Resident evil 5 ps3 game planet




















Boards Resident Evil 5 offline co-op with different psn accounts. I do find it curious, after all there's nothing preventing someone from using their own account when playing an offline co-op.

I mean, for Little Big Planet, my friends just use their section in my PS3 with it's own trophy stash and etc. I'm going to guess Capcom went lazy and opted not to deal with having to program in the use of multiple accounts within the PS3.

Either that, or the game was originally focused to meet with the 's specs and then moved over to the PS3 resulting in a lack of effort to yadda yadda I've got a mild headache so that's as far as my brain will go in this theory. Xanth93 12 years ago 3. But the PSN is just the logging online part though You still have different User accounts, each of them with their own Trophies and Game Saves. In that sense, it's no different from the various User accounts on the Though, in games such as Little Big Planet, you can very very Very easily have the 2nd, 3rd and 4th controller log in using either a "Guest" account, made temporarily for the sole purpose of playing the game, or as another person's account entirely.

On top of that, in LBP, all the items you gain using a secondary account will keep all the items you got, exactly the same as for RE5. Well, the way I look at it, there's obvious pros and cons. One is you don't get your own achievement and statistics, it's all just one person's account.

But you do get to finally switch guns around. Xanth93 12 years ago 5. How can it be the PS3, if in Little Big Planet, two people can log into their own Username Accounts, where their individual save files and trophies are?

Little Big Planet proves that you can have multiple different users on at the same time in Co-op games, with individual auto-saves involved, making it that each of them will have their own Sackboys and their inventory updated as per their co-op adventures. While on the other hand, Resident Evil 5 does not permit it on the PS3? You've completely bypassed the great majority of what I said and have yet to refute why LBG allows multiple different users and different save files, while RE5 on the PS3 does not.

And as I stated, you can't go on multiple Online accounts on the , and the PS3's PSN is for Online, it isn't the offline account which Can be accessed for multiplayer Co-op, yet RE5 for PS3 still does not take advantage of that while it did on the Because some of you are obviously too lazy or don't give a damn to read the big version: PS3 RE5 doesn't allow multiple user accounts log-in.

Remember to grab all of the items here and to read the documents in the tents, if you're interested , because you can't come back here once you head through the door into the oil field itself.

Once through said door, you'll see your target walking through. Unfortunately, you can't quite catch up with him yet. You'll need to deal with his Majini cronies, first. Collectively, this might be the most difficult part of the game thusfar, especially on your first playthrough when you're struggling through the adventure with paltry weaponry.

Before jumping down to the area below, take out the two bow-wielding Majini on platforms ahead to your right and left. Then, drop down and begin dealing with the wave of Majini coming towards you. For now, you're dealing with pretty basic foes, so fell them quickly, remembering to conserve ammunition as much as possible, since it won't be long before you really need it. Then, begin running around this oil refinery, collecting goods dropped by dead enemies, and finding items in barrels as well.

Now, there's a rhyme and reason to the way this area works. There are furious flames blocking your path out of this area, into an adjoining building. As a result, you need to figure out how to shut these flames off, which are bursting through three different pipes.

Therefore, there are three different valves, red in color, that must be twisted and turned off. Doing this sounds easy, but you know it's not. Start by finding the one valve atop a platform climb a ladder to get there that doesn't necessitate the use of a zipline. Twist this valve and deal with the wave of enemies that's spawned as a result.

Then, get ready for two real fights, but make absolutely positive that this wave of enemies is completely felled before continuing, or you'll have an even harder time heading through. In the area, there are two ziplines.

Both ziplines lead to otherwise-isolated platforms where the two other red valves are located. There's a method to this madness, though, because when you arrive at both platforms, one way or another, an enemy will show up. Due to a series of presentations made at CEDEC , reported in depth by the Japanese press and translated on the invaluable Beyond3D forum, we actually know quite a lot about this technology.

And, amazingly, fewer than ten developers at Capcom's Japanese HQ created it. Game development work starts on PC, and from there the code is easily ported to either the Xbox or PlayStation 3, where platform-specific optimisations are coded in.

The advantage of Framework MT is that although the focus is on console, Capcom also gets a PC version effectively for 'free'. This is a barebones version though, used for reference, and requires quite a lot of additional work before being ready for release as a commercial product - which may explain, in part, why we have to wait a while yet until Resident Evil 5 hits PC. From official figures released at CEDEC by the developer, we also know a fair amount about the performance of the engine too.

Each frame is comprised of between three and four million polygons, meaning a peak throughput of an astonishing m polygons per second. What's more, those stats date back to , meaning there's every chance that Capcom has since improved and refined upon the technology.

It's also worthwhile noting that the PS3 version of the engine only began development around a year after the version was up and running. Its cross-platform performance has been somewhat variable. Devil May Cry 4 scaled back a lot of Framework MT's effects in order to make 60fps viable the technology is designed primarily for 30fps games and it's one of the closest conversions we've seen. However, Lost Planet suffered pretty badly on PS3, exhibiting poorer visual quality and a decidedly lower frame-rate - despite arriving a year after its sibling.

Capcom has clearly learned a lot of lessons since then, as initial impressions of Resident Evil 5 aren't bad at all, as you can see in the video below. As usual, the action's been slowed down to retain detail, and cropped so that one pixel in the Eurogamer player equates to one pixel on your HDTV. In addition, as is the norm with the Eurogamer face-off coverage, there are full range bit RGB grabs purloined from the HDMI ports of both consoles.

Go check them out in our Resident Evil 5 comparison gallery. There's also more video love at the Digital Foundry blog. Right off the bat, it's worth saying that Resident Evil 5 on PS3 is a much more impressive conversion than Lost Planet, but it does still share some of its shortcomings: the frame-rate is lower on stressful scenes, there are a few missing special effects, and in common with all the previous games based on the same platform, it requires a big install.

In this case, a whopper 4. Capcom's Framework MT engine uses some very useful tricks in maintaining image quality. It runs at native p, and employs the use of full-on 4x multisampling anti-aliasing on Xbox , while using the 2x Quincunx technique on PS3.

On a like-for-like basis, this means that the has clearer visuals 2x QAA blurs every texture but edge-smoothing is very similar. The cleverness kicks in when the engine is stressed. Rather than drop frames, the engine tones down the anti-aliasing instead. According to Capcom's own figures, this can result in a 20 per cent performance boost when the game needs it. The idea here is that the gameplay is sufficiently intense that you won't notice a momentary reduction in edge-smoothing.



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