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Giant Bomb Review

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Resident Evil 6 Review

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  • X360

Resident Evil 6 may be the most lavishly produced bad game in history.

The heart of RE6's problems is action that just feels unrefined.
The heart of RE6's problems is action that just feels unrefined.

Resident Evil 6 is a big-budget disaster on the order of the Star Wars prequels, a sprawling production that clearly required so many individual talents to bring it into being, you can't help but wonder how the end result could have turned out so bad. Then again, the game tries to be so many things to so many different people, the image of a many-headed hydra thrashing violently beyond the control of its developers comes readily to mind. There are a few fleeting moments of greatness in Resident Evil 6, but you'll likely spend so much time with your head in your hands that you'll probably just miss them all.

Whatever else could be improved upon in this game is moot, since its fundamentals as a third-person action game are just plain badly implemented. After the great last couple of installments in the core Resident Evil franchise, it's astounding that the basic act of playing RE6 doesn't feel at least as good as it did in those games. On the surface, RE6 is made up of the same third-person shooting, button-prompt-driven melee combat, and inventory management, though it goes further in the direction of similar Western action games that focus on moving and shooting in tandem, largely at the expense of the series' traditionally deliberate style of gameplay. But it doesn't go far enough to produce a satisfying game of singular intent. In trying to have it both ways, clumsily mixing that more active style of shooter with vestigial elements of the series' survival-horror past, and peppering the entire thing with excessive Quick Time events and nearly hands-off action set pieces, RE6 takes a tremendous step backwards in terms of basic playability.

The reasons for this are too numerous for any one review, but here goes. The character movement is awkward, the aiming and shooting are stiff, and your basic interactions with enemies feel unresponsive and grossly unsatisfying. With a laser sight that swims around wildly within the targeting reticle and enemies that sometimes feel like bullets are passing right through them, the shooting makes a lousy first impression. And don't get me started on how clumsy the camera can get when you're trying to move around in tight spaces, or about the game's nasty habit of cutting back from a cinematic sequence with your camera angle pointed not only in a different direction than you left it, but also away from the thing you need to focus your attention on. The trusty old 180-degree turn from previous games sometimes turns only your character while leaving the camera stationary, exposing you to unnecessary risk as you then have to manually swivel the perspective around after you've wasted time expecting a basic game mechanic to work like it's supposed to. Playing RE6 is like suffering the death of a thousand cuts, as one minor annoyance and unavoidable death after another chip away at your enjoyment.

There's a little too much pushing the stick in one direction and holding A here.
There's a little too much pushing the stick in one direction and holding A here.

Most of Resident Evil 6 is marred by a glaring lack of that video game critic's old standby, polish. Every time you're killed instantly by an unavoidable scripted event, it feels like a good opportunity to turn the game off and never turn it back on. Seriously, there were multiple times in more than one level where I or someone I was playing co-op with was killed by some timed event--say, a truck hurtling into the area from offscreen--that you just couldn't avoid if you didn't know it was coming, and often don't even see coming if you don't happen to have the camera pointed randomly in the right direction. The game rarely communicates what it wants you to do, leaving you in many of the game's long, multi-phase boss fights to blindly waste ammo as you try to figure out whether you're effectively doing any damage to an enemy that barely reacts visibly to your attacks.

There are other basic design issues that make the game feel like a chore, like the inability to stop time even while you're trying to change your brightness or control scheme. You're never even alerted to the existence of a cover system or dodge mechanics outside of loading-screen tooltips that, at least on the Xbox version I played through, were typically onscreen for less than a second. But the game sure does make a point of driving home how Quick Time events work in its laughable tutorial segment. It never even attempts to explain the quirks of ducking and rolling, which require you to use the same button combo in different ways, but it goes out of its way to make sure you know to push the stick down and hold the A button every time you need to run toward the camera through a barely-interactive scripted chase scene. That's a telling example of the poor attention to detail here where basic playability is concerned.

To be fair, the more you play RE6, the more you'll adapt to the long list of quirks that initially conspire to make the combat in this game a miserable experience. Eventually it becomes less miserable, but it never clicks and feels satisfying and engaging the way the best action games do. Think about the brightest lights in the genre on this generation of consoles. For me, it's games like Infamous and Dead Space that give you immediate, absolute control over your abilities and impart the information for you to make split-second decisions about how to deal with any threat. Those games just feel right. Even at its best, playing RE6 feels like fumbling around blindly in the dark by comparison. The impression is of a game that underwent little to no playtesting, to see how actual human beings would respond to the mechanics and systems that make up the gameplay, and to refine and fix them in the places where they weren't working.

