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Resident Evil 6 for PS4 & XB1 |OT| Was it always this awesome?

Agreed. 'Uncharted done right' has been my best description of the game for a long time.

And yet, it goes quite far beyond that, with a very deep, satisfying, precision/skill-based style of play. It's wonderful.
It really is. This is shaping up to be one of my favourite TPS.

I'm now in chapter 4 of Chris' blood, I mean campaign, and it's been a lot of fun too.

The QTEs and lack of polish aren't even close to as big of problems as the internet wanted me to believe.

I'd genuinely rather play Leons campaign again than any of the Uncharteds.
I'm repeating myself, but the T-Rex fight came completely out of left field and will stay with me for a while.
 

Neiteio

Member
Omg co-op No Mercy Mercs is amazing
I've been playing No Mercy solo, and in some cases managing to hit the 300-kill limit. Do they increase the kill count in co-op? I'm sure it's fun either way.

Super-addictive mode. Mercs was already great, but No Mercy is just wild. Still haven't touched three of the four campaigns in this remaster, because I'm too addicted to No Mercy.
 

chinoXL

Member
you guys are selling me on this. think i'll pick up the Xbone version to run with my boy. both versions are good up ports right?
 

Dusk Golem

A 21st Century Rockefeller
I'm looking forward to the next LTTP or Resident Evil thread, since every one of those for a while would eventually turn into how much RE6 sucks and Capcom should reboot the franchise, and then other people arguing that while RE6 isn't the best in the series, it's a lot better than many make it out to be.

Be interesting to see if that dynamic shifts or how it'll go down next time it creeps its head up.

I've come from the stance for a long while it's a big, dumb game, but it's a fun big, dumb game. Not the direction I specifically want the series to go in going forward, but I enjoyed playing a lot with people, and I think Resident Evil 6 is fine for what it is, uneven definitely, but there's a good amount of fun in the game I think.
 
I'm looking forward to the next LTTP or Resident Evil thread, since every one of those for a while would eventually turn into how much RE6 sucks and Capcom should reboot the franchise, and then other people arguing that while RE6 isn't the best in the series, it's a lot better than many make it out to be.

Be interesting to see if that dynamic shifts or how it'll go down next time it creeps its head up.

currently addicted to Agent hunt (Thank God for not allowing Infinite ammo option)
My success rate of Agent being hunt is quite high I'd say is easily a 90% successful.

I love it when players stick around, because they know I have invaded their world, and they try to fight me, little do they know that you get more powerful creatures the more times they kill you.

I should have recorded the one Chris I smacked around with the Giant gorilla, it was like playing god hand allover again.



KUDOS to the addictive Mercenary no Mercy
I honestly think this mode was not possible on the ps3, right? Way to many zombies and explosions, lol.
 
The frame drops even on current gen. Of course it wouldn't have worked on last.
One of the reasons it stayed exclusive to PC. I'm not sure I really like it yet because the pacing of merc is changed with these many enemies on screen. Btw it looks like Michelle-Gun201 plays it.
 

Neiteio

Member
Yeah, RE6 and Uncharted are entirely different experiences that are trying to do entirely different things. Not sure why some are drawing comparisons!
 

-MD-

Member
Uncharted comparison is pretty funny, what do those two games have in common outside of being a third person shooter?
 

Audette

Member
Update to my lack of fun with this game.

Still a ton of small problems that bother me However I discovered something.

Doing co-op with a friend. Apparently I have been playing my side of the game on Professional while she has had hers on Normal. So much aggravation, so many tough situations. Ugh. Anyways it appears that 2nd player joining the first keeps the last Difficulty they played under, they don't just use player 1 difficulty. This I did not know.

Edit: I think the "Uncharted" thing people are talking about may be the large action set pieces and QTE segments. Just my guess.
 

