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Resident Evil 6 User Review by Guy with Barry Burton Avatar.

I decided to write this up a blog first because when I started, I couldn't actually post it as a user-review yet. Then I got so far in that even though I now can, I figured I'd still post this as a blog anywhoo! So.. hear it is. Also I'm hardly what you could call a talented writer, so just an FYI if anyone should bother reading this but hasn't read any of my previous user-reviews before.

Teehee
Teehee

Oh boy. Where to even begin? I've been a fan of this franchise since the very beginning back in 1996; Resident Evil was my childhood, and the very original just so happened to be one of the first games that I played. I adored this stuff during the 90s and early oughts. However, once came Resident Evil 4, things changed. Now I'm not going to lambaste Resident Evil 4 as some evil mark of damnation--it's a great game by all means--but it's not why I personally came to this series; it's not why I was so stuck in from the moment I entered the Spencer Mansion.

Yet still I persevered! Then Resident Evil 5 came along and all that I hold dear within the series continued to slip away even further. I was losing more and more of what I enjoyed about Resident Evil, and still did I stand by its side. Like some abused housewife who couldn't bear to let go out of loyalty or something... And now we have Resident Evil 6. And now, I feel that I may have just reached my limit.

Resident Evil 6 is a shooter. There's no getting around it. The adventure elements of what was once an action/adventure series have now been squeezed out of the equation almost completely. There's a cover system, there's a down but not out system, there's set-pieces galore, and more than half of the game consists of you fighting against enemies who can shoot you back. But the hilarious and most depressing thing is Resident Evil 6 isn't even a very good shooter; after squandering so much in favour of a broader market, this is what I've been given in return? Now I'm not going to slam down on Resident Evil 6 at every turn, as there are certain elements that I thought were at least... creative. Like the story structure for starters.

Featuring not one, not two, and not even three but four campaigns, Resident Evil 6's story mode is vast. As is the cast of protagonists that make up the story as well: including the likes of Leon S. Kennedy and Chris Redfield canonically starring together in a Resident Evil game for the first time (though not as partners, I regret to say) along with ultra-mysterious femme fatale Ada Wong, and even the likes of Sherry Birkin returns since her last appearance all the way back in Resident Evil 2. It's not just old faces, however, as we have Secret Service agent and drop-kicking aficionado Helena Harper, B.S.A.A. sniper Piers Nivans, and buzzcut sporting badass mercenary Jake Muller. Oh, who is by the way the legitimate son of one Albert Wesker.

Leon's campaign is easily the best of the four.
Leon's campaign is easily the best of the four.

The multitude of characters and their respective campaigns were supposed to allow Resident Evil 6 to have a little 'something' for everybody, though they really don't diverge quite as much as CAPCOM would have you believe. What separates them the most is what enemies you'll be facing; Leon's campaign sees the return of zombies, Chris' and Jake's has you doing battle against the J'avo--a B.O.W. shock trooper who sorta function as RE6's replacement for the Ganado/Majini--and Ada's will have you doing battle against both (not simultaneously, however) as her story progresses. Each of the campaign's are usually happening concurrently with another at that, and each cast of characters will inevitably meet up with the other. It's pretty cool to be playing through Leon's & Helena's campaign only to run into Chris & Piers, and then play through Chris' campaign and see that same scenario from the other side.

However, what all four campaigns suffer from is the over-abundance of terribly scripted set-pieces and an exhausting amount of quick time events. Even though the general combat isn't very satisfying on its own, the game really begins to drag once you're forced to just run towards the screen while the camera awkwardly transitions around you, or to play through some tame vehicular segments like riding a bike or a snowmobile - all of which are incredibly strict in what you can and cannot do, and mixed in with a lot of surprise QTE's will invariably force you to try most of them multiple times. They're not exciting nor thrilling in any way and it's just another swing and a miss for CAPCOM trying to turn Resident Evil into something so completely out of the realm of what the series used to be. There's even the occasional stealth segment in here that's like right out of something from the mid 90s. Oh, and underwater segments... Seriously. You couple that with the general design of levels having a slew of conveniently placed red barrels everywhere and Resident Evil 6 starts to look the kind of bad action game pulled right out of 90s twisted with some of the worst trends of the current generation. Almost like how Duke Nukem Forever is an amalgamation of everything that sucked about 90s first-person shooters but also with a modern day shooter weapon limit.

OK, so for a bit of positivity just to balance this out a bit more, Leon's campaign is... OK in spots. Intended to evoke 'nostalgia' for the Resident Evil 4 era, Leon's isn't quite as action-packed as his compatriots. In fact there's some pretty decent pacing during certain early portions of his campaign, and traversing through the lightning-covered skies of a graveyard, or attempting to survive along side a small group of survivors inside a gun store, made for some fitting scenarios. The majority of Leon's chapters situated within Tall Oaks overall have some great atmosphere, and the moment when you hit the zombie-infested streets and are greeted with fiery chaos made for an excellent thrill. Playing straight from Veteran mode, the zombies were surprisingly durable and actually left me panicking in some spots, and there were even some situations that ask of you to choose flight rather than fight.