Be prepared to fight this exact boss battle twice before the game is over.
Be prepared to fight this exact boss battle twice before the game is over.

As Resident Evil goes, this game's justification for its own existence is questionable in the first place. Resident Evil 4 went to admirable lengths to upend the series' longstanding fiction by bringing in new antagonists and a new location, and I felt like 5 was already pushing its luck by turning right around and going back to the well with Wesker and the Umbrella Corporation yet again. But at least that game was bold enough to resolve those longstanding story threads with finality, explaining and killing off pretty much everything there was to explain and kill off. Then along comes RE6 with... Neo-Umbrella and the son of Wesker. That's really the most inspired premise they could conceive? I'll grant that this game is awkwardly timed at the end of a console cycle, and it's too soon to go back to the drawing board and completely rebuild Resident Evil from the ground up, but couldn't Capcom have just put together a more modest side story to fill the necessary spot on the release calendar until then? (Actually, I guess they already did that.)

Whether RE6's premise strains plausibility or not, the series has had good luck in the past with multiple concurrent campaigns starring different characters, and here you get a whopping four of them. Dandy-haired Leon Kennedy's vignette feels the most like an old Resident Evil, with the highest concentration of cathedrals and rotting zombies in the game. Square-jawed Chris Redfield's campaign then goes and does a middling Gears of War impression, with an increased emphasis on taking cover and shooting at enemies who shoot back at you. Then son-of-Wesker Jake moves through a campaign with a disjointed mix of shooting, ill-conceived stealth sequences, and an indestructible Big Bad who chases you through every area like a modern-day Nemesis. Once you finish the three storylines, you unlock a hidden fourth campaign so top-secret it's mentioned on the back of the box, one that's meant to give some additional context to everything you've seen over the last 20 hours or so.

The idea of this many criss-crossing storylines is a great one, and you do get little nuggets of info in each campaign that expand on the events in the others. It's hard to get too excited about anything that happens in the game, though, revolving as it does around yet another iteration of the X-virus that's always been at the center of the whole zombie mess. Nothing of major importance to the Resident Evil continuity takes place here, as every character and story thread introduced at the outset has either been blandly resolved or summarily dismissed by the end, resulting in a conclusion that, as far as Chris and Leon are concerned, might as well never have happened. More damningly, as the game wears on, it becomes more and more disappointing how much content is flat-out recycled from previous campaigns. By the time I got to Jake's campaign and especially into that last one, I was replaying sequences and boss fights on a disturbingly regular basis that I'd already played before. Sometimes you at least get to take part from a different angle, but just as often you're literally fighting the exact same boss fight you already did a few hours ago. It's especially glaring that if you play the campaigns in the recommended order, the first last-boss encounter you face is identical to the very last one. That's a pretty anti-climactic way to end such a huge production, and it's emblematic of the many aspects of RE6 that just weren't thought all the way through.

Playable characters cross paths to mixed results through each campaign.
Playable characters cross paths to mixed results through each campaign.

The game at least earns a few points for sheer audacity. Its scope is enormous; the volume of huge, detailed environmental art crammed in here could fill two or three similar games of average length. And many of those areas are framed and lit to great dramatic effect, though others look like they had less attention given to them, and the frame rate is low enough across the board to diminish the effect of actually moving around in them. Many of the monster designs are creepy as hell (a human torso attached to spider legs and wielding an assault rifle seems like something that just should not exist), and the bosses are plenty big and menacing and impressive to watch, though that effect is often lost in the frustrating trial-and-error required to fight them. The production values in the cinematics are top-shelf, and the character performances are quite well done, with Troy Baker further cementing his status as the new Nolan North in a nicely snarky turn as the wisecracking, in-it-for-the-money merc Jake. And as flat as I found the broad story, there were a couple of honestly affecting human moments that got to me a little bit. But once the moment is over, they don't really go anywhere.

