Resident evil 5 game synopsis
Now, a five-man rescue team of old and new allies must fight tooth and nail to save precious Alice, killing and slashing their way out one level at a time.
Can they escape in time before evil goes global? The Umbrella Corporation's deadly T-virus continues to ravage the Earth, transforming the global population into legions of the flesh eating Undead. The human race's last and only hope, Alice, awakens in the heart of Umbrella's most clandestine operations facility and unveils more of her mysterious past as she delves further into the complex.
Sign In. Edit Resident Evil: Retribution Jump to: Summaries 5 Synopsis 1. The synopsis below may give away important plot points. Getting Started Contributor Zone ». Edit page. Patricia Ja Lee [11]. TJ Storm [11]. Nina Fehren [11]. Allan Groves [11]. Oswell E. Adam Clark [11]. Jim Sonzero [11] Douglas Rye [11]. Richard Dorton [11]. Chris Mala [11]. Liam O'Brien [11]. Rotolo [11]. Panuvat Anthony Nanakornpanom [11] Dan Southworth. Dave Mallow [11]. Bowes [11]. The second most common mutation, and another that is largely ported from one such Ganado mutation in Resident Evil 4.
This one is a form a flying plagas that bursts out of the Majini's back once it has received enough damage. Once airborne and out of its host, its attacks are sporadic and unpredictable, and it can also quickly dart out of the way should the player aim at it.
Otherwise it is relatively weak and can be taken down in groups easy with a few accurate shotgun rounds. Only encountered against the soldier Majini, the Duvalia, as is custom with mutations, occurs once the Majini has received so much damage.
Then the Majini begins to rapidly mutate into what almost looks like an exotic flower. The entire upper-half of the Majini is enclosed within an impenetrable shell, with the vulnerable 'mouth' residing with.
The Duvalia will primarily try to whack the player using its shell, but given the chance should the player get close enough will open its shell and 'chomp' the player, instantly placing the player in the dying state. The only way to kill it is to shoot the lower regions of the Majini, forcing the Duvalia to fall onto its knees with the shell open, then shooting the inside. While not a mutation per se, sometimes a soldier Majini will quickly begin to boil and eventually explode after it has taken enough damage.
While they were originally meant to be another Majini mutation, for the final game they are instead only encountered independently. Resembling a sort of exotic arachnid, their main attack is to quickly latch around the player. They do minimal damage, but they also restrict the player to only walking as they struggle to remove the Kichwa. This then allows other enemies in the vicinity to more easily attack the player. They are otherwise dispatched easily enough with just one or two pistol rounds.
Because of their small size, however, they are often able to strike outside of the player's view catching them off-guard. Infected Doberman dogs, these are mostly encountered during the stages set in the Kijuju village and on Wesker's ship deck. They normally function as highly aggressive dogs, attempting to leap at the player. These can also mutate, however the catalyst is if they are not killed quickly enough rather than should they receive a certain degree of damage.
Once mutated, their heads open up revealing a large vertically aligned array of sharp teeth surrounding plagas tentacles in the middle. During this phase, they can withstand a much more significant amount of damage before dying, and they will often attempt to leap onto the player and slam their 'mouth' around the character's face killing them instantly. A sub-boss of sorts encountered amidst groupings of the villager and soldier Majinis.
They are pot bellied and carry a lot of strength - enough to withstand many close-range shots from a shotgun. They are formidable when close, however, and can knock the player onto the ground with ease should any one of his attacks hit. While he is encountered amongst both villager and soldier Majini, the only difference between the two is cosmetic; his villager iteration is seen wearing shorts while the soldier iteration is wearing urban camo pants and boots.
Another sub-boss, the Chainsaw Majini is the 'spiritual successor' to Dr Salvador from Resident Evil 4, as they utilise the same sort of chainsaw-related attacks and are equally as sturdy.
Though unlike Salvador, before Chainsaw Majini strike they tend to laugh manically often giving the player an added second to escape the Majini's attack range. There are two versions of the Chainsaw Majini distinguished by the color of their trousers. The Chainsaw Majini wearing red, once killed, will stay dead. The ones wearing blue, however, once bested will soon get up and begin to flail madly with their Chainsaw making them much more so dangerous than usual.
