Johnny Novgorod said:
Mainly it's the cover-based shooting.
-You have to hold down the AIM button for the TAKE COVER prompt to show up on the screen.
This is a good idea. You can only take cover while aiming. You can only strafe while aiming. (Normal movement is 3D relative to camera, like RE2 N64 or Mario 64.) These two states prevent cover "sticking" problems that other TPS games are prone to suffering.
Johnny Novgorod said:
-If you release the AIM button you stop TAKING COVER.
This is also a good idea. Being in cover is tied to aiming. The moment you stop aiming, you're free to move normally.
Johnny Novgorod said:
-To actually AIM from BEHIND COVER you have to both hold down AIM and push around the R. ANALOG STICK.
On PC, you just push A or D (left or right) and your character leans around the corner. You press SPACE while in cover to crouch or stand up. The only design flaw is that you can't change ammo types using RMB and E while in cover - it opens the inventory instead.
It's possible that this one of those "console vs PC" sorta things. Like how GTA V has kinda awkward controls on consoles, but beautiful controls on PC, especially when it comes to driving and shooting. I can only speak for the PC version. RE6's cover system solves the problem of the player taking cover when they don't want to.
Johnny Novgorod said:
Also:
-The CAMERA wobbles around messily whenever you're running.
This isn't particularly unusual. MSG V has camera shake when sprinting. If the camera wobble is disconcerting in RE6, try turning up the FOV.
Johnny Novgorod said:
-The HEALING system is too long-winded and could be reduced a step or two.
This is true. Although it is a nifty concept. The pills you make from herbs only heal a single health bar. Healing spray is full healing. Hitting the "1" key on PC 5 times to swallow a bunch of pills is far easier than selecting healing spray from the inventory in the heat of battle.
Johnny Novgorod said:
-You can't TRADE with your partner anymore, so much for inventory management.
Because the partner trading system in RE5 was a pain. Especially when dealing with an AI partner. RE: Revelations 2 returns partner trading, but makes sure only player one is ever able to use guns. This allows player 2 to act as a pack mule for useful crap while they swing a crowbar at zombies and shine a flashlight in their eyes.
Johnny Novgorod said:
You're not winning anybody over by claiming Mario 64 has anything resembling passably good controls.
Mario 64 is regarded in many circles as the zenith of 3D movement and platforming. If you hate like Mario 64, you're automatically going to hate a game like RE6 that uses Mario 64's relative-to-camera movement system.
Johnny Novgorod said:
Every time a character points a gun at a speedily mutating monster and does nothing.
Every time a character points a gun at a speedily mutating monster and tries to barter with it.
This does make a bit of sense when you consider that the C-Virus creates intelligent monsters. The characters have hope that they might be able to reason with these monsters, plus characters simply aren't trigger happy in RE6. Except maybe Ada Wong.
edit: That said, there is a fair but of Ubisoft-esque cutscene incompetence in RE6. But it's a bit better than RE5 where characters aren't incompetent but Wesker can dodge bullets because he's so manly and invincible.
Johnny Novgorod said:
Every time a character doesn't finish off a monster, thinking they're dead.
Fair criticism.
Johnny Novgorod said:
Every time a character got on a vehicle and crashed it 2 minutes later, which after the 50th time got ridiculous.
Look, crashing the vehicle is a convenient way to justify ending the vehicle sequence. And it doesn't always happen. RE6 is a really long game. These things tend to stick out more, especially since the different characters have their own vehicles to crash.
Johnny Novgorod said:
It's a dumb, convoluted story featuring classic soap opera beats such as He Was Two Days Before Retirement
Are you referring to Chris being retired and being called back into active duty? Look, both Chris and Leon are tired. Really, really tired. Leon is sick and tired of fighting an endless war against bioterrorism where he's helpless to save people. (His character arc is a bit clearer if you watch RE: Damnation.) Chris has tried to block it all out after the murder of his squad who he'd fought so hard to protect. There is no bright future for these characters where they get to retire. They'll alway be roaming and fighting. Jake is the opposite because he actively seeks out conflict and violence. (Jake's character is very, very Japanese, let's face it.)
Johnny Novgorod said:
The Villain Is My Real Father
Wesker isn't the villain in RE6, though. The villain is either The Family or Carla Radames. You could make the same criticism of Solid Snake being the son of BIG BOSS.
Johnny Novgorod said:
There Are Actually Two Of Us
This was a fairly well handled version. Certainly better than MGS V's take on the idea.
Johnny Novgorod said:
It Looked Dead But It Wasn't Because The Fall/Bullet/Bomb/Fucking Lava Didn't Kill It.
This one is fair enough. Part of RE6's bloat problem comes from recurring monsters that just won't die. But this has been a Resident Evil story flaw since forever. Heck, it's been a Japanese story flaw since forever. "THIS IS NOT MY TRUE FORM" as they say.
Adam Jensen said:
It tried too hard to be something else instead of being just Resident Evil that we all know and love. I still think that Resident Evil 4 is the best one in the series.
RE4 being the best in the series is an opinion with a lot of merit, but Resident Evil 4 was not the Resident Evil people knew and loved, either. The entire second trilogy of RE games is fundamentally different to the original trilogy simply because they're build around precise aiming and rapid movement which grew less clunky with each game. Look at RE4. Fighting a giant fish on a lake while in a boat? That's not the Resident Evil we all know and love which is focused on slow burning horror and not "over the top action scenes" as is the criticism one sees of RE6. RE4 introduced QTEs to the series. RE4 introduced mine carts with QTEs. RE4 introduced boss battles that were more QTE than gameplay.