Any Resident Evil 6 fans on The Escapist?

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Chaos Isaac

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It was a super fun co-op game, and while the hitting different styles weakened it as a whole, I think the individual pieces kind of make up for that. Especially in the super fun 4 Player boss stages that intersect live with other co-opers going through other story lines.

And, look. We all know Resident Evil's stories are nothing to write home about. And they all have the, at least to us, terrible japanese melodrama where characters just watch things instead of acting most of the time. But whatever, dems the break. But having a drunk Chris argue with Wannabe Chris then be sassed out by other protagonists was fun.

If anything, it kind of helped solidified the RE world. No longer was it just a few jerk offs in the worst possible scenario all on their own, but often enough they'd run into other characters who would help. And again, many times it could be a player character, and maybe involve a little minigame race to see who screws over the other guy first. Fun times.


While it's not the greatest game, it was good fun, and I kind miss playing it...
 

Ambient_Malice

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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.
 

Story

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Honestly? I really liked the J'avo and how they evolved from their injuries. Never played the game myself though.
 

DeimosMasque

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I like Resident Evil 6 a lot more than I like Resident Evil 5. I remember liking baby Wesker and Leon campaigns a lot but not liking chris's all that much.

my my fiance and I finish the game over the course of two weeks. and unlike Resident evil 5 we didn't have constant fights about it because someone is out of position or not hitting the qte buttons fast enough.
 

Ambient_Malice

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The Rogue Wolf said:
I played RE6 for... let me check... 22 minutes. I closed the game at the point where I realized I'd fought more QTEs than zombies.
Did you actually complete the tutorial chapter designed to teach you QTE and some basic mechanics that plays almost nothing like the actual Leon campaign chapter it is based on?
 

TristanBelmont

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Ambient_Malice said:
I'm curious whether there's anyone on this forum who appreciates the flawed gem that is Resident Evil 6. Aka "Resident Evil: Ada Wong is Totally the Main Character.
I really liked it
 

Dango

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I genuinely thought Resident Evil 6 was mostly a really good game. It had a great mercenaries mode, Leon and Ada's campaign were fun, Chris's campaign was pretty bad, and I never got to play Jake's campaign. I think the only issue people really have with it is that they're too attached to the old Resident Evil. And while they may have been at the time, anyone who argues now that the old RE games are still scary horror games and not horribly convoluted adventure games with the best/worst canon in games history is delusional. Yes, RE6 was big and dumb, but Resident Evil has always been dumb. On top of that RE6 had fairly well written characters, with Helena being a favorite and

Piers cutting his arm off and becoming infected genuinely had a lot of weight to it
 
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The only things I liked about RE 6 were some of the characters.
Leon, Ada, Piers, and Sherry.
I also liked the little cutscene fight between Leon and Chris, and I thought the story was okay. It was passable.

I hated everything else about it.
The gunplay, the enemies, the level design, the inventory screen, Chris, Helena.
I also hated 5.
 

Ambient_Malice

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Dango said:
Piers cutting his arm off and becoming infected genuinely had a lot of weight to it
I guess it's unfortunate that his sacrifice at the end of Chris' campaign was cliched due to other stories using the same basic idea. It was a genuinely touching story arc taken on its own.

The visuals and acting of the scene where Piers meets Chris at the bar were absolutely fantastic. Most of RE6's cutscenes are world class stuff, but some of them really stand out. Especially considering almost none of RE6's cutscenes are prerendered.


The Wooster said:
Best worst game ever.
FATHER HAS SPOKEN.

And there's no such place as Burma, boy.
 

The Rogue Wolf

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Ambient_Malice said:
The Rogue Wolf said:
I played RE6 for... let me check... 22 minutes. I closed the game at the point where I realized I'd fought more QTEs than zombies.
Did you actually complete the tutorial chapter designed to teach you QTE and some basic mechanics that plays almost nothing like the actual Leon campaign chapter it is based on?
Nope. I got turned off of the game that hard, that quickly. If the game's much better than the "tutorial" then the tutorial really should show me that.
 

Ambient_Malice

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The Rogue Wolf said:
Ambient_Malice said:
The Rogue Wolf said:
I played RE6 for... let me check... 22 minutes. I closed the game at the point where I realized I'd fought more QTEs than zombies.
Did you actually complete the tutorial chapter designed to teach you QTE and some basic mechanics that plays almost nothing like the actual Leon campaign chapter it is based on?
Nope. I got turned off of the game that hard, that quickly. If the game's much better than the "tutorial" then the tutorial really should show me that.
It's the same basic tutorial design as Metal Gear Solid V. (The games share some similarities. Some may be coincidental, others seem likely borrowed.) You start off crawling, you get to your feet and limp a bit, and then you get a taste of basic, strictly controlled gameplay like healing yourself and shooting some enemies. This is all bookended with dramatic cutscenes with a lot of unexplained elements that don't make sense until you reach the end of the game.