To compensate, their health is kept to be relatively low during this phase. Huge, intimidating lumbering Majini, these are only encountered once during the main game, though are much more prevalent in other areas of the game including the Mercenaries modes and Desperate Escape DLC story. Wielding a massive hammer, they will pull it along the ground and slowly slam it unto the player should the player be close enough.
The attack itself will empty a character's entire health bar, leaving them in the dying state. Besides that, the Executioner may also pick up the player forcing them to quickly tap a button to escape, or to rely on their partner to save them. If neither is successful, the Executioner throws the player to the ground and will execute and kill the player instantly - ignoring the dying state completely. There is another variant encountered only in the Prison map for the Mercenaries modes.
It functions exactly the same as the regular Executioner, though it has a different appearance, wearing less clothing with a noticeably tight red leather sack over its head. Encountered alongside the infected Sodibaya Tribe of Majini, Giant Majini earn their moniker well, standing at maybe 12ft tall equipped with a huge crafted mace. Wearing an indestructible tribal mask that completely covers their head, they are otherwise unarmored across the rest of their body.
They are still highly resistance to damage all the same, however. Using their large mace for attacks, they will most often swing it within close proximity doing severe damage to players caught within range. Besides their height, they are also often easy to pick out by ear due to the warcries they'll make to let their presence be known.
Sharing a particular resemblance to the "J. Chomping on a cigar, sporting aviators and a beret, these Majini's are understandably only encountered amongst the soldier Majini. They will of course primarily use their gatling gun to rip through any players they manage to catch within their fire, though they can also use the gatling gun to smack the player away should they get close enough. Resembling what looks like a massive humanoid cockroach, Reapers are an accidental creation courtesy of exposure from the Uroboros virus.
Reapers are pretty much indestructible lest the player shoots their weak points, which are littered across the back of the Reaper and will sporadically expose themselves only for a second. Should the player manage to shoot one of the weak points, the Reaper keels over revealing two more weak points, finally resulting in the Reaper bending backwards to reveal its most vulnerable region within the middle of its carapace.
If the player shoots anywhere else besides one of the telegraphed weak points, the Reaper emits a mist which clouds the player's vision of the Reaper. Because of their high demand for precise timing to kill it, and the fact that they can swiftly kill a player instantly should they get close enough, Reapers are arguably one of the most antagonizing enemies of the game. While they largely look the same, they are noticeably bigger in mass with more muscle. The most notary difference is for their resistance to bullets, allowing them to withstand copious amounts of firearm fire.
Because of this, should the player manage to knock a Licker onto its back, they can then commit and instant kill by way of a button prompt allowing them to stab the Licker directly in its heart.
One other weakness they have inherited over their predecessors is their inability to see. Though they have highly acute hearing, it is possible during some occasions for the player to avoid combat with Lickers altogether as long as they walk past without firing their weapons. Their large claws are also an asset Licker's will often use given the chance if a player is close enough, or sometimes they will even leap across the air - potentially grabbing the player and killing them instantly by stabbing them if the player's partner can't save them in time.
They lumber around carrying large anchors rather than hammers, however, and are also much more resistant to gunfire. Shooting them forces them to temporarily bleed acid, which does minimal damage but will also stun the player if caught within the splash. The most suitable tactic for beating the creatures is to shoot the small eye it has located on the back on its large hump.
Unlike the Executioners, should a Guardian manage to grab the player, they need their partner to save them otherwise the player currently grabbed will die - no QTE's to allow them to escape the Guardian's grasp. While not infected, the native crocodiles of West Africa are much more so aggressive than average crocs. They are only encountered during the marshlands: First whilst the player is riding a raft, as the crocodiles attempt to bite them, and secondly as the player is traversing waist-high water to reach a small settlement of huts.
On the raft they can only be avoided via QTE's, but when travelling through the water they can be killed. The crocodiles are unusually sturdy against gunfire, however, and should they get close enough can kill the player instantly. Unleashed by Ricardo Irving after the B. Alpha Team began their pursuit, it is first referenced off-hand by Dan DeChant and his team while it is heard over radio that they're being attacked by a mysterious unknown B.
Eventually, Chris and Sheva come upon it themselves and are forced to do battle against it. Somewhat humanoid in shape, it largely consists of a series of squiggly black tentacles. Its attacks consist of stretching force a bastion of tentacles at the player.