Mr_Zombie

Member
I'm going through my "random chapter" playthrough, this time Leon 2. It's interesting how you start the level on cemetery, then explore the cathedral (and solve some puzzles, including stopping a bunch of statues that shoot you with their bow guns), explore an underground lab and finally somehow you end up in an underground cave with collapsing ceiling. This game really is a roller-coaster.

The boss fight against Deborah is bullshit, though. You are constantly interrupted either by cut-scenes or a sudden change of objective so throughout the whole boss fight you spend just few minutes actually fighting Deborah, and much more doing everything else. In the final sequence, when you're in the speeding cart, you don't even have to shoot her; laying on your back and rolling left and right dodging her infrequent attacks for a couple of minutes is enough, since the moment the "fight" ends is scripted anyway. Plus at least that way you don't have to constantly do the "dodge the barrier" QTEs.
 

leroidys

Member
It reminds me more of a classic Capcom beat 'em up than an Uncharted game personally, especially Dungeons and Dragons. Both have you choose characters with distinct abilities to go through linear sections of mobs, capped with a boss fight. At chapter end, both have you level up/upgrade skills. Both are heavily co-op focused, and both have deceptively simple combat options with a lot of depth hidden underneath.

Really I think if you look at RE6 through the lens of a classic beat 'em up, all the design decisions start to make a lot more sense.
 

Jawmuncher

Member
It reminds me more of a classic Capcom beat 'em up than an Uncharted game personally, especially Dungeons and Dragons. Both have you choose characters with distinct abilities to go through linear sections of mobs, capped with a boss fight. At chapter end, both have you level up/upgrade skills. Both are heavily co-op focused, and both have deceptively simple combat options with a lot of depth hidden underneath.

Really I think if you look at RE6 through the lens of a classic beat 'em up, all the design decisions start to make a lot more sense.

In a way yeah, I can totally see it somewhat.
 
Uncharted comparison is pretty funny, what do those two games have in common outside of being a third person shooter?

Lots of cinematic setpiece driven TPS stuff? There are quite a few sections in here that seem almost like direct calls to Uncharted, like avoiding a hunter tank as Jake, running along collapsing platforms, rolling around to avoid sniper laser lines, etc.

But whereas this game's big cinematic setpiece moments are often crippled by weird camera, limited control, gimmick sections, and tons of QTE's, Uncharted gets them right because the spectacle is simply a platform to make the core gameplay more dynamic and you still retain full control in them and do the same TPS action platforming you've been doing except a lot more crazy.
 
I can't wait to play more tomorrow, I know people hated the unfocused nature of the 4 distinct campaigns, but it's pretty exciting to see what they are going for with the other ones.
 
Any time RE6 attempts a setpiece it completely brings the entire game to a halt. Their insistence on having them every 15 minutes or so truly fuck the game up in ways that I assume would cause some people to permanently put down the game. They are beyond terrible.
If there were an option to turn every setpiece and qte into a normal noninteractive cutscene it would have been a godsend.

Capcom totally did not understand the concept when they tried to replicate it.
 
It reminds me more of a classic Capcom beat 'em up than an Uncharted game personally, especially Dungeons and Dragons. Both have you choose characters with distinct abilities to go through linear sections of mobs, capped with a boss fight. At chapter end, both have you level up/upgrade skills. Both are heavily co-op focused, and both have deceptively simple combat options with a lot of depth hidden underneath.

Really I think if you look at RE6 through the lens of a classic beat 'em up, all the design decisions start to make a lot more sense.

Lots of cinematic setpiece driven TPS stuff? There are quite a few sections in here that seem almost like direct calls to Uncharted, like avoiding a hunter tank as Jake, running along collapsing platforms, rolling around to avoid sniper laser lines, etc.

But whereas this game's big cinematic setpiece moments are often crippled by weird camera, limited control, gimmick sections, and tons of QTE's, Uncharted gets them right because the spectacle is simply a platform to make the core gameplay more dynamic and you still retain full control in them and do the same TPS action platforming you've been doing except a lot more crazy.

