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unclescar

Latest Activity: Played TDP4 Team Battle (Dec 12, 2011 2:16pm)

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I like to play re5,assassins creed 1 and 2,and I like KFC.The reason my alias is unclescar is because I am a fan of lion King.Be nice because i will own you in cannons two.in cannons 2 i like to be the cannon because it has great range and accuracy.i love the fireball because if you shoot the rotator then it will do 400 damage not counting the power if you use the 2 times or extra power or the 3 times.i also like the dynablast because in the lines arena,you can use the weapons to cause big craters and make the the other people fall down and get pwnd.The first weapon looks like a tadpole or a fishing sinker.It can skip 4 times.The second weapon looks like a hellstorm of solid iron balls coming down.It can do serious damage at close range and causes large craters.I also like the rotator because it is the ultimate weapon.The first weapon shoots 5 shurakins and when the ammo fires,where the first bullet goes the rest follows.The second is the red shurikans.When you fire the first bullet comes the rest go feet from the first bullet.The third is the "meatballs" ammo.They rotate each other in the air.this took me 10 minutes to make!I also like learn to fly 2 because a long time ago i played learn to fly 1 and it was awesome.But learn to fly 2 is better than learn to fly 1.i want to give a shoutout to lightbringer777 for creating learn to fly!I also like playing on the ps3 alot.I play sports champions alot and i will tell you how to kick butt in gladiator duel.First you need some muscle in your arms.Second you need to have the game and 1 or 2 ps3 motion controllers.Then you get 3 stars in all events and get better weapons.Then you kick there butts!!Now lets talk about assassins creed 2!!!Assassin's Creed II is a historical third-person action-adventure video game developed by Ubisoft Montreal and published by Ubisoft for PlayStation 3, Xbox 360, Microsoft Windows and Mac OS X. It is the second video game installment of the Assassin's Creed series, and is a sequel to the 2007 video game Assassin's Creed. The game was released for video game consoles in November 2009, and for Windows in March 2010.[11][14] Its direct sequel, Assassin's Creed: Brotherhood, was released in November 2010. The frame story is set in the 21st century, with player-controlled protagonist Desmond Miles escaping from Abstergo Industries with an employee, Lucy Stillman, after being forced to relive the genetic memories of ancestral assassin Altaïr ibn La-Ahad through a machine known as the "Animus". After escaping from Abstergo, Desmond enters a device which is more advanced than the original Animus, the Animus 2.0, and relives the genetic memories of ancestral nobleman Ezio Auditore da Firenze, who lived during the Renaissance period of the late 15th century in Italy. The player controls Ezio, who becomes an Assassin after his father and brothers are murdered by a traitor to their family. While controlling Ezio, the player can explore game renditions of Italian cities, regions, and landmarks in open world gameplay. Assassin's Creed II was met with widespread acclaim, garnering aggregated scores of 91% for the PlayStation 3 and Xbox 360 and 86% for the PC, from review aggregator Metacritic. The game was praised for its stronger emphasis on open-world exploration and interaction, non-linear gameplay and greater mission variety compared to the first Assassin's Creed. The game was also credited with improved non-player character AI and combat mechanics, and its new economic system allowing players to purchase accessories, armor, and improved weapons through the course of the game.Assassin's Creed II takes place in an open world with nonlinear gameplay, allowing the player to roam freely within several regions throughout late fifteenth-century Italy such as Venice, Florence, Forlì and the Tuscan countryside. The Animus 2.0, a new version of the machine of the same name present in Assassin's Creed, provides in-game context for changes and additions to several game elements. A database is also available, providing extra historical information about key landmarks, characters and services that the player encounters. The health system has been made more dynamic, with synchronization to the Animus and causing the character to recover only from minor injuries.[1] More grievous injuries require visiting a street-side doctor or use of medicine (which can be purchased from doctors or found on bodies). The player may now swim in water, and Eagle Vision-- the ability to identify specific people and landmarks-- can now be used in third-person view and while moving.[1] A young Leonardo da Vinci is present in the game, aiding the player by creating new weapons from translated "Codex pages" that Altaïr, the original game's main character, left behind for future Assassins' analysis and insight.[1] Within the game, the player will be able to use Leonardo's flying machine (based on real-life plans by Leonardo) during one mission. The player also has the ability to control a carriage in one level, and can row gondolas, as well as ride horses at any point in the game where they are readily available between towns and cities.[1] The setting of the various places the player may go to have been made more detailed and in-depth; civilians can carry objects and sometimes cough or sneeze. Additionally, the player can hire different groups of NPCs, such as mercenaries, courtesans, or thieves; these groups can be used to fight, distract, or lure guards, respectively. A day and night cycle has been added to the game, giving the game more of a sense of time, in addition to setting missions and events at certain times of the day.