By the time I'd slogged through the two-dozen-plus hours of the four main campaigns, I couldn't find it in myself to care much about the return of The Mercenaries, the score-based time attack mode that I used to play obsessively in past games, or Agent Hunt, which lets you match your way into another player's game as a monster so you can give them some trouble. That's a great idea, though most of the monsters you end up with aren't very capable or much fun to control in practice. Mercs is the same as it ever was, which is fine, and by the time I was done with the game, I felt well enough attuned to the combat that I could have given it a pretty effective go, I just had no energy or desire left to do so. It's worth noting you can once again play the whole game in co-op if you like, though your ever-present, indestructible AI buddy is actually pretty effective in combat, except for the rare moment where they refuse to get themselves over to a tandem door you need to open. That doesn't happen often, but always seems to happen at the worst times.

At a glance, Resident Evil 6 is built on the basic blueprint of a good action game, swaddled in what must have been one of the most expensive productions in video game history. You could offer a lot of ifs about how to make this game better: if the fat were trimmed out in service of a shorter, tighter campaign; if the designers had drilled down more intently on one style of gameplay rather than trying to cover all of them; if the player's core interactions with the game were simply as refined as they should have been. But in the real world, we're left with what's in the box. It's hard to fathom how Resident Evil, which almost singlehandedly redefined the action genre just two installments ago, has now become such a strange, mediocre pastiche of the better games this series once inspired. What a bitter irony that is.

Brad Shoemaker on Google+

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Lazyaza

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Edited By Lazyaza

@Brad

@BananaofDoom said:

@Brad:There are two kinds of people, those who have seen Plinkett's reviews, and those who haven't.

You guys seen RedLetterMedia's Half in the Bag reviews? If not I highly recommend you check them out, Mike (guy who invented/voices the Plinkett character) and his friend Jay do some damn funny and interesting film reviews.

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algertman

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Edited By algertman

@bkbroiler said:

@Knives said:

Resident Evil 6 may be the most lavishly produced bad game in history.

I think you mean Diablo III. 5 stars!

Say what you want about how disappointing D3 game is, it is anything but bad or poorly made.

Diablo III is trash.

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seismicshock

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Edited By seismicshock

@Brad: Shhh, we're busy defending a game we've never played

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gunharp

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Edited By gunharp

@Hef said:

@Gunharp said:

@Vitor said:

@Winternet said:

@Gunharp said:

said:

"...what must have been one of the most expensive productions in video game history."

Can anyone confirm this? Curious as to what the estimated budget is.

I would think Too Human and APB are still the kings of this category Brad puts RE6 into. Also I am not defending RE6, will probably check it out next year when I have the free time. What a divisive game.

The Old Republic must be the new king on the expensive-production-department. L.A. Noire must also be up there.

Yeah, but those two aren't categorically held up as examples of bad games. Not to everyone's taste maybe but they still did well critically.

Too Human and APB flopped both commercially and critically.

Yes, what Vintor said :)

GT5 son

GT5 Son? Haha, you are talking to the wrong guy! I've almost platinum-ed GT5, it's one of the greatest racing games I have ever played. Also I am a big fan of auto sports and sim and non simulator racing games. There is a whole world out there that enjoyed and still enjoys GT5. Round here I feel like I have to write that.

GT5 fell very far from the commercial and or critically panned bucket.

I was using those two games as examples of critically and commercially failed games. SWTOR and the other big budgets do not fall into that category that Brad discusses about in his review.

Furthermore anyone got any idea on the budget yet? No idea if even knows.

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Stinkins

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Edited By Stinkins

Brad is right. I love Resident Evil. One of my favorite series of all time. But that is what is keeping me playing this. There's no reason to play if you are not a hardcore fan. This game is just missing that RE mojo and polish man.

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honkyjesus

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It isn't like you need to play the game to calll payola keep your job on reviewers. The effing demo explained it all.

Loved RE4, great RE5, shitty action game RE6.

No problem with it being an action game, yet another shitty Japanese action game forget even a rental.

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Lothars

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Edited By Lothars

@algertman: lol no it isn't Diablo 3 is a great game that certain people love to hate it.

RE6 I think will be a decisive game if anything, you will either love it or hate it and not really anyone in between.

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Gscept

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Edited By Gscept

The biggest upset Since Resident Evil Racoon city, Maybe if they implemented Racoon City with this then maybe a 4 star. But not even the Anthology Makes up for their failure. I Feel bad for Capcom I hope they don't upset us with Lost Plane 3 as well.

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aaronchance

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Edited By aaronchance

Well... at least we got a well-written review of it.