I think it's a combination of both of these. It feels like a crazy ass old school arcade game trying to wear modern "cinematic" set-piece pants. The problem is it doesn't capture the manic energy of over the top genre switching action games nearly as well as something like, say, The Wonderful 101, and doesn't capture the smooth, polished, well presented modern set-piece design of Uncharted 2/3 (both of which you can see clear inspiration from).

Despite all the variety and ambition, the game is at its best when it just stops trying to be everything, and focuses on core combat. Any time it tips over into gimmickry or set-pieces (or even calling back to old RE games) it feels slapped together and amateurish. But when it leaves you alone with all these combat controls and throws enemies at you (a lot of Chris's campaign, Mercenaries mode) it's a lot of fun. Like gotdamn imagine if they took all the resources they used making the "set-pieces" and refocused them on a more high quality core combat/movement based campaign. *sweating*
 
I thought this game was supposed to be absolutely awful? Never grabbed it at release due to hearing a LOT of complaints but I grabbed it for next to nothing on Steam a while back and never got round to playing it. Worth a spin?
 

Zero-ELEC

Banned
I thought this game was supposed to be absolutely awful? Never grabbed it at release due to hearing a LOT of complaints but I grabbed it for next to nothing on Steam a while back and never got round to playing it. Worth a spin?

It is; the campaign has some ups and downs but the gameplay itself is really satisfying and fun.
 

KingV

Member
I thought this game was supposed to be absolutely awful? Never grabbed it at release due to hearing a LOT of complaints but I grabbed it for next to nothing on Steam a while back and never got round to playing it. Worth a spin?

IMO the game is sort of ahead of its time.

Playing it now, I struggle to see why the reviews were so bad. It starts off kind of poorly, but it gets better the more you play.

It's ambitious,high budget, eand janky all in one, but the gameplay is actually quite good. Many of the levels are even really good.
 

Jawmuncher

Member
IMO the game is sort of ahead of its time.

Playing it now, I struggle to see why the reviews were so bad. It starts off kind of poorly, but it gets better the more you play.

It's ambitious,high budget, eand janky all in one, but the gameplay is actually quite good. Many of the levels are even really good.

I can understand the mix reception to the game. But reviews that were extraordinarily low were a bit ridiculous. 3/10 to me is broken mess territory.

Though to a point the mix of reception was true. Reviews were absolutely everywhere.
 

Neiteio

Member
Dat feel in No Mercy when:

- You have a 50-kill combo and no other enemies are nearby
- You run to where you think enemies will be but get shot by a sniper
- When you finally find an enemy, and the combo is about to run out, you kill it... and it spends the next five seconds mutating

RAWR

A word of warning about High Seas Fortress: After the first 50-55 enemies, you have to go underground to find more before your combo times out. And after about 150 enemies, you need to head above deck. The gap between waves is tricky.

That being said, I got 1,900,000+ points. So frustrating when I come up just short of 2,000,000.
 

Neff

Member
Uncharted comparison is pretty funny, what do those two games have in common outside of being a third person shooter?

TPS, analogue controls, frequent quips, shit you're standing on falls to pieces resulting in last-ditch grasp at safety, cinematic presentation, lots of shootsposion

Minus the annoying stuff, of course.
 
This last door on Jake 2 is awful and probably the most broken part of the game I can remember from the first release.

Both sticks, bought and equipped breakout skill...just not working. Death 15 at least.

If the door gets open in time, Birkin A.I. is busy practicing the art of futility. It felt like the original release I got lucky on the 4th attempt (same A.I. issue, door actually was easier), but now I just don't see it.

Edit: Obviously not an issue on co-op generally, but I don't feel like restarting the entire mine section for a third run. It just amazes me that after all this time since release and then with these ports that they couldn't adjust anything specific to moments like these to alleviate these problems.
 
