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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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MormonWarrior

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Edited By MormonWarrior

This is so disappointing...RE4 is easily in my top ten games of all time and very special to me (I also found it absolutely terrifying the first time through, scarier than any of the previous games - to each their own) and RE5 really got its hooks into me even though I didn't like it nearly as much as 4. I almost considered going for an S rank but it was just too much.

I won't be picking this up. I've been playing the supposedly disappointing Revelations on my 3DS XL and it's not great. If that's better than 6, I'm gonna stay far, far away.

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gunharp

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Edited By gunharp

@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 :)

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MiniPato

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Edited By MiniPato

@Brad said:

Yeah, FF13's biggest problem is pacing. If they had condensed the first 20 hours into about three, I would have loved it.

Did you ever go back to XIII-2? It's actually really good. Made significant gameplay improvements, but a step back in story cause you don't really care at all about the protagonists.

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hockeymask27

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Edited By hockeymask27

The girl is totally going down on the giraffe.

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bigstrat2003

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Edited By bigstrat2003

@neoepoch said:

I'd say the Stars Wars prequels are way better than this game. Take that as you will.

I think the Star Wars prequels are good, and I don't care how many people disagree. Episode 3 was by far the best in the series, and even episode 1 (the worst in the series) was still a fun-ass movie.

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Hef

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Edited By Hef

@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

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jonano

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Edited By jonano

Well it seems like those guys at Capcom should of just copied Dead Space and not Gears . Dead Space's combat is basically an evolution of RE 4's combat that works really well ,it's exciting , it was able to create a good bit of tension and it came out 4 years ago!

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beargirl1

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Edited By beargirl1

i'm sorry, brad.

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stryker1121

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Edited By stryker1121

Too many cooks spoil the broth. RE6 is what happens when you try to appeal to everyone who's played a video game in life. Not shocking that cemetery crawls and by God fighter jet sequences (in a Resi game!!) don't mix very well. What's very disappointing is that RE6 is unable to get those sections right from even a basic gameplay standpoint. Capcom needs to hand the franchise off to another dev for a complete wipe and reboot.

And save your cries that the series is "evolving." The series that started going downhill at RE5 has further "devolved" due to ridiculous industry standards of what sells and how many units need to sell to make a title a success. Christ, not everyone wants a Hollywood hand-holdy action game when there's dozens of similar games available annually.

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Dreamfall31

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Edited By Dreamfall31

At least they got this one out early in the end of the year game rush. Now you'll be able to hopefully enjoy the rest of the good looking games this year!

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Brad

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Edited By Brad

@bybeach said:

@BATMANBATMAN85 said:

I was really expecting a one start here... I think Brad like this game!

I like this logic...and of course w/out any experience of this franchise at all, I keep hearing about RES4 and for what it did, RES 5. I was half expecting one star also.

The only comment I have to make of my own is at least some of the artwork, the little that I saw during the QL and that first picture, where Brad is describing a negative in his review. It looks rather...good! Nice lighting. I'm sure his point is valid, but that is a effective screen-grab.

Yeah, if the frame rate was steadier this would be a fine-looking game. I bet it will look great on PC.

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nimbil

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Edited By nimbil

Wow, I had a completely different experience to Brad with the mechanics. I love them. I actually had to set it to Hard for it to be a challenge. I must admit the QTE are oddly placed.

I'm so over the the regurgitation of 3rd and 1st person shooters and it's good to see Resident Evil 6 freshen it up with the awesome dodging mechanics.

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Lurkero

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Edited By Lurkero

To be fair, I would have rated Resident Evil 5 a 2/5 and I had a lot of fun playing that game in co-op. I am assuming I will have less fun with RE6, but I will most likely still have fun.

@Sooty said:

The worst thing about RE6 is that people will now look back on 5 as if it was actually a good game.

All you need to do is read Brad's RE5 review for that.

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lordofultima

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Edited By lordofultima

@jasius said:

So its Aliens 3 of gaming?

You shut up, Alien 3 was great. It took a lot of the tension of alien, and some action from aliens.

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ninjalegend

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Edited By ninjalegend

Man, that stinks.

Resident Evil - Shinji Mikami eventually = RE6

Ninja Gaiden - Tomonobu Itagaki = Ninja Gaiden 3

I don't think developers should continue a series of an IP right away once one of the main visionaries that helped create it leaves. They should take better care of their IP, making sure they have a lead that truly understands what makes the series special in the first place.

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Edited By Yummylee

Yeah, RE6's story is of little consequence by the end of it, which is what especially left me disappointed. I had hoped that it would finally wrap up the one remaining thread left established by the older fiction that is the Leon and Ada arc. But no, it pretty much leaves it right where it was left in the very beginning! The fact that they didn't just MGS4 this un and bring back everybody in some capacity was such a let down at that... As weird as it is, it's the story that I was really rooting for up to release.