[1] There are many ways to interact with NPCs. Money thrown to the ground, or a corpse carried and then deposited on the ground, may also serve as a distraction for both guards and peasants. There are also several different types of enemies, some more agile or stronger than others, and some of which will actively search hiding places where Ezio was last seen.The combat system is more complex than that of its predecessor, with the ability to disarm opponents using counter-attacks while unarmed. If the player steals an enemy's weapon, it is possible to follow up with an attack that instantly kills the enemy.[1] Da Vinci provides the player with specialized weaponry, such as the dual hidden blades, poison blade and the miniature wheellock firearm, which are all based on schematics found in Altaïr's Codex pages. Generic swords, cutlasses, maces, axes and daggers can all be purchased from vendors in each city or otherwise looted from corpses (some items, such as spears and brooms, cannot be acquired from vendors). In addition, players are able to purchase artwork for their villa, obtain new armor as the game progresses, and even dye Ezio's clothing with a number of different colors. Other equipment includes larger pouches to carry more throwing knives and medicine. Six additional weapons can be unlocked by connecting a PSP with Assassin's Creed: Bloodlines to the PS3.[15] The Auditore family's countryside villa, located in Monteriggioni, acts as Ezio's headquarters: the surrounding property can be upgraded, drawing income for the player's use. There are several outlets for using currency, with vendors selling items such as medicine, poison, weapons, repairs, upgrades, paintings, and clothing dyes. When these shops are renovated, Ezio receives discounts at the shops on the goods they sell. Purchasing weaponry, armour sets and artwork also contributes to increasing the villa's overall worth, in turn generating more income for Monteriggioni.Assassin's Creed II begins immediately after the events of the first game in 2012; Desmond Miles is still trapped by Abstergo Industries (the modern-day face of the Knights Templar) after being forced to use the Animus device to revisit genetic memories of the Assassin Altaïr Ibn-La'Ahad, and has discovered prophetic warnings from Subject 16 (a previous captive) describing the end of the world. He is soon rescued by Lucy Stillman, a mole for the Assassins within Abstergo, who takes him to meet two other Assassins, historian Shaun Hastings and computer expert Rebecca Crane. They request that Desmond use their version of the Animus, the Animus 2.0, to relive memories of another Assassin, Ezio Auditore da Firenze, to train Desmond in the ways of the Assassins through the "Bleeding Effect" of the Animus. During his exposure, Desmond finds himself briefly struck by a puzzling memory of Altaïr and his lover, a former Templar named Maria who became pregnant with his child. It is also revealed that apart from training Desmond as an Assassin, the Assassins also wish to find out more information about the foretold Vault. Desmond also finds various glyphs left by Subject 16 in the Animus, which, when decoded and assembled, form a brief video of a man and woman, "Adam" and "Eve", running through a futuristic setting called "Eden". The video ends with the binary for "Eden".Several years of Ezio's memories are inaccessible from the Animus, and Desmond can only revisit those starting in 1499, where Ezio and the Assassins plan to attack Borgia (now Pope Alexander VI) at Vatican City. Ezio corners Borgia and strikes him down, but cannot come to kill him, as he knows that will not bring back his family. Ezio uses the Apple and the Papal cross (which is also a Piece of Eden), and discovers the entrance to the Vault. Inside, he is confused when a holographic figure, calling herself Minerva, appears. Speaking directly to Desmond and those monitoring him in 2012, she explains that she was part of a far more advanced society that initially co-existed along with the early humans on Earth before they faced each other in war. A global catastrophe occurred that nearly wiped out both sides, and the survivors joined together to construct temples across the Earth to allow humans to prevent a similar catastrophe in the future. Before the hologram disappears, she warns Desmond, by name, that "the rest is up to you". Shortly after recovering this memory, Desmond and the others are forced to flee with the Animus from their location as Abstergo troops surround it. As they head toward a new safehouse, Lucy explains that there are newly-discovered weaknesses in the Earth's magnetic field; a solar flare striking this weakness would cause a similar level of global destruction as described by Minerva. Desmond resolves to help the Assassins find these temples, and prepares to reenter the Animus. [edit] Downloadable content On December 1, 2009, Ubisoft announced the first of several downloadable content (DLC) expansions for the PlayStation 3 and Xbox 360 versions of Assassin's Creed II. The first, entitled Battle for Forlì, continues the story of Caterina Sforza, and was released on January 28, 2010. It also includes a special memory that allows users to pilot Leonardo da Vinci's flying machine over Forlì. The second expansion, entitled Bonfire of the Vanities, concerns the mass burning of sinful objects in Florence and was released on February 18, 2010.[18] These were both initially planned to be included as part of the main game, but were later cut due to time constraints;[19] this issue was written into the game's story as the Animus corrupting several memory sequences. The retail PC version includes the following packages as part of the main storyline.