The tutorial isn't supposed to represent the "actual" gameplay. It's just supposed to feel cool and mysterious and atmospheric and also teach you some stuff.
 

Pandalisk

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I will personally slap the man who thought it was a good idea to allow the zombies to move and attack the player while he is stuck watching a cut-scene of a door opening or a puzzle being completed? Aggravating shit.
 

Johnny Novgorod

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Ambient_Malice said:
This is a good ide (...) This is also a good idea.
Good idea =/= Shit execution.

The CAMERA wobbles around messily whenever you're running... This isn't particularly unusual.
Not an excuse.

Because the partner trading system in RE5 was a pain. Especially when dealing with an AI partner.
Well there you go, what if I'm playing online with a friend (which I did, repeatedly)?

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.
There are many other circles that consider both the camera and the controls of Mario 64 to be atrocious. I don't know if those circles are bigger than those circles, or if your circles are rounder than mine. But there they are.

Besides I don't hate Mario 64, I just hate RE6. Primarily for its story. And I'm glad that you liked it, I'd never wish for anybody to have a bad experience with a game. But I did, for the reasons specified, and no amount of retrospection is going to turn a bad game into a good one for me.
 

JohnnyDelRay

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Since I gushed over it in my last post, I'll weigh in on some of the things I *didn't* like much about it.

- The QTEs are ridiculously too much and too close to each other. There are definitely things which didn't need perfectly timed things and button mashing. I can imagine the motorcycle part in Sherry and Jake's campaign would be a real PITA in co-op mode.
- Jake is a bit of a lousy protagonist, did not like his writing. Made up for by Sherry on the other hand, who is one of the best "new" RE characters.
- Despite the story being so centric around her, I liked Ada's campaign the least.
- ZOMBIES. SHOOTING. GUNS.

Other than that, I thoroughly enjoyed this game and am in fact thinking of when I should replay it. To me it has more of a learning curve due to the limitless methods of dispatching enemies, learning weaknesses, character maneuvers, etc.
 

Ambient_Malice

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JohnnyDelRay said:
- The QTEs are ridiculously too much and too close to each other. There are definitely things which didn't need perfectly timed things and button mashing. I can imagine the motorcycle part in Sherry and Jake's campaign would be a real PITA in co-op mode.
Did you play with or without "Auto Action Button" enabled? I think Capcom retrospectively realised they'd made a mistake with the QTEs, and tried to plug the hole by making a fair few of them impossible to fail if you turned on that option.

JohnnyDelRay said:
- Despite the story being so centric around her, I liked Ada's campaign the least.
Could you explain what put you off her campaign? It's the most puzzle focused and also the only campaign explicitly designed for singleplayer. What does come to mind is Ada's campaign is the most obtuse.

JohnnyDelRay said:
- ZOMBIES. SHOOTING. GUNS.
This is a bit of a lore problem that goes back a long way, but became a lot more blatant when TRICELL were introduced. These groups want weapons they can sell. Shambling, uncontrolled zombies are not a very good product. RE4-RE5-RE6 mark the progression from slightly intelligent zombies to supersoldiers that react to damage by mutating rapidly. In Resident Evil 6, "The Family" were working on creatures that were combat effective and also highly intelligent. Going behind their backs, Simmons created THIS


I mean, who is going to buy normal shitty rambling zombies when you can buy one that can walk and talk and do backflips and singlehandedly orchestrate the annihilation of the human species? This is the problem with Resident Evil as a series that tried to weave a huge overarching narrative around "zombies eating people is kinda scary and exciting".


JohnnyDelRay said:
Other than that, I thoroughly enjoyed this game and am in fact thinking of when I should replay it. To me it has more of a learning curve due to the limitless methods of dispatching enemies, learning weaknesses, character maneuvers, etc.
It occurs to me that RE6 is too difficult for casual players (I mean, seriously. Just look at Ada Wong's campaign and the swarm of flies enemy you face within 20 minutes that can kill you in two attacks.) Yet it's not difficult enough to attract the sort of cult niche that games like Dark Souls enjoy.

Johnny Novgorod said:
Ambient_Malice said:
This is a good ide (...) This is also a good idea.
Good idea =/= Shit execution.
I think the execution of RE6's cover system is superior to most of its peers.