However, issues such as how you can't shoot the 'corpses' on the floor that you just know are going to eventually wake up and attack (which they do) persist throughout. In fact there's a lot of really hokey attempts at 'scares', like how so often when you near a corpse laying up against a wall it will slump down on to the ground, or a section where you're trying to find the keys to start a car; it'd be pretty tense if there was some kind of fail-state to it, but no, you can literally just leave it there and it'll continue on in a loop. Leon's campaign also features the odd puzzle here and there, though they're laughably basic and don't really require much thought. Once Leon's travels takes him to China, it takes a complete nosedive with a significant increase in QTE-fueled set-pieces, eliminating the tone and style of the Tall Oaks sections.

The boss battles--most notably the final few nearing the end--are also horrendous, and not just in Leon's campaign but across the entire game, with very little feedback as to whether what you're doing is even working - punctuated by many who also have attacks that can come out of nowhere and completely empty your entire health bar. The camera is just far too close to the character mode as well, and as such can make trying to traverse through some of the more enclosed environments an absolute nightmare

Actually y'know what, this boss wasn't too bad.
Actually y'know what, this boss wasn't too bad.

Chris' and Jake's campaign is where it all really starts to fall apart, however. Posing as some sort of Gears clone, Chris' has you going against the J'avo, who basically function like brain-dead Lambent Drones. To start things off, the shooting isn't especially satisfying, and in fact with the added ability of melee attacks that you can now utilise whenever you like, you can often just run up to most enemies and start wailing on them. But the melee itself isn't incredibly intuitive either, and can be awfully sluggish sometimes leaving you kicking thin air as a J'avo walks past. You do have a stamina gauge that wears down with every melee attack so you can't be roundhouse kicking forever, but then you only need to fall back on your guns and tear right through everything. The J'avo have terrible AI, and even though much like the Ganado and Majini will go through some pretty disgusting transformations, for most of the mutations your tactics don't diverge too much and you need only just keep shooting. Or you could even just run past most of them.

There's also cover system in play, but it's cumbersome to perform; basically you just press L1 (which is also how you aim your weapon) and you'll automatically line up in cover if a wall's close enough... but you have to hold on to L1 while you're doing it. In some of the enclosed spaces during Chris' campaign there were many moments where I was fighting the terrible camera as much as the J'avo, as I accidentally kept taking cover when I just wanted to aim my gun. The cover system isn't even all that helpful, either. Because you basically shrug off bullets (up to a point, until you awkwardly fall to the ground) you can sometimes just charge in while the J'avo kinda flutter about looking all confused. There's also a dive you can do by pressing the cross button and a direction, but only while you're aiming first. Should you keep a hold of the aiming button after the dive, you can stay laying on your back and fire from there. It takes some getting used to, but it actually works well enough.

Jake's is more or less the same as Chris', though his features a tad more lame set-piece moments and isn't quite as plentiful in ammunition as Chris', promoting the idea for you to rely a little more heavily on melee attacks. Once you've completed the main three, you then unlock Ada's campaign, which mixes in a bit of everything; every shade of shit is on display for Ada's. Nah, that's a bit harsh. Ada easily takes 2nd place, and while by virtue of it being more Resident Evil 6, it isn't great, but there are some memorable moments here and there, and Chapter 4's boss battle in particular is legitimately kinda decent

RE6's failed attempt at recreating the intimidation of Nemesis
RE6's failed attempt at recreating the intimidation of Nemesis

The story is incredibly bombastic as it spans multiple countries and ratchets up the amount of explosions tenfold. And while I can understand that many don't exactly hold much regard for any of the Resident Evil game's story, I have inevitably grown an attachment to the fiction and its cast. Unfortunately, a lot of it doesn't really pay off; despite portraying itself as a much more melancholic and serious tale in the marketing, there's just about as many corny one-liners and now a whole lot of slo-mo to rival a Michael Bay flick. Chris' story and his deteriorating mental state doesn't quite go as far as I'd have liked, either. I wanted more from these characters; I wanted Chris in particular to perhaps grow beyond being the typical 80s action hero Mary Sue. And there are certainly times where Chris is clearly thrown to the edge, but it's largely of no consequence. The voice acting is at least pretty decent, with Roger Craig Smith carrying on as Chris and Troy Baker nicely fitting in to the role of Jake perfectly.

While the overall story begins to make some sort of coherence once all of the four campaigns are behind you, there is a startling amount of history and backstory to the events that, instead of being given centre stage within the main game, are delegated to out-of-the-way files you can read in the ''Special Features'' section. Once you piece it all together, it's infinitely more fascinating (though it's still not that great mind you) and it's a crying shame that so much of the narrative is cordoned as text that can't even be found as memos or something across the main game.