[20] [edit] The Battle of Forlì The two downloadable content packs feature the corrupted memory sequences, which Rebecca is able to repair with a computer patch. Sequence 12, "Forlì Under Attack" (released as The Battle for Forli) is set in 1488, just after Ezio has recovered the Apple of Eden. Machiavelli, Mario Auditore, Ezio and da Vinci meet to discuss what to do to protect the Apple, and it is decided that it will be sent to Romagna, to be defended by Caterina Sforza. When Ezio arrives however, he finds that the city is under attack from the Orsi Brothers, who have been hired by Borgia to take a map featuring the locations of the Codex pages, made by Sforza's late husband. In an attempt to force Sforza to hand over the map, the brothers kidnap her children. Ezio leaves the Apple in Sforza's protection; he rescues her children and kills one Orsi brother. When he returns, he discovers that Checco, the other brother, used the distraction to steal the Apple. Ezio gives chase, and kills Checco. As he stands over Checco's body, Checco stabs Ezio. Ezio falls to the floor bleeding, and before he passes out, he sees a man missing a finger and wearing monastic robes take the Apple. Ezio wakes up with Sforza at his side. He sets out to reclaim the Apple, and Sforza gives him the map of the Codex page locations. He travels to a monastery in the wetlands, where he is sent to Forlì's monastery. He attempts to speak to the abbot, but the abbot recognizes him as the Assassin who killed Brother Stefano (one of the Pazzi conspirators) and flees. When Ezio catches him, the abbot names the monk who stole the Apple as Girolamo Savonarola. The Pack also includes a bonus memory in which Ezio can pilot Leonardo's Flying Machine over the Forlì area. Unlike regular memories, the player is able to play this memory an unlimited number of times. [edit] Bonfire of the Vanities Sequence 13 begins in 1497, two years prior to Sequence 14 and nine years after Sequence 12. Ezio has tracked Savonarola to Florence, where the player can now explore the southern province of the city. After meeting with Machiavelli, Ezio devises that bringing unrest to the city will force Savonarola to come out and settle the unrest. In order to bring about this unrest, Ezio assassinates nine of Savonarola's lieutenants who preach within the city. The people become angry and a mob forms outside the plaza, where Savonarola preaches to the mob to disperse. He exposes the Apple to bewitch the mob, but Ezio quickly throws a knife at the Piece of Eden and Savonarola drops it. The mob proceeds to take the monk away, but a Templar courier quickly rushes in to retrieve the Apple; Ezio rushes after the guard and reclaims it. Afterward, the mob takes Savonarola to the Piazza della Signoria to burn him at the stake, but Ezio, believing no one deserves such a painful fate, jumps on to a wooden platform, leaps at Savanarola, and stabs the monk with his hidden blade to spare him the pain. Ezio stands before the confused crowd and declares that all should follow their own path, as he was taught by his mentors. [edit] Templar Lairs These three dungeons/platforming puzzles, similar to the game's Assassin's Tombs but without special rewards other than treasure, were originally included in the Assassin's Creed II: Black Edition (European and Australian release), with one included in the White Edition and two in the North American Master Assassin's Edition. Ubisoft subsequently offered them as DLC via Xbox Live and PlayStation Network. They have since been included in Assassin's Creed II: Deluxe Edition and Game of the Year Edition.Ubisoft's Yves Guillemot officially confirmed that Assassin's Creed II was in development on November 26, 2008, during the company's financial performance report.[22] This was followed by Michael Pachter speculating in GameTrailers' "Bonus Round" that game would change its setting to the events of the French Revolution, which turned out to be false. A promotional video was released by Ubisoft on April 6 showing a skull, some hidden blade designs, and Leonardo's flying machine on a scroll.[24] On April 16, Game Informer released details of the game, including pictures of Ezio,[25] a new teaser trailer[26] was released, and the game was "officially" announced by Ubisoft.[27] In an interview, in May 2009, Sebastien Puel stated that the development team working on Assassin's Creed II had increased to 450 members, and the development team's size had tripled since the first game.[28] On June 1, 2009, Ubisoft released a new four-minute cinematic Assassin's Creed II trailer at E3.[29] On June 2, 2009, Ubisoft revealed the first live gameplay demo, lasting 6 minutes, at the Sony Press Conference.[30] GameTrailers features an exclusive developer walkthrough from E3 2009. In an interview with GameTrailers Ubisoft Montreal creative director Patrice Desilets stated Desmond would be doing more than walking around and discovering clues.[31] It was announced at the Assassin's Creed panel at Comic Con 2009 that a mini-series of three episodes, Assassin's Creed: Lineage, would be released showing the events leading up to the game and the history of Ezio and his father Giovanni. It was also revealed that the humorist Danny Wallace would be voicing a new character in Assassin's Creed II: Shaun Hastings, a sarcastic historian assisting Desmond. The character's face would also be modeled after him.[32] Actress Kristen Bell returned for the character of Lucy Stillman.[33] The game was originally due to be released at the same time on all three platforms, but Ubisoft announced on September 24, 2009 that the PC version would be delayed to the first quarter of 2010 in order to have "a bit more time for the dev team to deliver the best quality game."[34] [edit] Music The score to Assassin's Creed II was composed by Jesper Kyd. It was recorded at Capitol Records with a 35-piece string ensemble and a 13-person choir, and featured vocals by Melissa Kaplan.[35] A soundtrack was released via digital download on November 16, 2009. 14 tracks of the soundtrack were also released on the game disc available with the special pre-order Black edition of Assassin's Creed II. In the marketing, "Genesis" by Justice was used in the "Visions of Venice" trailer.