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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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JTB123

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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.

This is the closest thing to a reasonable summary of RE6 I've seen. While I agree to a certain extent and definitely see your point, I seriously doubt that RE6 was intended to be that way.

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CptBedlam

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Edited By CptBedlam

@fri3drich said:

@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

I agree as well. I mean, I can't speak for the actual content of the campaigns since I only played the demo but the criticism regarding the controls baffles me a bit. I didn't have any problems doing the various dive and melee moves and aiming felt pretty good after some adjustment time (it's just different than in RE4/5). The movement in this game is much more dynamic and the action flows way better than in any past RE game. Even if the campaigns are as crappy as everyone says, I'd say the fundamentals of this game are really strong. They just need some more polishing (especially the cover mechanics) and most of the QTE mechanics need to go.

I posted this several times already, but it really highlights how good combat and movement in RE6 are, so here it is again:

http://www.youtube.com/watch?v=fDmU38cOzYU#!

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sanzee

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Edited By sanzee

Brad, I felt like you contextualized your thoughts on the game very well in the review. Your frustration with the game was apparent in video and on podcasts, but I feel like you summed up your thoughts much better in writing. It's unfortunate that RE6 did not deliver. I've never been a fan of the series but I really thought this game looked exciting. The demo, in my opinion, was actually pretty good, if not a little boring at times. Sounds like CAPCOM needs to get their shit together. I think the industry needs to hold GDC in Japan so that western and eastern developers can come together and exchange ideas on how to make modern games.

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FightMeNerd

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Edited By FightMeNerd

I'm totally loving RE6. I don't see how other decisions could have been made for some instances. The forced story based QTE's are pretty spaced out and I don't see how you could make a hectic escape from a monster grabbing you without making a QTE. Also it might just be me but playing with friends is turning out to be amazingly fun. Constantly teasing the quirks and exchanging tactics during a hectic scenario is pretty satisfying. Also awesome to know that when you run into another character from another campaign they are playing through RE6 as those characters. Also I really enjoy the elaborate animations. The trick is to just understand the movements on the enemies and time your attacks. Shot to the head = dazed enemy = elaborate invincible melee finisher. But yeah the animations really make me feel like there is weight to my movements.

Still not angry at Brad. It seems he had bad luck in his playthrough. Sounds like most people did because they didn't have forums or news posts explaining tricks the game doesn't explain. RE6 is in no way a masterpiece but I am having a great time. Probably because i had that kotaku post about " How to enjoy RE6" which probably doesn't help the game's case but it sure helped make my experience TONS more enjoyable.

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jonnyboy

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Edited By jonnyboy

Soooooooo I rented this to see for myself, installing it now, this should be interesting....

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Sagalla

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"I'll grant that this game is awkwardly timed at the end of a console cycle" - Brad, there will be no PS4, or next Xbox. Take a deep breath, the Matrix has you!

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Edited By soupbones

"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."

This statement is amazing - I may not agree 100% with your review, but god damn - that statement is amazing.

I still can't help thinking GB has jumped on the hate train for this game. It's not a great game, but it's certainly not the horrific tragedy it's being made out to be.

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CaLe

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Edited By CaLe

I became interested in seeing how some Japanese netizens would respond to the terrible scores this game has been getting, so I went and found some of their reactions. Here are some of their posts I've translated, specifically with regard to scores from the Western press.

"I knew from the demo it would be bad, but I didn't expect it to be this bad.."

"If you only look at the scores it seems like a mediocre game."

"Capcom just never learn."

"Capcom have gotten really good at destroying their brands lately."

"Didn't they learn anything from RE5??"

"Thanks to the demo I know buying it at full price would be a bad idea. Better to wait until I can get it used for 2000ï¿¥."

"The stop-and-shoot style of RE5 was tense and fun. This game controls badly and just feels like another mediocre 3rd person shooter."

"It's not scary as a horror game and it does a half-assed job as a 3rd person shooter. Graphics are nice though."

"Seems like it's not worth it. I planned on buying it this month but I'll just save my money for next month and get CoD or MoH."

"Wow.. Just as I expected."

"Just like I expected lololol. Japanese franchises are continuing to die... Even worse, they're just self-destructing. First of all, they need to fire the senseless director (on RE6)."

"RE9 will be set in space on a mining ship where a contagion has broken out. (Hinting that Dead Space has replaced RE)"

"Yep. It's a shit game. Capcom are finished."

"FUCK QTE."

"I was done with RE after playing 5."

"Just like I expected. No actually, these scores are higher (than I expected.)"

I was a little surprised. Usually when a game like FF, DQ, or Monster Hunter gets bad foreign reviews the reaction is very defensive. Not so much with this game.