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honkyjesus

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@Gunharp: Like most people who don't use Twitter as an easy commercial feed and for nobody to see their comments... @KimKardashianFamousAndOtherThings.

Seriously?

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honkyjesus

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Edited By honkyjesus

It is too late in this generation to put up with bad games, if you feel empathy for a title like this just save up for a Wii U. You will be getting titles like this for the next ten years.

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mosdl

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Edited By mosdl

@Brad said:

@mortal_sb said:

this is probably a pretty well written review, but man, i checked in word: 2700 words and almost 4 pages. that's just too long. three times the length in comparison to the joystiq review. a review shouldn't be a short story.

i know GB loves to do long and elaborate reviews, but i would prefer if they would review 2-3 games more and write reviews that are only (at max) half als long as these.

If you think the writing is the lengthiest part of the review process, you're badly mistaken.

How long did you debate the final star rating (I assume it was a 1 vs 2 star debate)?

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LiquidPrince

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Edited By LiquidPrince

I picked this game up today, just to see how it truly is, and it's pretty awesome. I have died twice in the two hours that I have played, but it's never been cheap. It's been my own fault. I'm about to start chapter 3 of Leon. I'm not trying to be a contrarian, but unless the game just gets way way harder in the forseeable future, I think that Brad is wrong on this one. Or another way to say it is, I disagree with Brad.

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honkyjesus

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Edited By honkyjesus

Should I post order two or six?

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mr_woo

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Edited By mr_woo

I genuinely don't understand Brads complaints about the controls in this. I've finished all main 3 campaigns now (with a friend of mine) and I thought the controls were sublime and absolutely much better to control than RE4 and RE5, had no issues with them at all. The game was a lot of fun to play because of them. I was ducking around with no issues, sliding into cover, counter meleeing enemies, quick shotting zombies, shooting whilst lying down to stop myself getting damaged during recovery, rolling and jumping backwards to avoid jumping enemies and get some shots in. I never felt out of control and never felt myself being overwhelmed by enemies as I had so much control over what I could do. Unfortunately the camera can be very dodgy at times which can be annoying.

After playing all 3 campaigns it's a wonderfully amibitious fun mess. There are problems, it's a flawed game no doubt, but I certainly found it by no means to be 'terrible' or 'awful' It does make me chuckle that Capcom used 600 people on this though, apparently they shaved nearly 2 months off production as well and I think it shows in the polish department.

Looking forward to the bonus content and mercenaries now, the combat especially shines in that mode I've found.

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honkyjesus

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Edited By honkyjesus

@Napalm: Ditto.

How long should this go on?

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hollitz

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Edited By hollitz

I think the time has finally come for me to skip a Resident Evil main series game. Maybe I'll just download Code Veronica HD. Still my favorite entry in the series.

Most disappointing game of the year sounds like it will be a contentious category this year. One the one hand, RE6 sounds like junk in every respect, aside from visuals. But I don't think it came as THAT much of a surprise. Mass Effect 3 as a third act was such a gut punch though. ME3 worked fine as a game, however. Looking forward to December!

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Edited By mrsmiley

Very well-written review, Brad. I know that it's not easy to talk down about such a huge game, as you risk massive backlash from fans, but I felt that you explained yourself very well. As shiny as this game looks, I would have felt the same way, as little annoying quirks really grate on me, especially with such a long game.

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Edited By magnum45

And the irony is that the Western culture in several ways almost demands that the Japanese developers cater to the western-people and thereby destroying their unique style.. I feel sad for em :(

But still, they can and do still make some of the best IP's in the world(Looking at you Metal Gear and the Souls games)

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fishinwithguns

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Edited By fishinwithguns

Good lord, Brad, you've nailed it. I just played about 1.5 chapters of this game (Leon's campaign) because, get this, my friend rented it, didn't know what to think about it, but hypothesized that it may just actually be more fun to watch someone else play this game than actually play it yourself. I believe that was a smart thing to assume. The cut scenes are nice, the graphics are gorgeous, the voice acting is well done, and if I were as nostalgic about this series as my friend is, I'd probably enjoy just WATCHING someone play through it, treating it as a cinematic experience.

But about mid-way through that graveyard shit, I was ready to bow out and my friend had FALLEN ASLEEP. Keep in mind, the friend in question is actually a cop, and loves RE2 because you play as Leon, a cop on his first day...I dunno, most people love that game, and in fact he likes 1 through 4, but Leon as a character always seemed to resonate with him. And he was counting all the RE2 references that were being made until he just got bored and nodded off. I don't blame him.