[36] Assassin's Creed II: Original Soundtrack No. Title Length 1. "Earth" 3:58 2. "Venice Rooftops" 3:17 3. "Ezio's Family" 3:57 4. "Florence Tarantella" 1:51 5. "Home in Florence" 4:29 6. "Approaching Target 1" 3:35 7. "Approaching Target 2" 6:06 8. "Venice Fight" 2:01 9. "Florence Escape" 2:49 10. "Tour of Venice" 3:15 11. "Flight Over Venice 1" 5:09 12. "Back in Venice" 1:32 13. "Dream of Venice" 4:23 14. "Home of the Brotherhood" 3:26 15. "Leonardo's Inventions, Part 1" 2:11 16. "Venice Combat Low" 1:44 17. "Venice Escape" 3:26 18. "Darkness Falls in Florence" 4:05 19. "Sanctuary" 4:05 20. "The Madam" 1:04 21. "Approaching Target 3" 5:52 22. "Flight Over Venice 2" 5:18 23. "Ezio in Florence" 2:18 24. "Venice Industry" 3:09 25. "Stealth" 2:22 26. "Venice Combat" 2:03 27. "Notorious" 1:14 28. "Night Mission in Venice" 2:11 29. "Chariot Chase" 3:20 30. "The Plague" 3:30 31. "Wetlands Combat" 2:28 32. "Wetlands Escape" 2:36 33. "Leonardo's Inventions, Part 2" 2:47 34. "Hideout" 2:40 35. "The Animus 2.0" 4:14 [show]Assassin's Creed II [Black Edition]: Original Soundtrack [edit] Promotion On October 20, 2009, Ubisoft announced a series of short films, to be broadcast via YouTube, that would provide additional back story and the introduction of some of the characters found in the game. The shorts, collectively called Assassin's Creed: Lineage, came in three parts and were developed by Ubisoft’s Hybride Technologies, who previously worked on the films 300 and Sin City. The series focused on Ezio's father, Giovanni Auditore, and contained live-action and computer-generated imagery. The first of the films was released on October 27, 2009, with the remaining two released on November 13, 2009. On November 12, 2009, Ubisoft released Assassin's Creed II themed virtual items on PlayStation Home to promote the release of the game, as well as the game Assassin's Creed: Bloodlines for PSP.[37] Assassin's Creed II virtual items and an Ezio costume were also released on the Xbox Live Marketplace for the Xbox 360's avatars.[38] On November 19, 2009, more Assassin's Creed II virtual items were released in PlayStation Home, along with a costume for Ezio, which was released on November 26, 2009.[39] On December 3, 2009, more 15th century Italian renaissance themed items were released in Home.[40] Ezio's "Purple Assassin" costume is available to download on LittleBigPlanet, as of December 8, 2009, on the PlayStation Network.[citation needed] Assassin's Creed II is the first game to be linked to Ubisoft's Uplay feature.[41] Progression through the game allows Uplay members to acquire points that can be redeemed for bonuses for use in the game, including a new crypt to explore and an Altaïr costume. A novel based on the game, Assassin's Creed: Renaissance (by Oliver Bowden), was published by Penguin Books in November 2009.Upon release, Assassin's Creed II garnered widespread critical acclaim. Review aggregator site Metacritic gave the PlayStation 3 version a score of 91 and the Xbox 360 version a 90. In an exclusive review by Official Xbox Magazine, Assassin's Creed II scored 9/10.[48] Its second review was a perfect score from the Official PlayStation Magazine US, while the Official PlayStation Magazine UK scored the game a 9/10.[47] German magazine, Computer Bild Spiele, reported that the game's publishers offered to provide a pre-release copy of the game if the magazine would guarantee a review score of "very good". The magazine rejected the request and instead opted to delay their review.[60][61] GameSpot which reviewed the PC version of the game, said despite the game being "fun and beautiful" it was hard to justify the higher price point. It was also mentioned that the game was hindered by Ubisoft's DRM and the game "deserved better. For that matter, PC gamers deserved better too."[62][63] According to pre-official sales estimates, Ubisoft announced that Assassin's Creed II sold 1.6 million copies worldwide during its first week of sale, representing a 32 percent increase over the first week retail performance of the original Assassin's Creed.[64] As of February 10, 2010, the game has shipped 9 million copies.[65] At the 2009 Spike Video Game Awards, Assassin's Creed II was named Best Action Adventure Game, and IGN named it as the Action Game of the Year for Xbox 360 and Xbox 360 Game of the Year. Game Informer also named it as Xbox 360 Game of the Year. It also received Game of the Year from GamePro, Eurogamer and The New York Times. Assassin's Creed II has been nominated for the "Outstanding Achievement in Animation", "Outstanding Achievement in Art Direction", "Outstanding Achievement in Visual Engineering", "Outstanding Achievement in Game Play Engineering", "Outstanding Achievement in Original Story", "Outstanding Achievement in Original Music Composition", "Outstanding Achievement in Sound Design", "Outstanding Achievement in Game Direction", "Adventure Game of the Year" and "Overall Game of the Year" Interactive Achievement Awards from the Academy of Interactive Arts & Sciences.[66] The game was also nominated for several Game Developers Choice Awards including "Best Game Design", "Best Visual Art", "Best Technology", and "Game of the Year".[67] [edit] Editions There are several different limited editions of Assassin's Creed II. The Black Edition contains an Ezio figurine garbed in a black outfit and was released in Europe and Australia. Included also are three bonus areas and missions, an art book, a DVD with part of the game's soundtrack, one premium PS3 theme, behind the scenes videos, and 2 desktop wallpapers. The White Edition contains one bonus area/mission and an Ezio figurine in his white outfit.[68] The Master Assassin's Edition is the North American limited edition, which contains an Ezio figurine, two bonus areas, an art book and a Blu-ray with music and behind the scenes videos.