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jpmcosta

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Edited By jpmcosta

I'll be fair: I didn't read the review. But the title made me laugh out loud.

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Edited By simkas

@CptBedlam: How does that highlight anything? There's a fuckload of moments in that video where the player's melee attacks just don't connect and hit the enemy and there's times where the aim just goes dumb and it looks like the shots don't even register.

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VarkhanMB

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@soupbones said:

I still can't help thinking GB has jumped on the hate train for this game. It's not a great game, but it's certainly not the horrific tragedy it's being made out to be.

After having listened to the podcast, these guys are not enjoying the hate. They're not saying "Capcom is finished" or "RE6 is the worst thing to happen to video games"... They're "hating" because it is a deeply flawed game that could've been so much more. I think they are more disappointed and frustrated that this, to them, feels like a squandered effort in the continuation of the RE franchise.

So, yeah... not hate, disappointment.

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Edited By CptBedlam

@simkas: Keep telling that to yourself. The melee attacks only don't connect when the player is too far away from the target. Another zombie even gets hit by the player character's foot during one of these spinning-kill-animations (3:27). The combat and movement are clearly superior to past RE games.

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simkas

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@CptBedlam: I don't need to keep telling myself anything, I'm just saying what I saw in that video and what I saw does not make the game's combat look any better or more interesting.

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biggest_loser

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Edited By biggest_loser

This is a long but very well-written and concise review. He covers everything so clearly. Thanks Brad!! You're going super!!

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CptBedlam

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@simkas: Then you have watched a different video than me. Please point out the "fuckload of moments" where melee attacks don't connect when they should.

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SockLobster

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Wanna see a slow motion cutscene of an apple getting sliced in half by a four eyed serbian dude?

Resident Evil 6â„¢

5/5

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mister1337

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I knew after you guys got bought by GameSpot it would only be a matter of time before you sold out...

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Slixshot

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@mister1337 said:

I knew after you guys got bought by GameSpot it would only be a matter of time before you sold out...

Seriously? Selling out by giving a game a poor score? Maybe the game simply sucks or maybe Brad just didn't enjoy his time with it. Regardless, that doesn't make him a sell out...

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deactivated-5d61ff6f14b61

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@mister1337 said:

I knew after you guys got bought by GameSpot it would only be a matter of time before you sold out...

Selling out would be knowing the game is shit but giving it five stars to appease the publisher. If Brad "sold out" with this review then he just shot himself in the foot.

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deactivated-59ec818a3faf4

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@mister1337: So capcom paid them to give it a bad score? very sneaky but we've seen through this trick!!!!!!

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uberexplodey

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Edited By uberexplodey

@mister1337: HAHAHAHAHA

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Edited By bvilleneuve

Brad shows his shameful ethnocentrism once again. What he calls broken gameplay systems and nonsensical plot progressions are both just cultural artifacts, valued differently in the glorious Land of the Rising Sun. I wouldn't expect a gaijin like him to understand. Hopefully Giant Bomb can eventually rise above its racism...

Seriously though Brad, great review. You do a great job of explaining exactly what the trajectory of the Resident Evil games has been for me. I loved Resident Evil 4, but then when I tried to play RE5, I found I just couldn't make it do what I wanted it to do. I'd imagine if I jumped into RE6 I'd have an experience like RE5 was for me but worse.

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@Korolev said:

Oh ho! You are in for a shit-storm of negative comments Mr. Shoemaker! Be warned!

Why? This game is so garbage I doubt even the diehard RE fans could bring themselves to defend it.

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Edited By Heavenly_King

For me this game is awesome!! Why care about reviews when you can make your own opinion based on the demo and gameplay trailers. Reviews are always going to be biased whether people do it intentionally or not.

The complete game is a lot better than the demos. The graphics are better, the camera is not as close as in the demo, controls and animations are more responsive. You should rent it at least, and if you like it, you should buy it!

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Pseudonymous

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Edited By Pseudonymous

Still like roaming mansions with fixed cameras way more.

I hate the over the shoulder camera, Or any 3rd person shooter for that matter.

This just seems like a very very very dumbed down version of a great game.

I hate when they change a game so much it falls into the "fun for all" or "fun for none" category.

I'm old school, and was playing these games while most of you were just a dirty thought in your father head.

Games of today are kinda like fast-food... good to eat in a pinch, But no real long term benefits just fat really...

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Edited By durden77

Solid review Brad.

I still am really liking the game so far though. Playing it in co-op and having a lot of fun. I can for sure understand why some people might not agree with it, but I just don't understand some of the raw hate it's getting. I think people just really want to see Capcom's head on a stick right now.