The way so much unexplored history and character development is delegated to out-of-the-way files in ''Special Features'' is also insane! The story is significantly more intriguing once some more of the blanks are filled up; it's not an ideal tale, but it could have been something much more enjoyable if they managed to work in all of stuff they've described within the unlockables file. Jake's history, the relationship between Derek and Ada, The Family, and so on.

The implication that Jake Muller is to potentially be the series' new leading man also troubles me... But who knows if they'll actually carry on with the current canon of the series. It's now more than ever in dire need of a reboot as the varying tones and types of gameplay are all so scattershot and it's obvious they currently don't have a clear goal in mind with what the Hell to do with the series.

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Edited By recroulette

My siblings and I were able to struggle through Operation Raccoon City. It wasn't really fun at any point. But we were able to keep going forward until we finally beat it. 
 
With RE6 we don't have any motivation to keep playing. Which is pretty damn insane, and depressing. I want to finish it eventually, but jeez

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drwhat

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Edited By drwhat

Okay, if this wasn't one star, you have to retire the one star rating.

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Amaru25

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Edited By Amaru25

what brad forgot to mention was that the game is actually good because of reasons.

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TheHumanDove

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Edited By TheHumanDove

Thanks OBAMA

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fram

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Say what you will about the "I Love Mondays" and bombcast RE6 talk - this piece shows why Brad is the man. Seriously, dude is one of the best reviewers out there IMO.

#teambrad #yotb #yearofthebrad

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jerseyscum

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Edited By jerseyscum

Ouch.

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iamjohn

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@DrWhat said:

Okay, if this wasn't one star, you have to retire the one star rating.

Dude, go read, like, any of the one star reviews. It's pretty obvious that they save the single star for games that are actively broken and/or fundamentally abhorrent.

Relatedly, has anyone else seen the Resident Evil 6 TV commercial? It's really strange and melodramatic, almost like they're trying to have their own "Mad World" without spending the money to use anything but the in-game cutscenes and it comes off incredibly muddled. It makes me feel like Capcom really has no idea how to sell the game. Fitting, I suppose.

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Metric_Outlaw

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Edited By Metric_Outlaw

Man I don't know if I've ever been this disappointed with a game before. I loved 4 to death and genuinely enjoyed 5 but hearing how broken this is is really upsetting to me.

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Edited By Yummylee

@iAmJohn: They've been setting that sorta tone across the marketing for a while; the whole ''No Hope Left'' theme in particular has been dragged along since close to the very beginning. And yeah, it doesn't match the majority of RE6's story at all. There are some notably grim moments, one especially during Chris' ending, but otherwise it's action hero quips, explosions everywhere, and a slimy naked woman who likes to feel herself up every so often.

What's also ironic is the endings are all sunshine and rainbows across all of the campaigns... Not exactly in line with No Hope Left.
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napalm

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Edited By napalm

Man, this review is a goddamn monster. Clearly Brad had a ton to say.

@MURDERSMASH said:

@duke1gears0 said:

Whatever, I like RE6

That's fine. It's OK to like bad games.

Unless you're being sarcastic, taking this attitude to somebody simply saying they enjoy this game is a real dick move, and you should probably stop.

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drwhat

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Edited By drwhat

@iAmJohn: oh, is that how you find reviews? Thanks for investing the effort in making that link for me.

Brad was ready to throw his controller through the television and hated his life for 30 hours, if you go by I Love Mondays, the QL, and the Bombcast. If that's not "fundamentally abhorrent" to Brad, does it actually have to punch him in the nuts?

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MURDERSMASH

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Edited By MURDERSMASH

@Napalm said:

Unless you're being sarcastic, taking this attitude to somebody simply saying they enjoy this game is a real dick move, and you should probably stop.

I'm being serious. People can like and enjoy games, even where they're bad. There's nothing insulting, condescending, or sarcastic about that.

Look at Sonic Unleashed. That game has a million problems, yet I put in 30 hours of game time, and had a blast doing so. I can recognize that i'm enjoying a game when it is, in fact, not of high quality. More people need to do the same, and not get their jimmies all rustled when someone says a game they like isn't any good.

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Judge_Dredd

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Edited By Judge_Dredd

@MURDERSMASH: Quality of games and entertainment really is subjective. Somebody can consider RE6 a good game and there's no way to say they're wrong as a fact. Everyone has different taste.

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vinsanityv22

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Edited By vinsanityv22

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.

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pw2566ch

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Edited By pw2566ch

@kerse said:

I hope Japan doesn't keep up this trend. If they want to use things that are in popular western games they need to understand why those things are fun, or not fun. Just because qte's are in some really popular titles over here, doesn't mean we like them. In fact I think almost all of us hate them unless they're used sparingly. I loved Asura's Wrath but I feel like its an exception.