Unlike Resident Evil 4 and 5, you're no longer buying weapons, and you'll instead find weapons as dictated by the campaign. And instead of upgrading them, now you purchase Skills which you can equip three at a time. They all have predictable buffs like increased firearm damage, increased defence, more ammunition drops and so forth. You can also set eight different combinations and then choose between mid-game to help you adapt. Though because the gameplay is so shallow anyway, I never found much incentive to experiment with different combinations nor do I have a drive to grind out chapters to afford better Skills.

Resident Evil 6 at least makes for a more accessible single player game than Resident Evil 5, however. Now your AI squad-mate is primarily there as a tag along for the story; there's no inventory management between characters, and your partner is invincible with infinite ammo. It's also surprisingly capable and can take down enemies efficiently enough while is also always there to help you up should when you fall into the 'dying' state.

Cooperative play is of course still available, though Ada's campaign is surprisingly enough a solo affair. Ordinarily, though, it's just two players. Until the stories coincide with one another that is. Now once two characters from one story meet up with another, you can then head into matchmaking and pair yourself with another two players to usually fight a boss battle or something. Which is at least a rather interesting twist for cooperative play, even if adding another two players to the mix doesn't make the shooting nor boss battles any less unsatisfying. There's also a lot more splitting up between partners this time around and more situations where each player takes on a different role; such as one character playing guardian angel to another ect. Though they don't always necessarily work. Nearing the end of Leon's, there's a boss battle where Leon is down below on a bridge whereas Helena is up top. Problem is there's not a whole lot of ammo there, and while the game is... 'generous' enough to continually respawn enemies to drop ammo whence killed for you, playing as Helena for that part was incredibly boring.

Frankly that's pretty much a decent way to sum up a lot of Resident Evil 6's gameplay - it's really boring. Generally mediocre at best and absolutely frustrating at its worst, playing Resident Evil 6 quickly became nothing but a chore. And while I wouldn't consider it an absolute mess, there was a point where I was piloting a fucking Jet and I asked myself: Is this really what Resident Evil has become? This is what it's all lead to?

As I stare at the screen after finally completing the entirety of Resident Evil 6, I'm given pause; it occurs to me that I actually feel really rather depressed about this outcome. Maybe it's because I know this is the end? Resident Evil 6 could very well be the finality of the series, and frankly it deserves better - much better. After 16 years of following and obsessing over this series, even when the reasons why I loved this series to begin with started to slowly dissipate, I must now face the possibility that Resident Evil ends not as any kind of survival horror game nor even as a fun action horror game, but as a boring and clumsy set-piece driven shooter.

119 Comments

119 Comments

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DharmaBum

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@Yummylee: he's a hero of the Internet.

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Yummylee

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Hahahahahaahaha. Oh, man. Good stuff.

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Aarownd

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As a long time very hardcore fan (I bought and completed Gun Survivor and I have a debug copy of the GBA game) I have to say that this game is perfectly fine. It has some of the most fluid third person shooting I've ever played, and outperforms most other TPS' I've played. Your movement and aiming is solid, and shooting enemies is very satisfying. The parts most people claim to have had huge problems with I soared through with no problems whatsoever, and I'm by no means even sufficient in my shooter skills. At no point did I find myself struggling to stay alive due to the melee and knife combat being so drastically improved. Some might say that this betrays the series roots, but RE6 is an action game. It's an action shooter that works extremely well as one of those types of games, but not at all as a survival horror game. If you go in expecting a horrific slow-paced puzzle solving spooktacular, then I can definitely see you being disappointed. But if you go in expecting a fluid third person action shooter, with a roller-coaster ride story set in the Resident Evil Universe, then there's nothing here to offend anyone.

Which really, that's what I don't get, people say this game is so bad, but there's no outright offensive about the way it plays, the combat is some of the most fun I've ever had with any shooter. Seriously though, the shooting is quick and responsive, the movement is brisk and snappy (See how I said the same thing but a tiny bit differently?) and enemies have enough variety to keep you from just fighting the same three models/types over and over. Why are people so upset at this game? It doesn't make sense to me. Aside from the roots of the game, there is nothing actually "Bad" about the game. It's fun to play, the story is over the top and fun, and it's an extremely good value in terms of content alone.

So to summarize; You're all pussies who don't like the game just because it's not as good as other entries in the series. Which isn't valid in the slightest.

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DamTheLad

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Yeah, that pretty sums up what I think of RE6 minus the camera. I don't know why but the camera really annoy me. When you press the aiming button, the character goes in the middle of the screen and you can't see anything that coming in front of you.

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@RAMBO604 said:

@OneManX: They could have made that move in terms of controls and gameplay but ditching 95% of the plot and the central enemy which I think is the foundation of Resident Evil was absolutely the wrong thing to do. There is nothing about that game that would have been worse had there been zombies instead of plagas and Umbrella instead of the cult.

Resident Evil's detractors complained about the controls, they were not saying throw everything out the window just the controls.