Should it get close, it can also envelop the player with its tentacles, and without the aid of the player's partner will drain the player's health until they reach the dying state. It has fairly slow movement, though it also has the ability to disperse and recreate itself within seconds in another position - possibly right below the player. Initially, ordinary weapons fire is nigh useless against it.
Though after it has been attacked by fire, it quickly starts to weaken and tendrils begin to sprout out revealing its weak points. The player can do battle with it this way, though they can also attempt to lure it into the nearby furnace then stun it by using, for example, an incendiary grenade, and then turn on the furnace.
It takes two attempts to kill it using this method, but would still save players a great degree of supplies. A Bio-Organic Weapon that was being transported to be sold, it is accidentally let loose during a vehicular crash. The first time is mandatory, though the second may be avoided if the player can manage to outrun it. For both appearances the boss fight plays out the same.
Resembling a giant bat with a scorpions tail, it will switch between chasing the player on the ground, and hounding the player from the air.
Popokarimu's front is impenetrable from gunfire, though its rear up its tail is highly vulnerable. The most suitable strategy is for the player to lay down mines; after the Popokarimu comes in vicinity, the explosion will knock it over giving the player ample time to fire at its weak point. Otherwise, if its a cooperative game, one player can always act as bait while the other shoot at its rear. Though it looks similar in appearance, it differs in that it has multiple Las Plagas parasites within rather than a single large Plagas like El Gigante.
Humvee using turrets. It attacks using similar such tactics as its El Gigante brethren; with its brute strength it attempts to smash and stamp down on the Humvee, while also picking up power posts and even a boulder to throw at the vehicle. The player is tasked with continually shooting at whatever Ndesu equips to quickly cause him to flinch so he'll drop his weapon. Besides Ndesu there are a small squadron of Kijuju Majin that'll attack the player with molotovs or by using their crossbows.
They are easily dispatched thanks to the turret's power, however another group will always return after an allotted time until the battle is over. After it takes so much damage, the many Las Plagas within erupt out of its skin. Once they've been killed, Ndesu keels over for a much larger parasite to expose itself out of its back giving players the chance to finally shoot at its weak point.
After assaults on the main Las Plagas parasite, Ndesu is finally killed. It only takes seconds for the parasite to cause Ricardo to mutate; after leaping into the water, Irving soon resurfaces as a monstrously huge amphibious creature. Because this is the work of a Master Plagas, Irving has complete control over his actions. To fight back against the beast, players must use the turrets conveniently located on Irving's boat.
Two miniguns and two rocket launchers, players are to shoot at the glowing weak point until it submerges and its tendrils pop out in exchange. Occasionally, it will swim up to attempt to bite the player with its gigantic maw; a button prompt will quickly appear so as the player can avoid the attack. Soon after so much punishment, the creature latches onto the boat as Ricardo, now essentially functioning as the uvula of the monster, reveals himself so as the player can shoot him.
After so many attempts, the beast soon spits out Ricardo's body as it dies. Ricardo then soon follows as his sack-like body disintegrates. The U standing for 'Ultimate', U-8 is a massive crab-like B. Acting as a blockade stopping the elevator they're currently on from descending any further, the duo have no choice but to fight against the U Because of its size, its mass stretches across nearly half the size of the elevator; its weak points are the patches of fleshy skin along its claw, however should the player get close, U-8 will often attempt to strafe around the elevator.
Once enough damage has been done, it will eventually collapse onto the elevator with its mouth agape. This then gives the chance for players to unload at the mouth. Alternatively, players can throw a grenade down its throat which triggers a small cutscene to do maximum damage.
Each grenade hurled in breaks apart of the armor covering U-8's head, allowing more opportunities to do significant damage. U-8 attacks by performing long range slices with its claws, which'll open a button prompt to help players avoid in time.
It will also eventually summon a small array of flying insects to pester players and knock them off their aim when they're shooting U-8's weak points. Though unlike their first encounter, this one is much stronger and there are no conveniently placed furnaces nearby either. Instead players are given multiple gas canisters to drop, along with a flamethrower. The gas canisters, once dropped, will become melded with Uroboros should it move nearby one allowing the player to better maximise the fiery damage potential inflicted.
The flamethrower is first stationed on the wall; it has limited ammo, and once used up must be returned so it can be refuelled. Tactics for this encounter work pretty much the exact same as the last one and players must use the various fire-related weaponry at their disposal for Uroboros to reveal its weak points. The flamethrower using during the battle is strictly for this battle alone; once it's finished, the player cannot take it with them.