And the camera is just out of control...I've never been given motion sickness by a game that wasn't a terrible flight simulator. And what's this? There's actually a fourth campaign too? Brad, you suffer for your work, I can't imagine playing through even one of these campaigns with its fundamental flaws and nearly vomit-inducing camera. I mean, I get a little money for reviewing movies now and then, but I have to say, at least a bad movie is usually no more than a 2 hour experience.

I played the demo for this a lot, and I think it had to do with the fact that I was trying to pinpoint something satisfying about the gameplay. I tried to like it more. I canceled my pre-order at GameStop while the employee was questioning my choice to do so, and trying to sell me on all the "cool stuff" in the game, it drove me mad, it took a great deal of restraint to not say "Cut the shit, man...we both know this is a very bad game."

When people started bitching about RE6 after the demo came out, I thought that was actually a good sign, because they all seemed to be the same complaints they had about RE5 upon its release, and that's a game I actually loved, and played through maybe three times. I wasn't too fond of the previous entries in the series, and for some reason I'm one of the few who enjoyed RE5, which was widely considered to be the shittiest one, up until now.

This was me playing RE6: "What the fuck is even going on? What is SUPPOSED to be going on?" And this applied to some of the cut scenes as well as the action happening within the game. The rest of the time I spent wondering what bodies were going to get up as soon as I passed them, and which ones were just props, and constantly trying to figure out if I should try and kill a group of enemies or just run past them as most of the time they just seemed to respawn endlessly or at least never fucking die. Also I got hit by a train...and a truck...and one time the AI Helena kicked a zombie in the face which redirected its acid vomit or whatever right back in MY face, leaving me wounded and helpless on the train tracks, once again getting killed by something off screen.

It's too bad, I really wanted to like it, trust me. But thankfully I don't like it and won't be spending that $60 this month. Sure, there are much worse games, but one just tends to expect more from a Resident Evil game, especially one as wildly ambitious as this one that seemed to show a lot of promise earlier this year. I don't mind Japanese developers trying to "Westernize" their games by including cover mechanics, more action, shooting, etc., but come on...just aim to please your already huge and devout fan base instead of trying to branch out into unfamiliar territory to try and please everyone. RE6 is a jack of many trades but a master of none.

Whew...I feel better now.

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baconbutty

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Edited By baconbutty

This annoys me - "But *I* got this game and [describes the polar opposite experience to Brad's and the vast majority of other reviews]"

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AlexanderSheen

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Edited By AlexanderSheen

@MeatSim said:

Brad's nightmare is finally over.

Or is it?! RE6 for TNT!

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Edited By Shaanyboi

@AlexanderSheen said:

@MeatSim said:

Brad's nightmare is finally over.

Or is it?! RE6 for TNT!

Breaking Brad: Every RE6 achievement

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Edited By mortal_sb

@cthomer5000 said:

@mortal_sb said:

this is probably a pretty well written review, but man, i checked in word: 2700 words and almost 4 pages. that's just too long. three times the length in comparison to the joystiq review. a review shouldn't be a short story.

i know GB loves to do long and elaborate reviews, but i would prefer if they would review 2-3 games more and write reviews that are only (at max) half als long as these.

How does this make sense? If you were to make a pie chart of reviewing RE6, how much time do you think is devoted to playing the game vs writing the review?

This is a site that thrives on long-form opinion I have no idea why anyone would want to come here for shorter reviews or opinions of any sort.

@NickL:

the thing what you guys are missing, that too goes to

it's just one of the things i would love to see more on the site.

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SockLobster

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Edited By SockLobster

Game owns, I played it after reading all of this negative backlash and it was fucking fun haha. Same thing happened with Lost Planet 2, I guess Brad just never bothers to learn how to dodge roll in games haha, turns out they balance the difficulty around that ability...so it's kinda important.

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Edited By primebacon

I've never played a Residnet Evil game in my life. I once tried the first one (the one with the Jill, master of unlocking joke) I thought it was slow and boring, I was young.

I gave RE6 demo a try and it was fun, what I liked about it was that it's completely different from the usual crap 3rd person shooters. It's weird, unfair at times but has loot, good action (jumping back while shooting seemed cool) and hassle-free co-op. It's probably flawed later on and the demo was carefully chosen but I had fun and would like to play the full thing at some point.