I think the idea of having enemies react( grabbing limbs, dropping weapons, etc.) you needed something different, and the series has dipped into monsters before so switching to Las Plagas wasn't too big of a change, what I liked about RE4 was that it was different. And they tried something new, getting out of the city, a new setting. But it still had that moody tone, you still had to crowd manage, puzzles, inventory management (which I will admit, becomes an afterthought in that back 3rd) It's what I viewed Resident Evil to be. But that is just my interpretation of what RE is.

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RAMBO604

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Edited By RAMBO604

@OneManX: They could have made that move in terms of controls and gameplay but ditching 95% of the plot and the central enemy which I think is the foundation of Resident Evil was absolutely the wrong thing to do. There is nothing about that game that would have been worse had there been zombies instead of plagas and Umbrella instead of the cult.

Resident Evil's detractors complained about the controls, they were not saying throw everything out the window just the controls.

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OneManX

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@FrankieFigs said:

@RAMBO604 said:

@Bourbon_Warrior said:

The saddest thing about 6 is they pretty much turned their back on their fans (alot of them) to try and pull in a different audience.

They drew the line in the sand with RE4 as far as turning their back on fans goes. That is not a new development and anyone who frequented message boards in 2005 can attest to the hardest of hardcore considered 4 an abomination. Code Veronica was the last Resident Evil game to be released. Everything after that regardless of quality has carried on in name only.

Resident Evil 4 was an excellent game that had nothing to do with RE aside from it's title and Leon. RE5 on the other hand is the biggest disappoint in the core franchise. Capcom had the perfect opportunity to take lessons learned from 4 and apply those to the fundamentals from the first couple games, they were still positively in the public mind share and they had the talent do something special. What we got was Chris on steroids fighting more plagas enemies, a final boss fight against one of video gaming's best villains in a volcano, and franchise ruining co-op.

RE6 is still not a "Resident Evil" game but its at least going for partial credit with some of its good ideas despite its numerous bad ones. Capcom today is a company that is now viewed less than favorably and all it's big names have hit the eject button over the last few years. Capcom tried to solve this problem with 6 by throwing money and a ton of people at it. Brute force got them something resembling what fans wanted but surrounded on all sides by what they didn't. There is a diamond in the rough buried there. I think Capcom now needs to realize what has gone wrong. They need to step back and go we are unable to do this on our own. They need to find a western studio who is passionate about the franchise and is competent enough to actually handle it. Make this The Resident Evil. A hard reboot on the franchise in terms of fiction and gameplay.

Yes. I like 4 for all it's worth, but goddammit I agree with you on pretty much all points.

I dunno.. 4 was the move they had to make. There was no way they could of gotten away with making a prettier RE3. Yeah the last part of that game, is where it falls apart, but from the Village to the Castle, that is Resident Evil, just this time, you can defend yourself.

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I've only played through the Jake and a little of the Chris play through so far but yeah RE is dead and this game was the final nail in the coffin. Sure I'll play it to completion but I don't think I'll play it again once I'm done, They should of just stuck with Leon's game and expanded that, since most say it's the best part of RE6. But they wanted the CoD audience to play this game, well looks like Crapcom failed there then only thing they did was piss off long time fans.

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RAMBO604

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@Sooty: I think they should have just changed the handful of character details and the all of two lines referring to RE2 sold it as a new game from the creators of Resident Evil. And what I desperately wished would have came out instead was the second canceled RE4 that used the REmake engine and was set in Alaska and still had T-Virus zombies. That could have been something.

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Sooty

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@RAMBO604: Yeah I have a lot of malice towards 4 because it's using the Resident Evil name, despite stripping away everything I liked about the series.

If RE4 was a new IP then I'd probably have liked it, but it just wasn't what I wanted from a Resident Evil game. It started off okay and then just went off into action action action.

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Yummylee

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@Colourful_Hippie said:

I just realized that thread title is going to be weird if you ever get to changing your avatar again.

I doubt I'll be changing my avatar anywhoo... least not for a long while before when everybody has moved on from RE6 and the resulting disaster it conjured. I've grown attached to Barry's aghast facial expression and besides my original Dylan Moran avatar, this is undoubtedly the longest time I've stuck with the same one.

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colourful_hippie

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I just realized that thread title is going to be weird if you ever get to changing your avatar again.

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Yummylee

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@DarkbeatDK said:

Well, the comparison to Vanquish, in my head at least, was that it has a misunderstood fighting system as well... Except Vanquish explains how to use it, but maybe not stress enough how important it is.

Maybe the reason why I haven't had much frustration with the Quick Time Events or the set pieces is that I just like Resident Evil a whole lot and so I'm willing to look past a lot.

mentioned the Castlevania series, which I only have a moderate interest in and I steered completely clear of Lords of Shadow, even though it's exactly the same as Resident Evil 6: Full of Quick time events, overly bombastic and incredibly long.

