game environments. This allowed for the team to have a baseline of each shot within a specific scene, this was then fine-tuned with keyframe animation by the artists.

ATTACHMENTS

TECHNICAL SPECIFICATIONS

DEVELOPER Capcom Production Studio 4

GAME ENGINE MT Framework v1.4

DIRECTORS Kenichi Ueda / Yasuhiro Anpo

WRITTEN BY Haruo Murata / Yoshiaki Hirabayashi / Tsukasa Takenaka

ORIGINAL RELEASE PLATFORMS Microsoft XBOX 360 / Sony PlayStation 3