family_guy
Member
It's not bad. Some campaigns are better than others. Not sure if I'd play it again solo but I might do it local coop as I think the game is most fun that way.
I can't be the only one who realizes that the story of Resident Evil 5 and 6 are just the gradual progression of events that happened in previous Resident Evils right? I mean, the attempts at organizations and super mutant dudes (Wesker, whoever main bad is for the game.) are constantly getting thwarted but a few human beings. Their entire apocalypses getting brought down by a single man or woman or a small team, I mean a single human being killing 100+ biologically engineered monstrosities in a span of two days and it's crazy to think they stepped up their game?
These games even since the first Resident Evil aren't some artistic masterpieces that painted beautiful strokes of horror over a canvas of amazing story and layered with great gameplay. The storylines have always been cheesy, the characters mostly one dimensional, the villains extremely absurd and the horror/gameplay entertaining. There have been so many whys and wtfs throughout the entire history of this game, yet the latest adventures (RE5 & RE6) are held to some new high standard and their bullshit (Strong word, bullshit should be absurdity.) is unacceptable?
Where could these games have progressed naturally? These people are expert mutant mass murdering machines who in their first encounters with these threats prevented catastrophes every time.
And why is RE4 so much better than RE5 - RE6? RE6 was very little on the puzzles but outside of one or two actual difficult puzzle in RE4 they were mostly time sinks. RE5 & RE6's controls are a big step up from RE4 and the environments are pretty varied in all of the games. Guns are upgradeable all the same, monsters get just as ridiculous in each game. Each game has ridiculous story elements, Leon's absurd love/compassion for ada even though they've exchanged strictly superficial encounters in the second game. Why they only sent one agent to deal with the presidents daughter getting kidnapped in the first place? Why would they send him armed with solely a pistol when a foreign potential terrorist group has KIDNAPPED THE PRESIDENT'S DAUGHTER.
There are parts of the recipe that differ in each game but they aren't so different that they can't be appreciated for the Resident Evil games that they are.
I'm ranting too much. RE6 is a perfectly good game and is a lot of fun to play, its controls are a great evolution in the TPS genre, the gunplay is really satisfying and the voice actors are pretty fun to hear in the situations they're put in. I enjoyed the game a lot, and potentially more than any previous resident evil due to co-op.
( Edit: My experiences with RE6 were post-patch on PC, so I can't vouch for launch RE6. I hear it was terrible and buggy. And I gave a little less credit to RE4 when you were in the cage dealing with the BoW trying to run around while it kept dropping. That was pretty great.)
[*]"Hi, I'm Chris. I'm a military muscle man, and now I can fly jets."
So Uncharted 3 is now a bad game?
Resident Evil 6 is basically a good version of Uncharted 3; it still got the focus on awful set-pieces and nonsense story, but Resident Evil 6 actually makes up for it with great TPS mechanics.
Beat Leon's campaign..
Doesn't compare to RE4 or 5.. feels like a lite version.
These campaigns better come together at the end, and give more content, because what we got in Leon's campaign was a joke.
All the characters are simplified parodies of their former selves.
- "Hi, I'm Leon, and I know the president. I've been through countless outbreaks, but I still act like I'm seeing zombies for the first time and ask the zombie president to please stop coming toward me to eat my brains. Also I say "SHIT" a lot."
- "Hi, I'm Chris. I'm a military muscle man, and now I can fly jets."
- "Hi, I'm Ada. I'm a sneaky spy and Leon has a crush on me. I will help sometimes."
- "Hi.. I'm Derek. I'm the only antagonist in Leon's campaign and you fight me a few times. I inexplicably transform into mutations of a dinosaur and a beetle. You've never heard of me and you'll never hear from me again, because I'm even less interesting than the downsyndrome guy from RE5."
The plot feels nonexistent. One moment you're exploding in the White House. The next moment, you're exploding in China. There is one puzzle, and it involves shooting bells with a sniper rifle for 20 seconds.
It's certainly not 3 and 4/10 bad. But it's a shame this is now what is called Resident Evil.
[*]"Hi, I'm Chris. I'm a military muscle man, and now I can fly jets."
Uh, Chris was a pilot. He was the backup pilot for alpha team way back in the original. He piloted a harrier in CV as well. It's not like it's totally weird for him.
I guess it's a matter of preference, and I can fully understand and envy someone who looks at it in that fashion.
Unfortunately, I find if hard to believe that someone can be so ridiculously adept at hand-to-hand and pull ninja moves against things that are largely designed to make mince-meat of anything that gets near them, especially when taking the setting into account. At least Jake has a good excuse. Even MGS had to make people cyborgs to achieve that level of overpowering functionality.
