also- tips for QTE's? is this game really that mechanically bad? i'm weary of even picking it up on the cheap this holiday...
It's more of a "oh, so that's how you do it" kind of thing. It's really not that bad.
also- tips for QTE's? is this game really that mechanically bad? i'm weary of even picking it up on the cheap this holiday...
The AI partner is superior in RE6. They're more or less invincible against normal enemies, they don't take your ammo or herbs, they have unlimited ammo themselves, they can heal you when you're down (love the Field Medic skill), and in my experience they generally hold back and don't rush each encounter. This, coupled with directives via target-painting, makes the AI a really fun presence in RE6.yeesh, the only thing that sounds good about any of these is the paint the target for your ai partner, since i had just assumed they were as bad as RE5s at least i'll be able to give them some context of what i need them to do.
Most QTEs are a non-issue, appearing a handful of times per chapter, and erring mainly in when they're unexpected. But you pick yourself up and try again and prevail. The stick-twirling one can be done with one stick, it just becomes an insta-win when you use two. And the climbing QTE may be intuitive to some, but for those who don't grasp it, that's how you do it the one or two times it appears.also- tips for QTE's? is this game really that mechanically bad? i'm weary of even picking it up on the cheap this holiday...
No you're right. It seems frivolous given that great game design was substituted for a plethora of options and content the ranges from poor to average to rarely magnificent.Nothing about what I just read seems unintuitive to me
Lol, people still use this argument? Bahahaunless you're just bad at games honestly.
Someone post that Penny Arcade(?) demo controls.jpg
"R2 - Damage Vector X" "L2+R2 - Repair Vector X"
None of it is frivolous. The S-rank 150-combo Mercs videos will show this.No you're right. It seems frivolous given that great game design was substituted for a plethora of options and content the ranges from poor to average to rarely magnificent.
And as others will probably point out, establishing an arcane system of simultaneous button presses for simple actions does not add depth to a game.
I hope this helps!
I read 5 paragraphs and decided I would rather skip RE6 completely than learn all that stuff.
Thank you for the kind words. And yes, as I said in the title, it's sad Capcom doesn't even use the Prelude as an opportunity to teach these mechanics. The game really needs a tutorial. But I hope people do check out the game, and with these mechanics in mind, since I firmly believe it's a great game at heart.I know you mean well, but this is just sad beyond believe.
Not your effort, that is commendable, but the fact that the game is so hopelessly bad designed that stuff like this isn't taught through gameplay. We aren't in the 80s anymore. This is basic gamedesign stuff.
Pretty much. These must be the same people that bitched about Twisted Metal. This is why we can't have nice things.Great post! This makes me want to go pick up the game.
All the people calling this as complicated as a fighting game ... wow lol. In depth move lists are something to cry about now? You guys are really everything that's wrong with action gaming.
"Here's some neat moves you can use in this action game, try them out!"
"Too much work, I'll just watch it on youtube."
You don't -need- to use that tip on the occasion such a QTE comes up. It's just a way to practically insta-win it.I made it as far as the rotate yo sticks qte how-to and came to the same conclusion
Can anyone convert this to 360? Would be really helpful. And it's ridiculous this isn't told in a manual/ingame.
I'll add these to the OP.Square = X
Circle = B
X (Action Button) = A
R1 = Right Trigger
R2 = Right Bumper
LOL, like when Leon fell on Helena... or when Sherry and Jake caught each other "under-dressed," lol. (Vague spoilers, no worries.)Is there a button to sex? Need to counter all the will-they wont-they tension?
Completely disagree -- shooting feels great. Enemies shudder and stagger and twirl around, sometimes dissolving into flame mid-fall. The guns jolt with each impact. Dazing for context-sensitive melees is fun and easy. Tripping with a slide or sending an enemy flying with a kick is also great. Love the combat.Its not that its complex, its that the shooting feels like shit.
Its not that its complex, its that the shooting feels like shit.
Its not that its complex, its that the shooting feels like shit.