If the box hadn't said Resident Evil 6, I probably wouldn't have given it the time or fallen in love with the combat system.

You do realise that what you're basically saying here is that you're a fanboy who is able to shrug off a lot of RE6's faults solely because of the name? And stating that Lords of Shadow is ''exactly the same as Resident Evil 6'' is a massive stretch. They both have QTE's, large-scale encounters ect. sure, but... one's a shooter whereas the other is an action/adventure game with God of War-esque combat. To relate games based on whether they have QTE's or set-pieces would mean RE6 is ''exactly the same'' as a lot of games out there. I should preface this by admitting that I haven't played a whole lot of Lords of Shadow (didn't care much for it; weak platforming/traversal stuff and the combat wasn't to my liking all that much), but I've played enough--say, 3 hours--to know that your comparison is borderline nonsensical.

The closest sorts of comparisons, besides prior Resident Evil games of course, would be the Call of Duty series. Aggressively linear corridor crawls where you follow a waypoint everywhere, peppered with outrageous set-pieces here and there. In fact a few of RE6's moments are taken right out of the CoD series. The slow-mo moment where you have to kill the j'avo before he kills his hostage; those shoulder-button swapping QTE sequences; a snowmobile segment; opening the game in first-person as you slowly drag your partner out of a warzone with a QTE. There's even a little easter egg that is mimicked wholesale from Gears of War 3 at that, where you can watch Chris interact with some playground rides just like Cole can during his segment of the campaign.

Of course the CoD similarities aren't accidental, as CAPCOM have admitted that they were hoping to reel in the CoD crowd with their current direction of the RE franchise. It's also why they've been pushing for the 360 versions of RE games lately with temporary exclusivity deals and such.

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@RAMBO604 said:

@Bourbon_Warrior said:

The saddest thing about 6 is they pretty much turned their back on their fans (alot of them) to try and pull in a different audience.

They drew the line in the sand with RE4 as far as turning their back on fans goes. That is not a new development and anyone who frequented message boards in 2005 can attest to the hardest of hardcore considered 4 an abomination. Code Veronica was the last Resident Evil game to be released. Everything after that regardless of quality has carried on in name only.

Resident Evil 4 was an excellent game that had nothing to do with RE aside from it's title and Leon. RE5 on the other hand is the biggest disappoint in the core franchise. Capcom had the perfect opportunity to take lessons learned from 4 and apply those to the fundamentals from the first couple games, they were still positively in the public mind share and they had the talent do something special. What we got was Chris on steroids fighting more plagas enemies, a final boss fight against one of video gaming's best villains in a volcano, and franchise ruining co-op.

RE6 is still not a "Resident Evil" game but its at least going for partial credit with some of its good ideas despite its numerous bad ones. Capcom today is a company that is now viewed less than favorably and all it's big names have hit the eject button over the last few years. Capcom tried to solve this problem with 6 by throwing money and a ton of people at it. Brute force got them something resembling what fans wanted but surrounded on all sides by what they didn't. There is a diamond in the rough buried there. I think Capcom now needs to realize what has gone wrong. They need to step back and go we are unable to do this on our own. They need to find a western studio who is passionate about the franchise and is competent enough to actually handle it. Make this The Resident Evil. A hard reboot on the franchise in terms of fiction and gameplay.

Yes. I like 4 for all it's worth, but goddammit I agree with you on pretty much all points.

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RAMBO604

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@Bourbon_Warrior said:

The saddest thing about 6 is they pretty much turned their back on their fans (alot of them) to try and pull in a different audience.

They drew the line in the sand with RE4 as far as turning their back on fans goes. That is not a new development and anyone who frequented message boards in 2005 can attest to the hardest of hardcore considered 4 an abomination. Code Veronica was the last Resident Evil game to be released. Everything after that regardless of quality has carried on in name only.

Resident Evil 4 was an excellent game that had nothing to do with RE aside from it's title and Leon. RE5 on the other hand is the biggest disappoint in the core franchise. Capcom had the perfect opportunity to take lessons learned from 4 and apply those to the fundamentals from the first couple games, they were still positively in the public mind share and they had the talent do something special. What we got was Chris on steroids fighting more plagas enemies, a final boss fight against one of video gaming's best villains in a volcano, and franchise ruining co-op.

RE6 is still not a "Resident Evil" game but its at least going for partial credit with some of its good ideas despite its numerous bad ones. Capcom today is a company that is now viewed less than favorably and all it's big names have hit the eject button over the last few years. Capcom tried to solve this problem with 6 by throwing money and a ton of people at it. Brute force got them something resembling what fans wanted but surrounded on all sides by what they didn't. There is a diamond in the rough buried there. I think Capcom now needs to realize what has gone wrong. They need to step back and go we are unable to do this on our own. They need to find a western studio who is passionate about the franchise and is competent enough to actually handle it. Make this The Resident Evil. A hard reboot on the franchise in terms of fiction and gameplay.