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SockLobster

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@TheChaos said:

@Korolev said:

Oh ho! You are in for a shit-storm of negative comments Mr. Shoemaker! Be warned!

Why? This game is so garbage I doubt even the diehard RE fans could bring themselves to defend it.

Because it really isn't, it's average at worst, it's just quite divisive because it has systems that aren't explained well while also being quite a lot more fast paced than previous entries. With patience and a read through of the (stupidly I'll admit) online-only manual, you can appreciate the game's new systems a lot more. Brad is just taking his frustrations out on the game, causing him to nitpick things that have been prevalent in the series for a long time. Yes the underlying action has a less deliberate feel, but it allows for a lot more freedom of movement and as such a very frenetic pace to the combat. It was perhaps the fault of the people that complained about Resident Evil 5's lack of movement-while-aiming that caused this response from Capcom.

You need only look at Brad's review of Lost Planet 2 to see that he just doesn't go for games with bad instructional systems. Or just to see that he always reviews co op games with the shitty ai companions, which I guess is endemic of playing games before release.

TL;DR: The diehard RE fans are busy playing this game while everyone else bashes it.

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FrankieFigs

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Edited By FrankieFigs

Damn.....that sucks.

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jacksukeru

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Edited By jacksukeru

Well, at least that giraffe-man seem to be having a good time.

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hagridore

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Edited By hagridore

Jumped back into the RE6 demo with a full understanding of how it plays (& w/ tweaked settings) and found it poor to tolerable. Never enjoyable & never a horror game.

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crcruz3

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@kerse: I hate QTE. The only more or less justified use of it I saw was in Mass Effect 3.

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Edited By crcruz3

@ManMadeGod 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.

I disagree. As someone who looks at reviews from a purchasing decision standpoint I don't want the writers holding back information be it good or bad. If a review needs to be 4 pages long then so be it.

You are right. Complete info, please. Great review, Brad. I'm going to play the demo and check it for myself as I loved RE4 and RE5...

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Ghostiet

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Edited By Ghostiet

@mister1337 said:

I knew after you guys got bought by GameSpot it would only be a matter of time before you sold out...

Can I borrow you? I'm fixing a roof and every tool would help.

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Nerolus

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Edited By Nerolus

Giraffe blowjob, and that's all I've got to say about that.

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amir90

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Edited By amir90

So Brad has watched Red Letter Medias review of the Star Wars prequels. :D

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the_r0n1n_named_47

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I disagree with Brad that this is a bad game...... but at least this is a WAY better review than Gamespot's and G4's reviews of RE6.

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Jared

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Edited By Jared

Excellent review Brad. Its really too bad that this game turned out to be so bad. Hopefully Capcom has taken note of these bad reviews and can release a gold edition of the game that fixes the game.

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Artik_Skarab

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Edited By Artik_Skarab

The game may have a couple of problems, but that won't mean that it is a bad game for everyone; it just means you weren't personnaly a fan of it. For my part, I will rent the game to see if I am inclined to play it further and will then decide if the game is for me

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Skeetlejuice

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Edited By Skeetlejuice

good review.

all you people personally upset that you can't purchase the game with the 9/10 words ringing in your ears and want take out your rage at brad and others, need to recognize one thing. You are free to Waste your money as you choose.

I for one will go and replay 4 when i'm feeling a need for RE, and i have Dead Space sitting on my shelf to finish at some point. I plan on scaring my girlfriend with them. I will say it's a shame though that Capcom seem to be out of touch, hopefully they will see why this game is a disapointment to many.

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KikReask

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Edited By KikReask

Holy crap. Granted Resident Evil 5 wasn't as good as 4 but that didn't mean it was bad. I think I'll wait for the price to drop on this one and just get Revelations instead.

Hey it could be worse. Instead of a game going over the same unispired crap that used to be good it could be a movie going over the same uninspired crap that has never been good.

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Edited By liquidsol

If Resident Evil 6 was not called Resident Evil 6, and if Final Fantasy XIII was not called Final Fantasy XIII, they would both have slightly higher scores. Because as stand alone products, they are not bad.

I used to use that as an argument, but at this point, I understand the letdown. Even if you take away the sense of entitlement, or nostalgia... as gamers who played in the 00s, the 90s and even the 80s, we deserve sequels that are better than the originals, or at least as good. The same applies to the Star Wars sequels for many people, and that's why Brad made a good analogy using it as an example.

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Purple_eye

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Edited By Purple_eye

Oh well. Guess i'll go through RE4 again and maybe buy RE6 when it's cheap.

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Edited By supertom11

I played about 2 hours co-op last night. It's not nearly as bad as I expected after hearing Brad and Patrick's rants. Maybe my opinion will change 10-15 hours in but my friend and I both had a lot of fun as we did with RE5.