Yeeeah, let's see how far playing the game like that gets you.So it isn't a cover shooter but I can just sit behind cover and let my invincible partner do all the work? Sounds brilliant.
Good OP! There is actually a PDF manual, and the online manual, but you still covered some stuff that wasn't in it.
Though not an excuse to not print the damn manual out :/
Can't wait to slide into cover with y'all <3
It felt like shit to me until I changed it to classic laser sighting. It made it exactly like RE4 and RE5. If you haven't tried that, I suggest you try it.
The game is still bad, though. Good mechanics, badly designed gameplay sequences.
PS3 = 360
Square = X
Circle = B
X (Action Button) = A
R1 = Right Trigger
R2 = Right Bumper
I would write out the whole thing with these but I don't feel like it lol.
Wait. What. Capcom actually designed a manual for the game, with graphics and a layout obviously meant for print, but didn't include it in the game? The manual is LITERALLY downloadable content? That is the stupidest thing ever.
I'm not even sure how to address this claim. It's a completely different game, and the enemies and general flow of battle is tailored perfectly to these controls. They're nuanced, not complicated, and elegantly give you maximum functionality for minimal input. Again, the most complicated thing you'll do is press the Action Button and a direction while aiming.This is just god awful game design.
"We want to make RE6 a shooter, but need to add some control quirk to hail back to the original game! Yeah!"
Or something. Who the hell knows what they were thinking. What is so hard about "Let's make a RE with Gears of War controls!"?
hahah this reminds me of the "reviewer guides" gaming journalists received after Lair was shipped.
"OUR GAME ISN'T A COMPLETE PIECE OF SHIT, YOU HAVE TO LEARN THE CONTROLS FIRST."
Kojima himself said that the controls were crap, but he was forced to keep them that way to avoid pissing off the jpn fanbase.So you don't like games with any sort of depth to them?
Or something. Who the hell knows what they were thinking. What is so hard about "Let's make a RE with Gears of War controls!"?
Sorry, OP. I know you don't wanna argue, but the fact this thread is necessary (and you say you think it is) is just testament to RE6 being bad.
Sorry, OP. I know you don't wanna argue, but the fact this thread is necessary (and you say you think it is) is just testament to RE6 being bad.
It doesn't mean the game itself is bad; only that it suffers in terms of accessibility due to the absence of a proper tutorial. It deserves flak for this omission, indeed, and Capcom should be held to the fire for it. But the point stands that the fundamental mechanics are intact and sound, and my hope is that as more people pick up the game, they will do so knowing what Capcom (for some unknown reason) won't tell them in-game.Sorry, OP. I know you don't wanna argue, but the fact this thread is necessary (and you say you think it is) is just testament to RE6 being bad.
More good tips! I'll add them to the OP.Also to add another thing, as the OP mentioned you can hit LT + A (L1 + X on PS3) to dodge in place. However if you hit a direction right afterwards you can cancel the dodge into a roll/dive in that direction. Very useful if you need to get out of the way really quick.
You can also do a quick slide from a stationary position by hitting forward + A + LT together (forward + X + L1 on PS3). Normally you can only slide if you're sprinting first, but you can do it this way if you need to slide real quick out of the way.
No offense, but if it isnt spelled out in the manual or the game never makes it explicitly known that these options are available, well, then the game has really messed up.
No offense, but if it isnt spelled out in the manual or the game never makes it explicitly known that these options are available, well, then the game has really messed up. These instructions are at such a level of complexity that it makes the likes of Blaze Blue blush, and it comes from one of the pioneers in the realm of the third person shooter genre, Capcom. Such a shame.
Yep. In fact, I'd say a player's melee-to-shooting ratio should be like 3:1. This is the first RE in ages where you can actually find yourself running low on ammo (especially if you don't equip the Item Drop skill), and so you're best served shooting only to daze and killing with melees whenever possible. It's amazing what you can melee in this game -- you can even melee Strelats (the lizard-like BOWs) from behind and trigger a brief QTE to finish them off.You really learn how to do the melee stuff quickly when you inevitably run out of ammo. Not to mention that Jake's float-over DDT is a sight to behold.