As for the cheesiness and absurdness of the games, that wasn't intentional design and largely was restricted in the delivering of lines (localization) rather than the content of them or everything else surrounding them. I know some people believe that before 4 it was intentional, but it wasn't and our resident GAF expert on RE can attest to it. And apart from Alexia, I'm finding it hard to recall an absurd villain through and through. Maybe faux-Marcus, but then that element was the outlier of the game and existed nothing more than to be a twist.
RE5 and RE6 suffer from trying to be both the classic games and RE4 in terms of narrative, and it just doesn't work [for me]. The absurd elements ruin the sense of it being serious business, while the serious elements ruin the enjoyment of the silliness. I think the team working on RE4 recognized this issue during development and went full speed in one direction with the narrative instead of trying to pander to both. That or felt why the hell not after the conclusion of CVX and Zero
As for why RE5 and RE6 fall short in regards to gameplay, see my previous post, especially why the great controls of RE6 weren't enough to pull that game through. IMO of course. And I truly am jealous of those who really perfected things over in Mercs and found that there was where the enjoyment of the game was located.
And REmake is a masterpiece at horror game design. Don't see how that's even remotely arguable outside of 'Tank controls!'.
I mean to be fair in Chris's case, he has seen some crap and realizes his former Stars commander (I believe Wesker was?) is now a super mutant martial arts ninja master. Chris working out and preparing himself for the fight along with dealing with countless creatures and scenarios he would be put up against in the following years can't be too surprising. I too would try to get to the peak of my physical condition if I knew the things Chris did and had to deal with them. (At the very least in this game we see a somewhat reluctant douchey Chris which is step in fleshing out the character a little more other than stalwart hero who is doing what they must.)
Ada has basically always been this way through every single Resident evil game.
Leon always seems pretty surprised in his game that events could unfold this way.
Also a small theme in the game between Chris and Leon seems to be hope. Leon is hopeful while Chris is jaded and reluctant and he slowly moves to the hopeful side again when dealing with Pierce and his story. (This might be maybe another attempt at character development other than obvious reacting to environmental/monstrous hazards that we've seen before.)
And for Derek, I mean we see this similar event in Resident evil 1. It's other stuff happening, other stuff happening, other stuff happening, Wesker is a double agent, other stuff happening, Tyrant boss. Just because tyrant was your final boss doesn't mean he was the point of the game. More like another obstacle just like Derek was for Leon and Helena.
And did Derek need to be that interesting? I mean Tyrant was nothing other than a monster, Nemesis was a stalking BoW created to eliminate Stars members and these guys seemed fine and are iconic. Derek's trying to thwart your attempts and turns into a monster but isn't good enough to be that monster because he didn't have an elaborate agenda or great personality?
(I don't mean these things as an attack, more just a different opinion on matters to try to flesh out the game.)There seemed to be a plot unfolding throughout the game granted things were exploding everywhere they were blowing up for a reason.
The game is terrible.
To me yes. The jittery spinning top movement, the d-pad aiming and the mob of totally three enemy types alone makes Uncharted 3 a bad third-person-shooter. The climbing sections and the Set-pieces-before-story design is not going to save it either.
The game is terrible.
Terrible RE game.
Pretty good TPS Action/Adventure game.
Leon had the excuse in 4 for BOWs not being suspected or even resembling what he faced in Raccoon City with the T/G-virus. In RE6 that excuse isn't viable, though someone can argue that Leon was just dealing with having someone close to him having turned.
And I was rather harsh about Chris, and his progression is probably the most natural alongside Sherry's. The only unfortunate factor that outside of his PTSD, it's the same old story for him and factors nearly exclusively on what finally caused the PTSD rather than the events from the Spencer Mansion, Rockfort Island, Spencer's Estate, and Africa taken into account (from what I recall).
It would be nice to see some change to Ada. I mean, we don't go and play the sequels to most cinematic style games expecting characters to remain the same without change. All we got was some insight into what we already knew, and little else from what I recall. For the most part she's nothing more than a delivery device for the only bit of mystery left in the series.
The chief difference between Derek and those other end-game beings was that Derek was largely the drive of the game (him and consequences of his actions regarding Ada) and had a far reaching scope into every aspect. And he didn't have to be interesting, but the game unfortuneately made a big deal out of him beyond his means. Tyrant, Birkin, and Nemesis worked because they were simple, driven creations that didn't need some cheeseblock plot to keep them standing. Derek suffers somewhat how Wesker suffered in the end: Being too much and going too left-field when it mattered most to not go there.
I think Resident Evil 6 was trying to be a little more broad in it's appeal, while we were all accustomed to what Leon had gone through and etc they wanted new players to the game to try to relate on Leon's level. I suppose we could have had Leon not acting too surprised over any of the matters but then again like you said, it was just the President that was killed in front of him. It could be the same kind of shock we see when someone loses a close friend/loved one and aren't acting rationally. (This is highly debatable and is just really my opinion on it.)