[69] After much complaining from Assassin's Creed II fans that they were unable to complete the game due to the need to complete the three Templar Lairs (only available on the White or Black Editions) to earn 100% synchronisation, Ubisoft released Assassin's Creed II: The Complete Edition. Included in the package are download codes for the two DLCs, Battle of Forlì and Bonfire of the Vanities and the three Templar Lairs. Later Assassin's Creed II: The Game of the Year Edition was released, containing the extra content incorporated on the game disc. Eventually Assassin's Creed II: Deluxe Edition was also released, containing the three bonus areas & missions and the downloadable content Battle of Forlì and Bonfire of the Vanities. This Edition, however, is only available via Digital Download. [edit] Controversies and criticism The PC version of the game contains Ubisoft Online Services Platform, a DRM system that initially required all users to remain connected to the Internet while playing. In the initial retail version, any progress made subsequent to the last checkpoint was lost if the Internet connection was severed. Ubisoft stated that if the disconnection was temporary, the game would pause. In addition, the company argued that there were numerous checkpoints spread throughout Assassin's Creed II.[70] The company was also criticized by overseas members of the U.S. Armed Forces, who could not play the game while in locations with sporadic and expensive connections.[71] Ubisoft has since published a patch to alter the DRM: after resuming their connection to the Internet, players are now able to resume the game from exactly the same point.[72] Shortly after the release of the Windows version, Ubisoft claimed that a cracked version of the game had not been created, and was confirmed by at least one website. During the following weekend, the DRM servers for Silent Hunter 5 and Assassin's Creed II were, according to Ubisoft, affected by a denial-of-service attack. Ubisoft later stated that "95 per cent of players were not affected, but a small group of players attempting to open a game session did receive denial of service errors."[73][74][75] A server emulator to overcome the DRM has been developed. A cracked dynamic-link library bypassing the connection requirement entirely was released in late April.[76][77][78] Following the series of server outages, Ubisoft offered owners of the Windows version all DLC from the Assassin's Creed II Black Edition, or a free copy of Heroes Over Europe, Tom Clancy's EndWar, Tom Clancy's H.A.W.X, or Prince of Persia (2008).[79] The DRM was modified in December 2010 as the game no longer requires a constant Internet connection while playing. Instead, the player has to be connected to the Internet every time the game is launched.[80] [edit] Sequel Discussions about details of Assassin's Creed III were already present before the release of Assassin's Creed II, with the game staff's notion of possibly having a female ancestor in World War II.[81] However, co-writer Corey May has stated that the series will never take place during that period, as a major goal was to take players to settings normally unvisited in games.[82] Ubisoft's Philippe Bergeron stated that potential settings could include England in the Middle Ages, during the era of King Arthur, and feudal Japan, the last of which had been a "personal favorite" of many in the staff.[83] A direct sequel, Assassin's Creed: Brotherhood was released on November 2010 for Playstation 3 and Xbox 360,[84] continuing directly after the events of Assassin's Creed II. While not an expansion pack, the game once again features Ezio Auditore da Firenze as the primary protagonist, and includes a new online multiplayer mode.[85] The game takes place primarily in Rome, the seat of power for the Borgia family and the Knights Templar. The game's primary antagonist is Cesare Borgia, Rodrigo Borgia's son.Now lets talk about re5!!!Resident Evil 5 features similar gameplay to Resident Evil 4, with context-sensitive controls and dynamic cutscenes also making a return. The player can control Chris Redfield or Sheva Alomar in a similar fashion to Leon S. Kennedy in Resident Evil 4,[4] with the same over-the-shoulder perspective.[5] The game's environment plays a significant role.[4] The Mercenaries minigame, featured in previous Resident Evil games, is present in Resident Evil 5.[6] At launch, the multiplayer mode in the minigame was offline only, but a launch day patch gave the game online multiplayer modes as well.[7] Instead of zombies, the game's humanoid enemies are called "Majini", meaning evil spirit in Swahili.[8] They bear many resemblances to the Ganados of Resident Evil 4, because they speak, run, dodge and wield weapons.[4] Like in Resident Evil 4, the number of weapon variations is increased compared to the previous games in the series; there are now several varieties of the handgun, shotgun, submachine gun, assault rifle and rifle to choose from.[9] Like inventory systems in two previous Resident Evil titles Resident Evil Outbreak and Resident Evil Outbreak File #2, the player can only equip weapons and items in the midst of gameplay (the game still runs real-time as you manipulate the inventory), as opposed to the game pausing. The game features some online elements.[10] Resident Evil 5's main story mode can be played with two players, in a co-operative online mode. The feature will allow players to enter or leave anytime during the game. Players will not always stick together, and can be separated at points during the gameplay.[6] However, if one player were to have critical health, only their partner can resuscitate them. An offline co-op mode is also in the game with the same co-op experience offered by the online co-op mode, only with two local players controlling the action in split screen or by a system link.[11] [edit] Synopsis [edit] Setting The setting of Resident Evil 5 has a similar feel to the film Black Hawk Down.[3][12] Takeuchi added that the development team is composed of staff members who worked on the original Resident Evil.[3] The game is a direct sequel to the Resident Evil series,[3] and continues chronologically after Resident Evil 4.[13] The player characters and protagonists are Chris Redfield and Sheva Alomar,[4] and the game takes place in 2009, eleven years after the events of the original Resident Evil. The story explores Chris' life during the decade between the two games. During the game's events, he is a member of a group known as Bioterrorism Security Assessment Alliance (BSAA), and sent to investigate a terrorist bio-organic weapon (BOW) threat in an African desert area in Kijuju, that serves as the game's setting.