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JakeLogan

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Edited By JakeLogan

Sad Brad is sad

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SecondHeartbeat

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Edited By SecondHeartbeat

I can appreciate why RE6 is getting such atrocious reviews and in a way I'm dissapointed in it as a RE title, but in all honesty I am still having a lot of fun with it.

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Edited By jamesisaacs

I'm still getting this amazing game!

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GunstarRed

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Edited By GunstarRed

Its been a while since something in one of Brad's reviews for a game I liked hasn't bothered me, but this one is spot on.

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hollitz

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Edited By hollitz

@magnum45 said:

And the irony is that the Western culture in several ways almost demands that the Japanese developers cater to the western-people and thereby destroying their unique style.. I feel sad for em :(

But still, they can and do still make some of the best IP's in the world(Looking at you Metal Gear and the Souls games)

I don't know that we're demanding it. I think it's something more along the lines of Japanese devs not knowing what message to take away from the success of the 360 this generation. Japanese devs have had the market completely cornered in the states since the NES days. And now I think they just don't know what to make of the way things are shaping up. We'll see what happens next gen. If the PS4 and Wiiu take off in America, I think we'll see Japanese games hit their stride again. Could be another gen with Microsoft on top, but if any lesson can be gleaned from the console wars it's that the king don't stay the king for long.

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JerichoBlyth

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Crapcom are seriously going to die.

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Imsorrymsjackson

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@vinsanityv22 said:

I don't understand why RE6 is being targeted for these flaws when they're prevalent in overrated dreck like Dead Space 2 as well. God I hate Dead Space. It too is well produced, but a complete mess. There's absolutely no scares or tension. It's just a clunky action game where the lights flicker on and off a lot. But man - the 5 star reviews and praise couldn't come fast enough for EA's awkward shooter.

I'm not arguing with Brad's review of RE6. I'm sure everything he says is true - Brad backs up everything he says with plenty of examples, and Capcom is sort of a mess these days anyway. They don't know what to do with Mega Man, or Resident Evil, or anything else they're doing at the moment it seems (except for, like, DmC). All I'm saying is that people tend to turn a blind eye to other games that do the same shit. It's frustrating. I can't believe Brad mentioned Infamous and Dead Space in the same breath up there, when one's buttery smooth and responsive and the other... well the other is Dead Space.

Even Conan O'Brien could sense that this was a bit of a mess. In his words, "Zombie genre should be simple; see zombie, kill zombie". This definitely deserved the 35 he gave it ;)

Oh well, at least I can pick up RE: Revelations.

Dead Space 2, a mess? No.

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probablytuna

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Wow that is a pretty darn long review. I had no intention of playing this whatsoever but after the past few days of non-stop talk about it and the polarising opinions of both the critics and fans, I really want to see if it's actually a good or bad game.

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Winternet

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@Gunharp said:

@Hef said:

@Gunharp said:

@Vitor said:

@Winternet said:

@Gunharp said:

said:

"...what must have been one of the most expensive productions in video game history."

Can anyone confirm this? Curious as to what the estimated budget is.

I would think Too Human and APB are still the kings of this category Brad puts RE6 into. Also I am not defending RE6, will probably check it out next year when I have the free time. What a divisive game.

The Old Republic must be the new king on the expensive-production-department. L.A. Noire must also be up there.

Yeah, but those two aren't categorically held up as examples of bad games. Not to everyone's taste maybe but they still did well critically.

Too Human and APB flopped both commercially and critically.

Yes, what Vintor said :)

GT5 son

GT5 Son? Haha, you are talking to the wrong guy! I've almost platinum-ed GT5, it's one of the greatest racing games I have ever played. Also I am a big fan of auto sports and sim and non simulator racing games. There is a whole world out there that enjoyed and still enjoys GT5. Round here I feel like I have to write that.

GT5 fell very far from the commercial and or critically panned bucket.

I was using those two games as examples of critically and commercially failed games. SWTOR and the other big budgets do not fall into that category that Brad discusses about in his review.

Furthermore anyone got any idea on the budget yet? No idea if even knows.

I thought you were just talking about plain and simple development costs. Although, you can make the point of The Old Republic being a flop.

Brutal Legend comes to mind, but I don't know if dev costs were as high as those two games.