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Bourbon_Warrior

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The saddest thing about 6 is they pretty much turned their back on their fans (alot of them) to try and pull in a different audience.

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I'm not sure if these are the right words for it, but it feels like there have been thought about things like animation priority and frames when you perform actions.

If you play something like Gears of War and get a prompt to chainsaw someone in half up close, the characters will kinda slide into place to perform the action, but here your relative position is taken into consideration.

When Brad mentioned on the quicklook and podcast that the jumping zombies in the graveyard was "impossible to avoid", it's because he was unaware of the dodge mechanic and the quick shot mechanic which can be used to stun enemies out of their attack animation and set them up for takedowns. To me, that sounds like someone who says that it's "impossible to avoid getting hit" in a fighting game when they just duck and hold back and are unaware of things like overhead attacks and crossups.

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musubi

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@ImmortalSaiyan: I'm pretty sure he means the specificity that you have to execute some moves with. A lot of the things you can do are very context specific to where you shoot someone or even what kind of enemy they are.

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ImmortalSaiyan

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@DarkbeatDK said:

I thought RE6 was pretty good.

It's true that it's not "survival horror" any more and that there's plenty of other action games out there, but I like the focus on very old-school action mechanics like animation framing and pattern recognition in boss fights.

It's just not something you see in modern western games anymore. In something like Assassin's Creed and Uncharted, if you have to do a certain action your character will slide into the animation... Here you need to line up things like headstomps and other melee attacks to actually hit. It's very evocative of a fighting game.

I would like to know what you mean by that last sentence? How does it evoke a fighting game exactly?

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@SuperWristBands: Yep. Same. Finally finished getting "A" ranks with everyone last night all I have left to get is the RE.net costumes. My goal after that is to 150 combo all the levels solo. I'm getting pretty decent at it.

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SuperWristBands

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@Demoskinos said:

@SuperWristBands said:

@Yummylee: How do you unlock more maps on RE.net? Are they not in the "unlockable items" section?

They've hinted that they are going to put some up. The only "in game" shit you can get right now is the costumes. My guess is they might be the pre-order maps that people got?

Ah, thanks. That'd be nice since I didn't get those maps and only have the three.
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@SuperWristBands said:

@Yummylee: How do you unlock more maps on RE.net? Are they not in the "unlockable items" section?

They've hinted that they are going to put some up. The only "in game" shit you can get right now is the costumes. My guess is they might be the pre-order maps that people got?

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SuperWristBands

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@Yummylee: How do you unlock more maps on RE.net? Are they not in the "unlockable items" section?
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@DarkbeatDK: Actually it can there is an achievement tied to doing just that. Gunfire actually causes it to release gas so if you melee it to death you can actually beat it with no casualties at all its a little hard to do but much easier if you equip the melee skills.

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DarkbeatDK

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Well, the comparison to Vanquish, in my head at least, was that it has a misunderstood fighting system as well... Except Vanquish explains how to use it, but maybe not stress enough how important it is.

Maybe the reason why I haven't had much frustration with the Quick Time Events or the set pieces is that I just like Resident Evil a whole lot and so I'm willing to look past a lot.

mentioned the Castlevania series, which I only have a moderate interest in and I steered completely clear of Lords of Shadow, even though it's exactly the same as Resident Evil 6: Full of Quick time events, overly bombastic and incredibly long.

If the box hadn't said Resident Evil 6, I probably wouldn't have given it the time or fallen in love with the combat system.

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@DarkbeatDK: I respect that you've actually gone into some detail about why you specifically enjoy the gameplay, but even still... I've played Vanquish. RE6 feels nor is designed nothing like Vanquish.

Frankly RE6 especially fails because there's just so much constant clutter getting in the way of the general combat. The rubbish boss battles, the lame and annoyingly prevalent set-pieces, the QTE's that basically pollute the entire game. If RE6 had less stuff getting in the way and had more scenarios where it's just you combating enemies, then I'd be more favourable. Favourable, though. I still wouldn't consider RE6 to be anything especially great because the combat I just don't find very satisfying. But still, that's part of the reason why I consider Leon's Tall Oaks chapters (the first two anywhoo) to be the highlight across all of the campaigns. Even though those too suffer from QTE's and the odd set-piece moment, there was still a lot more of you just travelling through the environments (as annoyingly restricted as they are) taking down zombies.

It's why Mercenaries is undoubtedly the best thing about RE6 (far too few maps, though, even if you can eventually 'unlock' more via RE.net), because it's just the general combat with all of the fat cut off.

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DarkbeatDK

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It's true, quicktime events and scripted set pieces does round out the climaxes of the various segments of the game, but looking at the medals you get after each chapter, it seems like there is some sort of dynamic changes. The boss-fight in the cathedral for instance... After beating the gas-monster thing, I got a medal after the chapter for having saved the two females, making it seem like that encounter could had gone several ways.