[4] The antagonists of the game include Albert Wesker, a returning antagonist to the series, and Excella Gionne, a relative of the founder of the Tricell Pharmaceutical Company who operates the company's African branch.[14] Ozwell E. Spencer, the founder of Umbrella Corp. and a key figure in the background story of the series since the original Resident Evil, is also included in a flashback.[15] [edit] Plot Chris Redfield, a former STARS member and now part of the Bioterrorism Security Assessment Alliance (BSAA), is dispatched to Kijuju, Africa to work with Sheva Alomar to apprehend Ricardo Irving before he can sell a bio-organic weapon (BOW) on the black market. Upon arriving, they discover the locals have been converted by parasites into Majini, and that the members of the BSAA's Alpha team have been killed. Chris and Sheva are rescued by BSAA's Delta team, whose membership includes Sheva's mentor Josh Stone. In the data provided by Josh, Chris sees a photograph of Jill Valentine, his old partner, presumed dead after a confrontation with Albert Wesker. Chris, Sheva, and Delta team close in on Irving, but he manages to escape with the help of a hooded figure, leaving behind documents that lead Chris and Sheva to oil fields in the marshlands where Irving's deal is to occur. They soon discover this was a diversion created by Irving to allow the deal to take place. Chris and Sheva attempt to regroup with Delta team, but at the rendezvous, find the team slaughtered by a BOW; Sheva cannot find Josh among the bodies. Chris refuses to report to headquarters, revealing his determination to learn if Jill is still alive. Continuing through the marshlands, they find Josh injured but safe, and with his help track down Irving's boat. Irving injects himself with a variant of the parasite, Las Plagas, and mutates into a colossal octopus-like beast. Chris and Sheva defeat him, and with his dying words, directs the pair to a nearby cave to learn more. The cave, home of the Ndipaya tribe, is the source of the flower used to create the Progenitor virus, which led to the creation of the T- and G-viruses. Chris and Sheva find evidence that Tricell, the company funding the BSAA, had taken over a former Umbrella underground laboratory and continued Umbrella's research. In the facility are thousands of capsules holding human test subjects. Chris discovers one of the capsules belongs to Jill, but when they search it, they find the capsule empty. As they leave, they discover Tricell agent Excella Gionne has been plotting with Wesker to unleash a number of missiles with the Uroboros virus across the globe. Chris and Sheva pursue Excella, but are stopped by Wesker and the hooded figure, later revealed to be Jill, enslaved by a mind-control device on her chest. Excella and Wesker escape to a Tricell oil tanker while Chris and Sheva fight Jill, eventually subduing her and removing the device from her chest. After a brief reunion, Jill orders Chris to follow Wesker. As Chris and Sheva make their way aboard the tanker, they come across Excella, who escapes, but drops a case of syringes. Sheva holds on to a number of them. When Chris and Excella arrive on the main deck of the tanker, Wesker, through the tanker's intercom, reveals he has infected Excella with Uroboros. She mutates into a giant monster which Chris and Sheva eventually defeat. Jill radios in and informs Chris and Sheva that Wesker must regularly take precisely measured doses of a drug to maintain his superhuman strength and speed; a larger or smaller dose would act as poison for Wesker. Sheva then realizes the syringes she recovered from Excella are doses of that drug. Chris and Sheva follow Wesker to a bomber aboard the tanker loaded with missiles containing the Uroboros virus. Eventually, the two are able to subdue Wesker long enough to inject him with additional doses. Wesker attempts to escape on the bomber, but is followed by Chris and Sheva who disable the bomber, causing it to crash land in a volcano. An enraged Wesker exposes himself to Uroboros, and pursues Chris and Sheva through the volcano. Chris and Sheva fight and weaken Wesker to the point where he falls into the lava. They are then rescued by a helicopter piloted by Jill and Josh. In his dying breaths, Wesker attempts to drag the helicopter into the volcano, but Chris and Sheva kill him with Rocket-propelled grenades,[16] before he is able to do so. In the final cutscene of the game, Chris ponders whether it is truly worth fighting to preserve what is left of humanity. He looks at Sheva and Jill's faces and decides that it is worth it in order to live in a world without fear. [edit] Development Capcom officially announced Resident Evil 5 on July 20, 2005.[17] Jun Takeuchi, the director of Onimusha and producer of Lost Planet: Extreme Condition, took 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, oversaw the project.[18] 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.[19][20] Several staff members who also worked on the original Resident Evil were involved in development. Takeuchi announced the game would utilize the same gameplay model introduced in Resident Evil 4, while implementing thematics from the original Resident Evil.[21] Resident Evil 5 runs on version 1.4 of Capcom's internally developed MT Framework engine.[22] The game's scenario was written by Haruo Murata and Yoshiaki Hirabayashi, based on a story idea by concept director Kenichi Ueda.[23] Tsukasa Takenaka provided additional story background and created the in-game files.[23] In a May 2008 interview, Capcom chairman and CEO Kenzo Tsujimoto estimated the game's development costs up to that point at more than 2 billion yen (approx. US$19.3M).[24] On January 21, 2009 D+PAD Magazine reported that Resident Evil 5 would be released with Limited Edition Xbox 360 box art,[25] pictures of the Limited Edition box claiming to allow 2–16 players to play offline via system link.