I don't know if I'm in the minority but I want the scary back in "survival horror" games, is it just hard to make a game scary?

Actually, I think Japan should keep doing what they're doing. I mean, not this of course, but most of what they do the entirety of their Asian market love it. That's why their TV shows, commercials, and movies are mostly different than what we have. This is why JRPG's are still around.

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delta_ass

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Edited By delta_ass

@bigstrat2003 said:

@neoepoch said:

I'd say the Stars Wars prequels are way better than this game. Take that as you will.

I think the Star Wars prequels are good, and I don't care how many people disagree. Episode 3 was by far the best in the series, and even episode 1 (the worst in the series) was still a fun-ass movie.

It's so dense, every single image has so many things going on.

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Brad

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Edited By Brad

@Delta_Ass said:

@bigstrat2003 said:

@neoepoch said:

I'd say the Stars Wars prequels are way better than this game. Take that as you will.

I think the Star Wars prequels are good, and I don't care how many people disagree. Episode 3 was by far the best in the series, and even episode 1 (the worst in the series) was still a fun-ass movie.

It's so dense, every single image has so many things going on.

What's wrong with your FACE

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BananaofDoom

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

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delta_ass

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@Brad said:

@Delta_Ass said:

@bigstrat2003 said:

@neoepoch said:

I'd say the Stars Wars prequels are way better than this game. Take that as you will.

I think the Star Wars prequels are good, and I don't care how many people disagree. Episode 3 was by far the best in the series, and even episode 1 (the worst in the series) was still a fun-ass movie.

It's so dense, every single image has so many things going on.

What's wrong with your FACE

You want a pizza roll?

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Brad

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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.

It's one thing if you don't like what Dead Space is going for, but calling it a "complete mess" is completely dishonest. It does what it does extremely well. If it's not to your taste, it's fine, but RE6 is fucked up in very fundamental ways that Dead Space can't even imagine. Let's be realistic here.

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falserelic

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O shit! its that Big Budget Disaster baby Evil Residents sicks....

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MURDERSMASH

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@Judge_Dredd said:

@MURDERSMASH: Quality of games and entertainment really is subjective. Somebody can consider RE6 a good game and there's no way to say they're wrong as a fact. Everyone has different taste.

There's a difference between liking something, and that something being "good", and that's what i'm trying to point out. I totally agree that everyone has different tastes. But when Brad points out basic design and gameplay issues that disrupt the experience in many ways, all signs begin pointing to the game being of poor quality. Some people can overlook those issues and still have a good time, and that's totally cool. But that doesn't mean those issues aren't still there.

That's why I brought up Sonic Unleashed. The Werehog was among the worst design decisions Sonic Team has ever made for the Sonic franchise. It's slow, clunky, and monotonous. Yet I was able to look past that and have a good time, but I can still see the problems there. Sonic Unleashed is BAD. But that's OK with me, because I still have a good time playing it. I wouldn't go recommending it to non-Sonic people, and I feel the same way about RE6 right now. It's bad, and shouldn't be recommended to anyone other than the hardcore fans who are willing to look past all of the design and game-play issues because they just want to be in RE's world.

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One of the most polarizing mainstream game critically in recent memory. From all the videos of the game I have watched, the most rewarding way of playing the game is through co-op. If that is your main concern, one can do worse than picking up this game.

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spankingaddict

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Can't we all get along ?!

Agree to disagree ...

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

I think you mean Diablo III. 5 stars!

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delta_ass

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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.

I don't understand this at all. First of all, Dead Space is not clunky at all compared to Resident Evil 4 and 5. For god's sake, you couldn't even move and shoot in those games. Dead Space actually lets you move and shoot, which is great.

Secondly, while DS1 might feel a little clunky compared to other third person shooters, it at least made sense because you were in a big, heavy, restrictive environmental suit. The game's fiction actually supported the slow, limiting movements. Resident Evil has no such excuse. You're not in a clunky armored suit, you're Leon Kennedy dressed in a leather jacket and jeans. There's no reason why the controls suck in those RE games. It's bullshit.

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napalm

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@MURDERSMASH said:

More people need to do the same, and not get their jimmies all rustled when someone says a game they like isn't any good.

Sorry, but your subjective feelings on a piece of entertainment isn't an overarching objective fact. That's not how opinions work.

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deactivated-63c9a5152a56a

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@lordofultima said:

@jasius said:

So its Aliens 3 of gaming?

You shut up, Alien 3 was great. It took a lot of the tension of alien, and some action from aliens.

The problem with Alien 3 is that it's a pretty good movie. It's just a shit sequel to Aliens.

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Daveyo520

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:((((((((((((((((((((((((((((((((((((((((((((((((((

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@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.