After much travel and many B. However, Albert Wesker soon reveals himself to the duo along with a brainwashed Jill Valentine. Wesker finally decides to settle the score with Chris, and along with Jill, they have a two vs two battle inside an underground temple.
Despite the circumstances, Jill Valentine is not to be killed and it will result in a game over should that happen. She will have no qualms about attempting to kill the player, however. Albert Wesker of course shares the same philosophy. Ordinarily the player is to try and survive for seven minutes, though the player can also attempt to fight Wesker and should they do enough damage, Wesker will cut the current battle short and leave.
Albert Wesker because of his increased strength and agility is able to avoid nearly all weaponry fire, and can move about the environment considerably faster than the player. The most reliable strategy to beating Wesker during this stage is to run away; after so long has passed, or if the player heads near the door, Wesker will kick the player through it giving access to the upper floor and its corridors.
From there the player can attempt to get some distance between them and Wesker, take cover, and then quickly pop out and shoot him. The same works if one player is able to distract him while another attempts to shoot his back. Jill Valentine primarily uses her dual VZ61 submachine guns as she effortlessly scurries throughout the environment.
It's advised that one player attempts to keep her busy by throwing a flash grenade or the knife to stun her, then do a context-sensitive melee attack knocking her out temporarily.
Despite her fondness for her submachine guns, she will still make use of her acrobatic abilities to attack the player should they get close enough. Should the player manage to do enough damage, or if the seven minutes run out, Wesker leaves and the current battle ends. Though if the player manages to beat Wesker by inflicting too much damage, a unique treasure is then dropped within the area.
Jill functions much like she did during the previous battle against her and Wesker. She will scurry around almost like a wild animal--she will even hiss on occasion--while using her submachine guns and her athletic melee attacks to kill the player. Once Chris manages to temporarily get through to her, the device begins to malfunction giving the players time to try and rip the device off.
Though when this happens, the player is given two possible choices on how to respond: The player can either use a melee attack, knocking Jill to the ground, and then attempt to pull off the device that way, or one player or the AI can grab a hold of Jill while the other player or AI can attempt to rip the device off.
What was once the beautiful Excella Gionne, Albert Wesker's betrayal has forced her to become a monstrously huge Uroboros creature. After absorbing a small mount of corpses, the third encounter with Uroboros quickly grows to the entire size of the ship cruiser. Eventually they reach the back of the ship, and along with a portable Ion Cannon weapon do battle with the monster.
First the player is to shoot the exposed bulbs, while avoiding its reactionary attacks via a button prompt, and after they've all been extinguished, the 'brain' of the creature is exposed giving players the opportunity to use the Ion Cannon to shoot at it. All the while, Aheri will continuously spawn small Uroboros monsters; they're relatively weak and should often be left as duty for the other player. Wesker still uses the same sort of attacks as he did when fighting against him previously, though the tactics for beating him have changed.
Now players are to turn off the lights so as to stay hidden from Wesker; using an RPG, they are to then shoot at Wesker, who will often grab a hold of it just before it hits him, then shoot the rocket, and finally attempt to inject the serum.
It usually takes around tries before it's finally successful. Between each attempt, however, the player must find other rockets littered about the environment, and then the other player or AI must help reload it.
After the first attempt, Wesker will then start throwing missiles at the player, but his usual array of attacks revolving around his enhanced agility are what fill out the most of his tactics. Spencer's current residence. Though naturally he doesn't have any missiles to throw. Either the hidden timer will end, forcing the cutscene to trigger, or the player will be able to do enough damage that it will end prematurely. The final battle located within a volcano - Wesker has now allowed a containment of Uroboros to meld with his DNA, only this time Uroboros actually agrees with its host's DNA.
As such, Wesker has full control of his enhanced powers and abilities. His appearance is still altered, however, as the majority of his upper-body is enveloped in the traditional black tentacles that Uroboros is made of. This fight goes through a small number of stages. One player is then forced to keep on running while the other must gain Wesker's attention from afar.
Sheva will be running alongside a small pathway while Chris is further below. Reagardless of whom Wesker decides to follow, it's up to the other to safeguard them while either: Sheva is attempting to climb back up after apart of the pathway crumbles beneath her feet, or while Chris is attempting to move a boulder out of his way.