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Eyz

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I'm pretty sure I will kinda like it.

Then again, I've also "kinda" enjoyed Escape from Bug Island, so...

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dicnose

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SUSPiciuous that brad ois the only reviewer who hate thisgame.. sounds like he got to greedy and demanded a big payoff & capcom denied him huh?

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Ghostiet

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@dicnose said:

SUSPiciuous that brad ois the only reviewer who hate thisgame.. sounds like he got to greedy and demanded a big payoff & capcom denied him huh?

What?

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dropabombonit

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Thanks for saving me money Brad. I will keep it for AC3 at the end of the month

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Andy_117

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@dicnose said:

SUSPiciuous that brad ois the only reviewer who hate thisgame.. sounds like he got to greedy and demanded a big payoff & capcom denied him huh?

http://www.theverge.com/gaming/2012/10/1/3430374/resident-evil-6-review

http://www.destructoid.com/review-resident-evil-6-235326.phtml

http://au.gamespot.com/resident-evil-6/reviews/resident-evil-6-review-6397185/

I don't know whether to be surprised that the same excuse for this game getting too high of score by its detractors is the same one being used getting too low a score by its benefactors. Wait, no, I'm not surprised. Especially since you spelled suspicious with ERROnious capitalization and spelled "thisgame" as all one word.

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Waffley

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The only people I've talked to that think Resident Evil 6 is a good game are people who can't explain why. Yes, we know the "action" direction isn't new or sudden for the Resident Evil franchise. If you ask me it strolled into the Action genre with RE4 which I still enjoyed for similar reasons I enjoyed RE5.

As is shown in the Quick Look, numerous play-throughs and full reviews of the game, and the Bombcast, Resident Evil 6 trips over all these poorly implemented and needless QTEs and falls face-first into its own puddle of exhausted features. I'm setting aside the bugs because many if not all could be fixed with a title update - something that I think buyers deserve in lieu of the game simply having a later release date and launching as a polished product. I'd like games to be criticized on the potential and/or promise of polish rather than their own to-be-fixed shortcomings.

Sensible people do not dislike Resident Evil 6 because it is a Capcom product. We dislike it because it throws all these contrivances into the already bloated canon. Because the additions of what some might call "Gears of War" quirks do not put the game in a better light. Because Capcom's "cover all bases" technique of creating three (spoilers: four) campaigns with the hope that at least ONE will appeal to every type of gamer just instigates the idea that rather than singular quality a game should focus on alternative appeal which is a direction that neither this series nor the game industry should go right now.

Now back to the "sensible" part of that. The masses of either side are not acting so. You have the people who hate Capcom and give the game a 0/10 score on collectives like Metacritic, but you also have the people who are convinced that everyone is just jumping on the hate bandwagon so they give it a 10/10 "because it's only fair". To these people who think "Well if he hated it, he must not have played the game!" let me ask you something: How are you supposed to know if a game is legitimately bad? Will you simply buy a game without passing judgement just because people praise or hate it? That is the point where you reach ignorance. Say ignorance is bliss all you want because I don't think companies picking $60 out of my wallet every week would be very blissful.

The bottom line here is that this is a poorly made game. I promised I would set aside the numerous bugs that every player experienced. A patch can fix those bugs, but it cannot fix the aspects of Resident Evil 6 that make it a bad game and a bad addition to the series. They can't patch the shoddy attempts at horror in the Leon campaign. They can't patch the legitimately generic feeling of Chris's campaign. And they sure as hell can't patch the relentless QTE-driven mess of a story that is Jake's campaign where many of the issues of other campaigns seem to coincide mercilessly.

Therefore I commend Brad on the brutal honesty and on having the fortitude to play the entire game beforehand as any reviewer should do. I would however give it a 3/5 because there are surely worse games out there that have gotten higher scores, and the fact that Brad didn't quit playing it out of sheer lack of quality says something about the core of RE6 or at the very least something about his dwindling sanity. Seriously though as someone who grew up on the Series Formerly Known as Survival Horror a.k.a. Resident Evil it is very disappointing to see people's lack of sensibility.

If you haven't/won't play it then don't spread your goddamn opinion on it. Whether that opinion be hate-driven or fandom-driven, it doesn't amount to a shit if you haven't played the game first. The tl;dr of this 3am-driven wall of words is cut the shit and accept the article for what it is. A criticism. A critiquing. And I hate that I feel obligated to point this out to some of you, but yes - an opinion.