So should I persist then?
Can I just avoid Jake's campaign? It's pretty fucking terrible so far.
I don't want to spend 30 hours with this game but I want to get some enjoyment out of it
Do NOT get me started on this one! Just the sound of Resident Evil 6, from its spooky font to its monstrous manual, is enough to chill one to the bone. Zombies abound in this action-packed shoot-em-up from legendary game producer Shotawa Kuzikawa. Do not play this alone. Do not play this in the dark. And whatever you do, do not play it with a real gun! This one is so immersive that you may find yourself seeing a (zombie?) shadow, picking up the nearest loaded gun, and firing his head off, only to find that it's your neighbor! It's a mistake we all will make in life. Live and learn.
I don't understand the GAF positivity for RE6. Maybe it's just a VERY vocal minority but man. Man. It's way more than anywhere else I've seen on the internet. Don't get it.
I really went into that game with an open mind, disregarded the initial poor reviews and...I could not play that game. The shooting felt absolutely awful to me, like peashooters with no impact which was weird because RE4 and RE5 have great feeling shooting. Not to mention the pacing was pretty bad, the game was way too long for the game that it was. After 6ish hours I just couldn't play the game anymore.
It's one of the few games I can't just brush off with "oh well, opinions." I can't understand it.
Also ignore the qte complaints because there are less than the previous games ans they can even be disabled now.
like peashooters with no impact
I don't understand the GAF positivity for RE6. Maybe it's just a VERY vocal minority but man. Man. It's way more than anywhere else I've seen on the internet. Don't get it.
I really went into that game with an open mind, disregarded the initial poor reviews and...I could not play that game. The shooting felt absolutely awful to me, like peashooters with no impact which was weird because RE4 and RE5 have great feeling shooting. Not to mention the pacing was pretty bad, the game was way too long for the game that it was. After 6ish hours I just couldn't play the game anymore.
It's one of the few games I can't just brush off with "oh well, opinions." I can't understand it.
Thank you for backing this up. The volume of RE6's QTEs has always been greatly exaggerated. RE4 and 5 did indeed have more of them.
I don't understand the GAF positivity for RE6. Maybe it's just a VERY vocal minority but man.
I'm guessing you formed this impression based on Leon's handgun without skills? The enemy reactions are definitely still there, you just need to do enough damage (depending on the enemy/difficulty).
I feel most people never even learned the controls properly and just akwardly fumbled their way through the game.
That's not intended to be elitist or anything, it's true the game doesn't do a good job at all about teaching you the mechanics, but on the other hand I feel a lot of people don't want to put in any effort either.
I don't understand the GAF positivity for RE6. Maybe it's just a VERY vocal minority but man. Man. It's way more than anywhere else I've seen on the internet. Don't get it.
I really went into that game with an open mind, disregarded the initial poor reviews and...I could not play that game. The shooting felt absolutely awful to me, like peashooters with no impact which was weird because RE4 and RE5 have great feeling shooting. Not to mention the pacing was pretty bad, the game was way too long for the game that it was. After 6ish hours I just couldn't play the game anymore.
It's one of the few games I can't just brush off with "oh well, opinions." I can't understand it.
RE6 is my fave RE since RE4. Once you master the gameplay you can't go back to any other TPS' (except Vanquish) that do not have the same mechanics.
Damn, RE6 is serious business.
I played Max Payne 3 a few months after beating RE6, and it just seemed like a more balanced, more polished execution of what RE6 was going for.
At the center of RE6 are a functional set of character actions in which a ramshackle of game is built around. I say "around" and not "upon" for a reason, as most of the moves serve little practical function besides maybe looking cool. As you can see in numerous mercenary run videos, playing effectively doesn't require more than activating QTE button prompts over and over again in order to maintain your invincibility frames. This will occasionally require pausing once in a while to shoot a face or a limb, should the button prompt not appear.
Funny, I played RE6 a month or so after Max Payne 3 and vastly preferred RE6. I don't think Max Payne 3 was in any way going for what RE6 was going for though. Max Payne 3 was an evolution of the Max Payne 1/2 shootdodge/slo-mo/John Woo formula, whereas RE6 was an evolution of the RE4/5 blend of shooting/melee/crowd control.
I don't think RE6 was an evolution of the RE4-5 style at all.
RE4-5 were focused on tactically and methodically managing a crowd using well placed shots and the occasional melee move, as well as constantly using the level design to your advantage, and managing your (somewhat) limited inventory.
RE6 is more about quick reflexes to counter enemy attacks and use overpowered melee attacks in conjunction with just blasting everything in sight. The result is a much faster paced, twitch based combat, but it sacrifices the slightly more cerebral approach, and renders the level design as simple arenas where you have to get from point A to point B, rather than actually having to navigate the levels as an integral part of your tactics to manage a crowd.