It's exactly the same as RE4 and RE5, but with about 400% more QTEs.
In before 50 (completely wrong) responses freaking out about how RE4 is nothing like RE5 or RE6.
If you liked RE4 you'll like 6. If you
think you like RE4 because you played it as a child/teen and have good (false:
http://en.wikipedia.org/wiki/Misinformation_effect) memories associated with it but you don't really like it anymore despite your desperate need to hold onto times that you incorrectly believe were "better", then you won't like RE6.
This has to be one of the shittiest posts above 140 characters I've seen here lately.
But hey, anyone who disagrees is only freaking out and harboring false memories from their childhood, amirite?
Wait, why am I responding to this bait?
For the topic on hand for people still looking for grounded, non-inflammatory opinions:
Resident Evil 6 is a mixed bag. I ended up playing it all the way through, all campaigns, and played a bit of co-op and Mercenaries mode, so everything is coming from a mostly complete experience.
The controls surprisingly are among some of the best among TPS. Fast, responsive, and versatile. A really good player can be an absolute monster in combat. The issues with this, IMO, outweigh the positives though. First, the game doesn't explain most of these elements to the player, relying on the player to recognize what they may have accidentally pulled off in order to recreate such action.
The other and most damning issue in regards to the controls is that the control actions do not sync well with the rest of the game. Most of the time in the campaign, the player doesn't have the room or FOV to be pulling off the ridiculous acrobatics, and when they do it's hardly to never necessary. Hell, there are quite a few points in the game where it restricts your movement to force the atmosphere on you since flipping around like a ninja-Geralt would break the 'immersion'. The environments, enemies, and even the narrative elements seem so oblivious to the gameplay itself that the overall game feels like it was made by two, entirely different teams. The best analogy (danger zone, I know) I can think up is having the controls of Metal Gear Rising: Revengeance in MGS3: Snake Eater. Sure, it works and can be fun, but it's extremely unnecessary and the rest of the game would antagonize that style.
Mercenaries mode is where the gameplay becomes a highlight. While I didn't care for how Mercs is structured in RE6, the gameplay is paramount and seems made for achieving success in this game mode. If you enjoy Mercs and are able to grasp all the abilities available to the player, RE6 might be worth at least a second look in that area.
The level/XP system is another curiosity that, while it works, is a poor attempt to balance out the movement and capabilities of the player to the rest of the game, as well as give some 'realism' to aspects such as aiming that the rest of the game (including whoever designed the control and action scheme for the player) didn't get the memo for.
Enemies in the game are deliciously animated and designed well. They are also very aggressive, a welcome change from the [possibly intentional] flawed A.I. of Resident Evil 5. The minion enemies work well for the most part, with the bosses being the unfortunate weak point.
Finally, the last criticism that comes into play regarding the game as itself is the story. What begins as promising across all the campaigns devolves quickly into nonsense that makes little sense and, worst of all, takes itself seriously in its execution despite achieving hardly anything of the sort. Not everything is terrible. Some of the Jake and Sherry exchanges, elements of Leon's campaign, and a particular standout moment from Chris' work very well and could possibly be narrative highlights from the overall series. But this does little to offset what is a . Someone who perhaps enjoys the more ludicrous elements of the series that were meant to be serious (Tornado-Wesker, minion Jill, faux-Marcus, Alexia, punching boulders, etc), or doesn't mind a healthy dose of Final Fantasy/JRPG in their Resident Evil will probably enjoy the story, but there isn't much here for anyone else. Anyone who wants a return to a RE that's at least touching the ground or an intentionally over-the-top RE like 4 isn't going to get much from this experience.
In a word, Resident Evil 6 is disjointed. Imagine playing Resident Evil 4 and coming to that transition between the castle and the island stages, where it feels like stepping into a different and lesser variation of the game. Now imagine doing that with nearly everything you do while playing the game. That is Resident Evil 6.