[citation needed] Capcom initially responded stating that their "box art isn't lying", but refused to give any more details.[26] However, soon after, Capcom issued another statement that contradicted their original response stating that the information on the box art was an error and that the correct number of players supported by system link is only two.[27] [edit] Music Kota Suzuki served as the game's lead composer, with additional compositions provided by Hideki Okugawa, Akihiko Narita, and Seiko Kobuchi.[23] His score was electronic, but includes 15 minutes of orchestral music that 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 music and the orchestral arrangements were created by Wataru Hokoyama, who conducted the orchestra himself.[28] Capcom recorded in Los Angeles because they wanted a Hollywood-style soundtrack that would increase the game's cinematic value and global interest. The game’s soundtrack features an original theme song as well as live orchestral music compositions, a first for the game series. The theme song is composed by Kota Suzuki and sung by Oulimata Niang.[29] [edit] Windows version additions [hide]System requirements Minimum Recommended Windows[30] Operating system Windows XP or higher CPU Intel PentiumD Processor AMD Athlon64 Intel Core Quad 2.4 GHz Processor or better AMD Phenom II X4 or better Memory Windows Vista (1GB) Windows XP (512MB) Windows Vista (2GB or more) Windows XP (1GB or more) Hard drive space 8.0 GB of free space Graphics hardware DirectX 9.0c/Shader3.0 or higher compatible, NVIDIA GeForce 6800 series or higher, ATI HD 2400 Pro or higher, VRAM 256MB or higher DirectX 10.0/Shader4.0 or higher compatible, NVIDIA GeForce 8800GT series or higher, ATI Radeon HD 4850 or higher, VRAM 512MB or higher Sound hardware DirectSound compatible, DirectX 9.0c (or higher) compatible The Windows version of Resident Evil 5 features online play for co-operative play like the console versions and also takes advantage of NVIDIA’s new GeForce 3D Vision technology.[31] The PC version comes with exclusive content, such as additional costumes (which have since been made available on consoles as DLC) and a new mode in the Mercenaries minigame, No Mercy. Resident Evil 5 was released on the 15 and 18 September 2009 in North America and Europe respectively, to moderate critical praise. This has been preceded by a benchmark tool release for both system performance evaluation as well as to test the new 3D technology which is implemented in all the cutscenes within the game.[32] [edit] Gold Edition and downloadable content Shortly before the release of Resident Evil 5, it was announced that a competitive multiplayer mode, titled Versus, would be available for download in the coming weeks.[33] It was later announced that the content would cost less in Japan than in the rest of the world, but that the release date for Japan had been pushed back to April 9, 2009.[34] On April 6, 2009 Capcom announced that Versus would be available to download in Europe and North America on April 7, 2009 on both the Xbox Live Marketplace and the PlayStation Network.[35] The Versus content contains two different online game types. Slayers is a point-based game that challenges players to kill Majini, while in Survivors players must hunt each other while dodging attacking Majini. Players may also play Team Survivors or Team Slayers in which there are four players, two on each side. Versus is a four player, online only, mode.[35] During Sony's press conference at the Tokyo Game Show 2009, Capcom announced that Biohazard 5: Alternative Edition would be released in Japan in Spring 2010 for PlayStation 3. This PS3 exclusive version includes a new scenario titled "Lost in Nightmares", where protagonists Chris Redfield and Jill Valentine infiltrate one of Spencer's estates in 2006.[36][37][38] Capcom has announced that the new content will be released in DLC format for Australia, Europe and America.[39] A western version of Biohazard 5: Alternative Edition was announced for the Xbox 360 and PlayStation 3 in the form of Resident Evil 5: Gold Edition. Gold Edition will include the "Lost In Nightmares" episode. It was announced that the Gold Edition would include another campaign expansion called "Desperate Escape." In this episode players control Josh Stone and Jill Valentine as they journey to assist Chris and Sheva.[40] Gold Edition will also include the previously released Versus mode DLC, four new costumes, and an alternate Mercenaries mode, "The Mercenaries Reunion." Mercenaries Reunion features eight new playable characters as well as new item and time placement for the Mercenaries levels. On December 10, a video was released revealing the first two Mercenaries Reunion characters: Warrior Chris and Fairytale Sheva.[41] On December 16, 2009, Famitsu magazine revealed the first screenshots of the "Desperate Escape" episode, as well as three more characters for Mercenaries Reunion: Heavy Metal Chris, Business Suit Sheva and Josh Stone.[42] Excella Gionne was announced as another playable character in Famitsu.[43] According to Famitsu, Rebecca Chambers and Barry Burton are confirmed to be the final playable characters.[44] Alternatively, for those who do not purchase the Gold Edition, both episodes as well as both costume packs will be available as downloadable content (DLC), with two of the eight new Mercenaries Reunion characters bundled with each downloadable item. This means that by buying all five of sets DLC, players will then own all of the content on the disc. However, this only applies to the PlayStation 3 version, due to the fact that the Xbox 360 version will not contain DLC on the disc. The Xbox 360 Gold comes with a download token, allowing for a free download of all of the DLC while the PlayStation 3 Gold Edition has all of the new content on disc.