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Elfen

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Edited By Elfen

Brad's points are all valid. If you want to play an exceptional RE game, play RE4. RE6 is a game to play for some gory eye candy that fills the seasonal ambiance. Get excited for Dead Space 3!

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Grognard66

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Edited By Grognard66

I think Brad and too many other reviewers have fallen into the trap of reviewing a game based on their expectations rather than what the game actually is. While it's fair to point out in the review if a game in a series is a serious departure in style/story/gameplay from previous entries, it should not result in a score deduction. Every game should be reviewed on it's own individual merits.

Brad, and others, have many valid complaints and this is hardly a brilliant game, but it is also not a horribly broken game; which a 2 star/40% score indicates. It's a solid third-person shooter, with exceptional value, some truly inspired set pieces and better-than-average production values. It's also a game that relies too much on QTE's and jarring camera-positional changes coming out of those QTE's and a few janky issues. However, Skyrim also demonstrated exceptional value with a plethora of bugs/jankiness and every reviewer was willing to overlook those issues. (I think Skyrim is a far superior game, but the point remains that it was almost unplayable at launch depending on what system you played it on and this was not reflected in scores).

It seems there's a game or two every year where the reviewers (who all tweet/email each other during pre-release gaming sessions for review) create a positive or negative vicious spiral in their small, insular community which skews the scores one way or the other. It's a shame, because some people will be dissuaded from even trying this game who probably would have liked it and developers/publishers will continue to shy away from creating lengthy, ambitious games because of these situations. They can make just as much money off an iPhone game without nearly the same level of scrutiny and grief - just ask Epic Games.

Reviews are opinions, but I fail to see a case in any 40% review of this game which warrants that score and the scores are not consistent with other 40% games within the same websites. This game is not a Duke Nukem debacle - not even close - but according to Giant Bomb they are comparable.

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BBQBram

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Edited By BBQBram

I have a new-found respect for RE5. Oh well, I picked up RE4 HD instead.

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Edited By mrpandaman

@Grognard66 said:

I think Brad and too many other reviewers have fallen into the trap of reviewing a game based on their expectations rather than what the game actually is. While it's fair to point out in the review if a game in a series is a serious departure in style/story/gameplay from previous entries, it should not result in a score deduction. Every game should be reviewed on it's own individual merits.

Brad, and others, have many valid complaints and this is hardly a brilliant game, but it is also not a horribly broken game; which a 2 star/40% score indicates. It's a solid third-person shooter, with exceptional value, some truly inspired set pieces and better-than-average production values. It's also a game that relies too much on QTE's and jarring camera-positional changes coming out of those QTE's and a few janky issues. However, Skyrim also demonstrated exceptional value with a plethora of bugs/jankiness and every reviewer was willing to overlook those issues. (I think Skyrim is a far superior game, but the point remains that it was almost unplayable at launch depending on what system you played it on and this was not reflected in scores).

It seems there's a game or two every year where the reviewers (who all tweet/email each other during pre-release gaming sessions for review) create a positive or negative vicious spiral in their small, insular community which skews the scores one way or the other. It's a shame, because some people will be dissuaded from even trying this game who probably would have liked it and developers/publishers will continue to shy away from creating lengthy, ambitious games because of these situations. They can make just as much money off an iPhone game without nearly the same level of scrutiny and grief - just ask Epic Games.

Reviews are opinions, but I fail to see a case in any 40% review of this game which warrants that score and the scores are not consistent with other 40% games within the same websites. This game is not a Duke Nukem debacle - not even close - but according to Giant Bomb they are comparable.

With a franchise, I don't think you can really do that. Whatever sequel comes next in the franchise will almost always be compared to the last game. A departure of game play/story/style elements doesn't always result in a score reduction, in RE6 it did, because as the review stated there are problems at the core of the game play. However, with the switch up of style/game play/ story in RE4 there was no score reduction, actually it was highly praised.

Also, if you're going to go down the route of not comparing games and reviewing on individual merit, then do the same for reviews. A 2/5 review does equate with another 2/5. You're also looking at different reviewers for games and at the end of the day the actual score of the game doesn't matter nearly as much as the text of the actual review.

Many reviewers were able to overlook the many problems and issues of Skyrim, because at the core, the game play and the mechanics were still very good. Brad and many other reviewers have stated that there are fundamental problems with the game play of RE6. As Patrick stated on the last Bombcast, a game can be carried by solid game play mechanics even if the graphics aren't so great or the story isn't so good, his example was TokyoJungle.

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britxmenyuan

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Edited By britxmenyuan

I think ppl in Japan think otherwise, Famitsu just gave the game a 39, nearly perfect score.