The old-school feel I get is from the moment to moment fighting, where the dodge mechanic, Quick Shot and melee skills come into play. To me, that feels a lot more "real" than a game where you just press a button to take cover in strategically placed spots and have enemies funnel in towards you. The cover system is there, but it's pretty useless as you mentioned in your review, since the J'avo aren't about pin-point accuracy like an enemy in Call of Duty for instance.

In a way this game is a lot like Vanquish, but without explaining it's mechanics... Mobility is very key in the gameplay, in my opinion.

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@DarkbeatDK: Yeah, actually getting into a nice rhythm in mercs is pretty damn satisfying. They do have very very context specific things in the game. Like for example if you shoot a zombie in the arm they will spin around exposing their back and stunning them for a easy melee kill or even little details like the fact that you can shoot the air tanks on the back of the fire fighters and they explode or having to shoot the BSAA zombies in the knees because of their body armor. You really have to start responding accordingly to what type of enemy you are facing.

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@shivermetimbers said:

@Yummylee said:

As I stare at the screen after finally completing the entirety of Resident Evil 6, I'm given pause; it occurs to me that I actually feel really rather depressed about this outcome. Maybe it's because I know this is the end? Resident Evil 6 could very well be the finality of the series, and frankly it deserves better - much better. After 16 years of following and obsessing over this series, even when the reasons why I loved this series to begin with started to slowly dissipate, I must now face the possibility that Resident Evil ends not as any kind of survival horror game nor even as a fun action horror game, but as a boring and clumsy set-piece driven shooter.

Considering the game is actually selling (according to what I've heard) more copies than RE5 ever did (at least overseas), I don't think this will be the end of Resident Evil. In fact, sad to say, if it is selling more copies, then that communicates to CAPCOM that this type of thing sells. Perhaps we'll see more of this set-piece laden crap in future RE games.

I doubt it'll be the end, it might actually get worse. I'd hate to be in your shoes and see something that I love grow into what we have here.

Yeah, I always expected as much. But after all of the negative scores came cropping up, (and Jeff's theory on how quickly word-of-mouth can obliterate a game's sales) I figured that this all could have ended RE6 right then and there. Oh well, Resident Evil is still dead as far as I'm concerned, well and truly.

@DarkbeatDK said:

I thought RE6 was pretty good.

It's true that it's not "survival horror" any more and that there's plenty of other action games out there, but I like the focus on very old-school action mechanics like animation framing and pattern recognition in boss fights.

It's just not something you see in modern western games anymore. In something like Assassin's Creed and Uncharted, if you have to do a certain action your character will slide into the animation... Here you need to line up things like headstomps and other melee attacks to actually hit. It's very evocative of a fighting game.

Too many people appear to be putting too much emphasis on my complaints to how Resident Evil is barely a horror series anymore. I still despise the complete overhaul in tone the series has taken, after inheriting the generic EXPLOSIONS EVERYWHERE WOAH style there's already plenty of out there, but what I found even more distressing is they couldn't even make a decent action game instead to back it all up.

And you enjoyed RE6 for its ''old-school action mechanics''? What about all of the modern-day gimmicks like the QTE's and overly-scripted set-pieces it throws at you?

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Edited By DarkbeatDK

I thought RE6 was pretty good.

It's true that it's not "survival horror" any more and that there's plenty of other action games out there, but I like the focus on very old-school action mechanics like animation framing and pattern recognition in boss fights.

It's just not something you see in modern western games anymore. In something like Assassin's Creed and Uncharted, if you have to do a certain action your character will slide into the animation... Here you need to line up things like headstomps and other melee attacks to actually hit. It's very evocative of a fighting game.

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@Yummylee said:

As I stare at the screen after finally completing the entirety of Resident Evil 6, I'm given pause; it occurs to me that I actually feel really rather depressed about this outcome. Maybe it's because I know this is the end? Resident Evil 6 could very well be the finality of the series, and frankly it deserves better - much better. After 16 years of following and obsessing over this series, even when the reasons why I loved this series to begin with started to slowly dissipate, I must now face the possibility that Resident Evil ends not as any kind of survival horror game nor even as a fun action horror game, but as a boring and clumsy set-piece driven shooter.

Considering the game is actually selling (according to what I've heard) more copies than RE5 ever did (at least overseas), I don't think this will be the end of Resident Evil. In fact, sad to say, if it is selling more copies, then that communicates to CAPCOM that this type of thing sells. Perhaps we'll see more of this set-piece laden crap in future RE games.

I doubt it'll be the end, it might actually get worse. I'd hate to be in your shoes and see something that I love grow into what we have here.

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@El_Galant said:

I understand the discontent by long time fans of the series, or the core as some people call it, but anyone this side of Resident Evil 4 will probably enjoy it. I like the scale of the game and how long it is. Survival horror it is not and it will bring new players to the series, the same way it got me to play RE4. Of course, that's a better game than this one, but that's a whole another story...My series is Castlevania and they have made their mistakes too thru the years but the series has survived and so will this one.