[45] The disc was released in the US on March 9, 2010, while the European release was March 12, 2010. The DLC release dates were as follows: "Lost in Nightmares" and the first costume pack were available for download on February 17 for Xbox 360 and February 18 for PS3, while "Desperate Escape", the second episode, and costume pack were released on March 3 for Xbox 360 and 4 for PlayStation 3.[45] [edit] PlayStation Move support During Sony's Press Conference at Tokyo Game Show 2009, Capcom announced that Biohazard 5: Alternative Edition would be released in Japan in Spring 2010 for the PlayStation 3. During that same press conference it was also announced that this new version would feature support for Sony's motion controller (now officially named "Move") and the game was demoed using the controller. It was confirmed in a GameSpot article that the original versions of both Biohazard 5 and the western Resident Evil 5 would not feature motion controller support. Only the Gold Edition is Move-compatible, with a patch released September 14, 2010.[45] [edit] Marketing Capcom revealed a brief trailer for Resident Evil 5 at E3 2007.[46][46] The full E3 trailer for the game became available on the Xbox Live Marketplace and the PlayStation Network Store on July 26, 2007.[4][47] In late March 2008, the April issue of Famitsu Wave was bundled with a DVD containing a preview of the game. Takeuchi gave new information on the game and showed new gameplay footage. A new trailer shown at Captivate '08 debuted on Spike TV's show Gametrailers TV, on May 31, 2008, as well as the GameTrailers.com website.[48][49] A playable demo of the game was released in Japan on December 5, 2008 for the Xbox 360.[50] The demo was later released in North America and Europe for the Xbox 360 on January 26, 2009, and on February 2, 2009 for the PlayStation 3.[51][52] Microsoft released a limited edition red Xbox 360 Elite console that was sold along with the game. This bundle included a Resident Evil Premium Theme for the Xbox 360 Dashboard and a voucher for Super Street Fighter II Turbo HD Remix over Xbox Live. In the Netherlands the limited edition of the Xbox 360 Elite that was packaged with Resident Evil 5 was black instead of red. [edit] PlayStation Home Capcom has released a dedicated Game Space for the PlayStation 3's online community-based service, PlayStation Home. This space is called the Resident Evil 5 "Studio Lot" (or Biohazard 5 "Film Studio" for Japan). This space is themed around the in-game opening location of Kijuju. The lounge offers Resident Evil 5-related items, a variety of events, a full game launching support feature, and is the first Home space to offer an in-lounge shop. Some areas in the space are only available to users who own Resident Evil 5. This space is available to all regions of PlayStation Home and was released on March 5, 2009.[53] The game of Resident Evil 5 also supports Home rewards, such as Chris Redfield, Sheva Alomar, Jill Valentine and Albert Wesker ornaments for achieving certain trophies in Resident Evil 5. [edit] Reception [hide] Reception Aggregate scores Aggregator Score GameRankings PS3: 87.11% (Orig.)[54] PS3: 88.8% (Gold)[55] 360: 86.19% (Orig.)[56] 360: 87% (Gold)[57] Metacritic 85/100 (Xbox 360)[58] 86/100 (PS3)[59] GameStats 9.0 / 10[60][61] Review scores Publication Score 1UP.com B[62] Edge 7/10[63] Eurogamer 7/10[64] Game Informer 9.5/10[65] GamePro 4.5/5[66] GameSpot 8.5/10[67][68] GameZone 8.5/10 IGN 9.0/10[69] Official Xbox Magazine 9/10[70] X-Play 3/5[71] [edit] Downloads and sales The downloadable demo of Resident Evil 5 exceeded 4 million downloads worldwide during its release on the PlayStation Store and Xbox Live services, with over 1.8 million of these downloads taking place in the first three days.[72] The PlayStation 3 version of Resident Evil 5 was the top-selling game in Japan in the two weeks following its release, with 319,590 units sold.[73] Resident Evil 5 became the fastest-selling game in the franchise in the United Kingdom, additionally becoming the biggest Xbox 360 and PlayStation 3 game launch to date in the region.[74] In France, the game sold 110,555 units during its first week, approximately half of the available stock in the country at the time.[75] As of March 2011, Resident Evil 5 has sold 5.5 million copies worldwide since launch, becoming the best selling Resident Evil game ever made.[76] [edit] Reviews Reviews for Resident Evil 5 have been generally positive. The Official Xbox Magazine complimented the game's fast pace of action and called the graphics gorgeous.[70] X-Play noted that while the game's graphics were exceptional, the single player AI was hard to play through. In addition, they expressed disappointment, as they felt the controls were taken from Resident Evil 4.[71] Game Informer complimented Resident Evil 5 saying it had the best graphics of any game to date and that the music helped make enemies come alive.[65] Edge complimented Resident Evil 5's gameplay calling it exhilarating and frantic, but criticised the control system.[63] IGN stated in their review that split screen co-op was very confusing and that the game had a surprisingly high replay value.[69] 1UP! repeatedly compared Resident Evil 5 to Gears of War 2. But while they compared the games multiple times in their review, they complained about Resident Evil 5's new controls.[62] Eurogamer noted that Resident Evil 5 felt a lot like past games in the franchise and that it is just like any other third person action shooter.[64] GameZone's Louis Bedigian gave the game an 8.5/10, saying "The fact that Resident Evil 5 was worth playing through twice in one weekend shows how compelling the gameplay is, and how it's able to rise above a number of disappointing flaws."[77] Steven Hopper gave the Lost in Nightmares DLC an 8/10, saying "Even though the episode is pretty short, there is some good replay value here and the added multiplayer elements are a nice touch. All in all, this is a worthy investment for fans of the original game.That is all!!!!!i also like to go fishing sometimes and i also love kfc alot.

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