P.S. - I think all the hype (good and bad) following this game's release is causing profits for Capcom in such a way that people who buy it "just to see how bad it is" could certainly be exploited for that very easily in the near future. Please don't become one of those people.

P.P.S - Operation Raccoon City still sucks.

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peritus

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@Eyz said:

I'm pretty sure I will kinda like it.

Then again, I've also "kinda" enjoyed Escape from Bug Island, so...

So what youre saying is you like everything? :p

On topic: its just one mans opininon guys! ( and im inclined to agree ) But im also just one man ;)

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paulwade1984

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Is it possible that Brad never figured out where to spend his skillpoints? There are skills that make weapons more effective, items drop more often and improve your accuracy as well as multitudinous other benefits. They are kind of fundamental in the gameplay.

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GunstarRed

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@paulwade1984: Doubtful. The skill select screen is unmissable between chapters. I have level 2 gun power and I still need to shoot some zombies 4 times in the head for them to go down. That is ridiculous.

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Scotto

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@dicnose said:

SUSPiciuous that brad ois the only reviewer who hate thisgame.. sounds like he got to greedy and demanded a big payoff & capcom denied him huh?

Poor spelling, completely unresearched comment, then a completely baseless accusation. A masterpiece. And I see you gave the game 5/5. The plot thickens! (Not really)

A quick Wikipedia, Metacritic, or freaking Google search would quickly demonstrate that your first sentence is false. As for your second sentence -- LOL.

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dark1x

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This is certainly a polarizing game, but I feel that there is a lot to like in RE6 if you take the time to learn the rather complex set of mechanics they built for the game. In a sense, the game has a very "old school" design to it in that it doesn't really explain the potential options available to the player at all. Fully exploiting the mechanics requires a bit of trial and error along with a healthy dose of patience. I absolutely hated the demo initially, but I gave it a chance and pieced together all of the different options. A number of complaints raised by Brad can be countered by specific mechanics present in the game. When you piece everything together it flows pretty well. It IS possible to push through the game without ever putting the full potential of the systems to use but it's a whole lot less rewarding and certainly more frustrating.

This isn't a game for everyone (ironically since the wide variety of scenarios suggests they wanted to target all players), but it can be tamed and enjoyed.

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Scotto

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@Brad said:

@mortal_sb said:

this is probably a pretty well written review, but man, i checked in word: 2700 words and almost 4 pages. that's just too long. three times the length in comparison to the joystiq review. a review shouldn't be a short story.

i know GB loves to do long and elaborate reviews, but i would prefer if they would review 2-3 games more and write reviews that are only (at max) half als long as these.

If you think the writing is the lengthiest part of the review process, you're badly mistaken.

Cut the length of your reviews in half, and you could be a veritable tornado of video game judgment, Shoemaker! Haha!

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After playing the game for a couple nights, I can see some of the warranted complaints in this review, but I think I would have given it 3 stars. The production value is high and the game does deliver some interesting moments. That being said, it's still pretty mediocre.

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fri3drich

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I played this game yesterday evening at a friends house and had a blast.

Didnt like parts of the story, QTEs, and that theres only 3 mercenaries maps.

The controls are modern compared to old RE, but dont expect them to be like GOW or Uncharted, some might say they are clunky or unpolished, I dont think so at all, but it takes some effort to master them. And for the love of god, switch to LASERSIGHT! Can't stress that enough...

I'd say, get this game when it drops to 30-40. If you enjoyed RE5 Mercenaries, get it now, you will love this!

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fri3drich

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@dark1x said:

This is certainly a polarizing game, but I feel that there is a lot to like in RE6 if you take the time to learn the rather complex set of mechanics they built for the game. In a sense, the game has a very "old school" design to it in that it doesn't really explain the potential options available to the player at all. Fully exploiting the mechanics requires a bit of trial and error along with a healthy dose of patience. I absolutely hated the demo initially, but I gave it a chance and pieced together all of the different options. A number of complaints raised by Brad can be countered by specific mechanics present in the game. When you piece everything together it flows pretty well. It IS possible to push through the game without ever putting the full potential of the systems to use but it's a whole lot less rewarding and certainly more frustrating.

This isn't a game for everyone (ironically since the wide variety of scenarios suggests they wanted to target all players), but it can be tamed and enjoyed.

I can support that