It's already been established that plenty of people who like RE4, and even RE5, didn't enjoy it.

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I understand the discontent by long time fans of the series, or the core as some people call it, but anyone this side of Resident Evil 4 will probably enjoy it. I like the scale of the game and how long it is. Survival horror it is not and it will bring new players to the series, the same way it got me to play RE4. Of course, that's a better game than this one, but that's a whole another story...My series is Castlevania and they have made their mistakes too thru the years but the series has survived and so will this one.

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Personally, I'm in a state of pure disbelief. Like, Capcom threw so much money into this and had 600 people working on this game...and this is what they came up with?

"What is this?!"

If only Barry could come and save the day.

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@Yummylee: Bwahahahahahaha. *hugs*

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Bwahahahahaha.

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@Yummylee: if you think those are insults then you must have been brought up wrongly

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@SASnake: I am not exaggerating, nor am I just ''hopping on the bandwagon because it's the ''it'' thing to do''. If you're just going to sit there and throw insults my way, then would you kindly piss the fuck off.

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@BuyBondsYo: where in my small statement do I mention difference of opinion? My small statement is clearly talking about how out of proportion this whole Resi 6 thing has been, and the over exaggeration by people because its currently the "it" thing to do right now. Resi 6 is nowhere near as bad as people make it seem, small problems become game breakers and the bandwagon begins.

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Dead Space 3!

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Yummylee

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@ImmortalSaiyan said:

Which is worse, RE6 or Operation Raccoon City?

Oh, ORC by a mile. RE6 actually has some worthwhile moments scattered about here and there, whereas ORC is a fucking abomination across the board.

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Which is worse, RE6 or Operation Raccoon City?

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Yummylee my friend, i made an account just to comment on this excellent review, written by one of few people i've ever read that actually agrees with me about most things related to RE and its present.

I have not played the game i must admit, but the attention you put to each feature by separate, and how you explain your points direct and clear make this the best review of the 7 or 8 professional reviews ive read for this game.

So congratulations, and to make things even better you have Barry in your avatar, who is awesome.

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@Yummylee: How could I have forgotten about Asura's Wrath?! My favorite game of the year.

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@Daneian said:

@Yummylee said:

@Marcsman said:

When was the last time Capcom made a good game? RE4?

Seriously I cannot remember.

DMC4's pretty damn awesome.

I've heard amazing things about God Hand and the little I played was interesting. Unless by 'good' you mean 'someone bought it' then no, No no.

God Hand is indeed pretty amazing. Though it wasn't made by CAPCOM themselves, only published. Same with Asura's Wrath.

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@Yummylee said:

@Marcsman said:

When was the last time Capcom made a good game? RE4?

Seriously I cannot remember.

DMC4's pretty damn awesome.

I've heard amazing things about God Hand and the little I played was interesting. Unless by 'good' you mean 'someone bought it' then no, No no.

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@ArbitraryWater said:

@Marcsman said:

When was the last time Capcom made a good game? RE4?

Seriously I cannot remember.

Street Fighter IV was pretty great.

Ultimate Marvel Vs Capcom 3 is good too. I like Asura's Wrath. I love Resident Evil 5. Some people are into Dragons Dogma.

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@Bocam: No, Leon's is easily the worst. Chris' isn't exactly a picnic, either, but it's nowhere near as bad. The chase sequence before the actual battle itself can be a pain, though. Jake's... isn't too bad, but that's primarily because it's very easy. If you're curious, it's:

Jake Muller having a fist fight with Ustanak. Thing is the majority of your attacks constantly make him flinch, and it's all clearly set up for a stylish finish rather than some elaborate boss fight. Though he also, naturally, reappears at the end but you then finally finish him off with a quick QTE - because of course you do.
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@Yummylee said:

@Bocam said:

You weren't wrong about Leon's final boss. He just does not die.

Yup. It's almost like a recurring gag at how all of the bosses just keep coming back. And there's always a moment across each campaign where a character will say ''he's finally dead/killed ect.'' that pretty much just spells out the fact that it's going to reappear pretty soon. During Ada's campaign, she even says something to the likes of ''These B.O.W.'s just never seem to stay dead''. I can't recall a game where boss characters seemingly never die despite numerous boss battles like this since, perhaps, Onimusha Dawn of Dreams.

Are Chris and Jake's final bosses just as bad as Leon's?

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Yummylee

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@Bocam said:

You weren't wrong about Leon's final boss. He just does not die.

Yup. It's almost like a recurring gag at how all of the bosses just keep coming back. And there's always a moment across each campaign where a character will say ''he's finally dead/killed ect.'' that pretty much just spells out the fact that it's going to reappear pretty soon. During Ada's campaign, she even says something to the likes of ''These B.O.W.'s just never seem to stay dead''. I can't recall a game where boss characters seemingly never die despite numerous boss battles like this since, perhaps, Onimusha Dawn of Dreams.