Johnny Novgorod said:
Because the partner trading system in RE5 was a pain. Especially when dealing with an AI partner.
Well there you go, what if I'm playing online with a friend (which I did, repeatedly)?
The problem with item trading in a coop game is greed and a lack of cooperation. There are a number of ways to address this. RE: Revelations 2 solved it rather inventively by preventing Player 2 from being able to use guns. There's no incentive to NOT give player one ammo since you can't use it and it takes up inventory space.

RE6 has a dynamic item drop system that gives the player items it thinks they need. Great idea, but a huge problem for a co-op game. So it takes two different approaches to resolve this:

1:
In splitscreen co-op, you can trade items with the other player by opening the inventory. When you smash a barrel, there will be a green herb. Both players see the same thing. A player picks it up, it disappears. It can then be traded or used. You're literally in the same room so disputes aren't a huge issue.

2:
In online co-op, you can't trade items. Instead, when you smash a barrel, YOU see what the game thinks YOU need, and THEY see what the game thinks THEY need. If you are low on health, you will see green herbs. If they are low on bullets, they will see bullets. When you pick up your green herb, their bullets will still be there in the same spot. This is a revolutionary design overhaul that completely changes the coop dynamic from RE5 and the complications of item trading because it's just like playing a singleplayer game with a more intelligent AI companion.
 

JohnnyDelRay

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Ambient_Malice said:
Did you play with or without "Auto Action Button" enabled? I think Capcom retrospectively realised they'd made a mistake with the QTEs, and tried to plug the hole by making a fair few of them impossible to fail if you turned on that option.
Unfortunately, I played this game very soon after release (die hard RE fan and all that), and for games like this I try to stay away from all the forums and whatnot to get the most out of it. Subsequent playthroughs had them deactivated of course, but on my first run, it was slightly painful to say the least. Still, it wasn't as huge a problem as most people make it out to be. I just thought the QTEs in RE4 were better in adding tension, and not just put there for the sake of it.

Ambient_Malice said:
Could you explain what put you off her campaign? It's the most puzzle focused and also the only campaign explicitly designed for singleplayer. What does come to mind is Ada's campaign is the most obtuse.
Well it wasn't a *bad* campaign, I just enjoyed it the least. What put me off was the frustrating puzzles and silly ending fight (the one with Leon, not her own which is great), and lackluster loadout (don't like her SMG). It does ramp up after the first chapter though.
Ambient_Malice said:
This is a bit of a lore problem that goes back a long way, but became a lot more blatant when TRICELL were introduced. These groups want weapons they can sell. Shambling, uncontrolled zombies are not a very good product. RE4-RE5-RE6 mark the progression from slightly intelligent zombies to supersoldiers that react to damage by mutating rapidly. In Resident Evil 6, "The Family" were working on creatures that were combat effective and also highly intelligent. Going behind their backs, Simmons created THIS


I mean, who is going to buy normal shitty rambling zombies when you can buy one that can walk and talk and do backflips and singlehandedly orchestrate the annihilation of the human species? This is the problem with Resident Evil as a series that tried to weave a huge overarching narrative around "zombies eating people is kinda scary and exciting".
Don't get me wrong, I find the J'avo, Ganados and Plagas infected to be great enemies. Pitchforks, miniguns, mutations all make for interesting and more panic-induced fighting. I just think it's stupid when you have a shuffling zombie cop pull out a magnum and plug you from across the map. Y'know, an actual ZOMBIE, not a supersoldier. Granted, they're most prominent in Leon's campaign only, but it does look silly. Even S.W.A.T. zombies swing machine guns around.

Ambient_Malice said:
It occurs to me that RE6 is too difficult for casual players (I mean, seriously. Just look at Ada Wong's campaign and the swarm of flies enemy you face within 20 minutes that can kill you in two attacks.) Yet it's not difficult enough to attract the sort of cult niche that games like Dark Souls enjoy.
That's what I love about RE games - the learning curve. It's rewarding not in just levelling up and being a total badass that runs over everything. No, it's all you. You play through the campaign, then do Mercenaries for awhile and unlock everyone...then go back into the campaign. Suddenly, the whole damn thing's a cakewalk, and places where you had so much trouble before you can practically do with your index fingers cut off. Not that I'd suggest to try that, of course. But also, like Dark Souls, once you know what you're doing it's very satisfying to play.
 

CaitSeith

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Glad to see that some one enjoyed the game and not just to hide buyers remorse or something. I actually haven't played it (I prefer horror games more oriented to horror than action... except for Bloodborne). But I enjoy the funny commentaries about it.