Then when both characters are reunited, the player is to lead Wesker up to a small hilltop. From there the ending battle begins. Players are intended to shoot Wesker in his heart-like orifice which is initially exposed within his back. After enough shots, it will also become visible from his chest as well.
Wesker attacks using his Uroboros arms as whips, while also attempting to grapple players; should a player be grabbed, they'll need the assistance of their partner to escape. To beat Wesker, players could simply follow the routine of shooting his heart. Wesker is then ultimately killed when the player shoots him with an RPG launcher via a button prompt during the following cutscene. Several unlockables can be achieved in Resident Evil 5, most if not all are gained when finishing the game once, and most of which are achieved by a separate shop system using points gained from performance in the story mode or Mercenaries at the end of the game.
Points are then spent for several unlockables listed below. All filters can be unlocked at the end of the game by purchasing them from the "Bonus Features" menu option for the cost of 0 points. Filters add to the visuals of the game in several different ways and can be accessed by the "Special Settings" menu option.
Filters also work during cutscenes. Costumes are different "skins" for each playable character in the storyline Chris and Sheva that change their appearance, all of which require beating the game once. When these requirements are met, they can be purchased from the "Bonus Features" menu option for the cost of 0, and can be activated in the "Special Settings" menu option.
Costumes persist into the story cutscenes as well. Other than the weapons that can be acquired and bought through playing the story, there are a number of weapons that can be gained after finishing the game and fully upgrading each first generation weapon the first type of weapon in its class. Fully upgrading any of the weapons can grant the player unlimited ammo from the "bonus features" screen, however the infinite rocket launcher requires a different means of achieving it. There are two handguns available for specific characters in The Mercenaries and Versus' modes that can't be found in the main game.
Files are unlocked when finishing chapters throughout the game. There are 12 chapters in all, and by the time players finish the story mode, they will have unlocked all 12 files. Unlocked simply by completing the main game on any difficulty, The Mercenaries is a classic Resident Evil mini-game first introduced in Resident Evil 4. Based around arena combat, the player is to kill as many enemies as they can within the time limit; killing enemies within quick succession will start up a combo meter, which often leads to a substantial amount of points.
Beginning with minutes, the players can extend their time by locating the many time bonuses hidden throughout the map; any enemies killed via a melee attack will also reward the player with a 5 second bonus. Josh Stone acts as the announcer for both the beginning and ending of a Mercenaries match. Leaderboards are available for players to show off their scores, and filters can be set to allow players to see their overall ranking worldwide, or to see how well they've done when compared against their friends.
For each of the different maps, there exist mini-bosses taken from the main game who will appear sporadically. Once time has run out, the player is then scored from D to SS SS requiring above 90K based upon their performance, which is graded on not only how many overall enemies the player killed, but also how high their combo meter reached.
Should the player die, however, they are not given any rank and must try again. Mercenaries can also be played with a friend, via online, split-screen, or even system-link. With another player, they can still make use of the same list of characters and can both even play as the same one should they choose. Scores required to reach ranks are also doubled to account for the other player at hand as well.
Each character has been fitted with their own unique dialogue as well - including Wesker, who will often shout out ''Useless!
The Versus pack was released soon after the game's initial launch. It features two game types: Slayers Mode, which is a "point-based game that challenges players to kill Majinis," while Survivors Mode is the game's take on deathmatch. The games are essentially the classic Mercenaries modes with team-based gameplay. The Slayers game mode lets players earn points for killing Majinis and other creatures.
The Survivors mode pits players against each other and they earn points for getting kills. While Majinis and other creatures will be present in this mode as well, players do not get points for killing them. Versus is the least popular of the DLC, given that RE5's control scheme does not lend itself well to deathmatch.
While it's generally rather short, the game cannot be saved and must be completed in one go. Spencer , the founder of the sinister Umbrella Corporation. The mini-campaign is deliberately reminiscent of the original Resident Evil , with innumerable easter eggs and references. These include:. Lost in Nightmares focuses heavily on puzzles over combat, with only one type of enemy across the story -- a new creature called the Guardian of Insanity, which is similar to the Executioner from Resident Evil 5's campaign.
However, multiple Guardians are encountered throughout; most are scripted to show up, however the very firsts appearance is random. Other weapons can be acquired within the mansion, although what weapons players will find are randomized. The list of weapons that can be found are but a fraction of what can be attained in the main game, however.