Back in the day I had fun with this game and playing it now, I have the same opinion but man, the amount of bad design choices.... some stuff is mind blowing, how a professional developer can come up with garbage like the Simmons fights or Leon chapter 3?.
 

leroidys

Member
Back in the day I had fun with this game and playing it now, I have the same opinion but man, the amount of bad design choices.... some stuff is mind blowing, how a professional developer can come up with garbage like the Simmons fights or Leon chapter 3?.
Yeah, back when the rating was leaked I was really hopeful that they were giving it the DmC treatment. Oh well. Maybe next gen.
 

generic_username

I switched to an alt account to ditch my embarrassing tag so I could be an embarrassing Naughty Dog fanboy in peace. Ask me anything!
It is a terrible game with terrible level design and an insult to Resident Evil's heritage. I do not buy a new RE game for Merc mode but for a well thought out and masterfully designed campaign. RE6 did not come close to the great RE's. I do not have much hope for this franchise anymore unfortunately.
 

Seyavesh

Member
Back in the day I had fun with this game and playing it now, I have the same opinion but man, the amount of bad design choices.... some stuff is mind blowing, how a professional developer can come up with garbage like the Simmons fights or Leon chapter 3?.

i have no doubt whatsoever that the campaign basically went through development hell with no quality control at all, especially in the name of efficiency/dev time. that 'throw everything at the wall and pray to god it sticks' feel is so, so prevalent between all the campaigns as the main thing. it's like you can feel those concepts attempting to be fulfilled by a bunch of different teams rushing to finish the game on time, leading to scenarios where you can get a broad idea of what they want to achieve but lacking that strong polishing of design and detail that create good campaigns in any game.

that the game seemingly got pushed up several months randomly probably didn't help the polishing phase, either

edit:
as for less negative content, here's something silly that happened:
melee from cover! i have no idea how i did this but man it's hiiilarious
https://a.pomf.cat/erojpl.webm
 
I'll be honest, I love this franchise and replayed every game, especially 4 & 5 which I feel are great games to redo over and over again. 6 just doesn't have that factor for me because the campaigns weren't wholly enjoyable. I feel the same about Rev 2. The story in my opinion was great... Going back to it though..

Resident Evil 7 needs to be focused, as much as I loved co-op in RE5, I don't want to deal with it in 7.
 

Neiteio

Member
RE6 is seriously a Mercs game first and foremost. Some of the best score attack and TPS action around.

The campaigns are like a DLC afterthought. Don't feel compelled to play them beyond the model viewer and cutscene unlocks.
 

Mr_Zombie

Member
some stuff is mind blowing, how a professional developer can come up with garbage like the Simmons fights or Leon chapter 3?.

Wait, what's wrong with Leon chapter 3? It's a pure filler chapter, because story wise completely nothing happens there, but from a gameplay perspective it's a good chapter. It consists of pure combat scenarios mixed with some death traps, level pulling and escaping from collapsing corridors. The only downside of the chapter is the "fight" against Bzak: button mashing here, QTE there and it all ends with a slow-mo "shoot the barrel" moment.

i have no doubt whatsoever that the campaign basically went through development hell with no quality control at all, especially in the name of efficiency/dev time. that 'throw everything at the wall and pray to god it sticks' feel is so, so prevalent between all the campaigns as the main thing. it's like you can feel those concepts attempting to be fulfilled by a bunch of different teams rushing to finish the game on time, leading to scenarios where you can get a broad idea of what they want to achieve but lacking that strong polishing of design and detail that create good campaigns in any game.

that the game seemingly got pushed up several months randomly probably didn't help the polishing phase, either

True. It's obvious that Capcom just put anything that was developed, without looking at the overall quality. This game needed some serious trimming.
 
I must be taking crazy pills if people are saying that RE6 is uncharted done right. Look I am all for defending certain aspects of this game but the hyperbole is getting a bit too crazy.
 

RSB

Banned
RE6's gameplay is much better than any of the Uncharted games, but the spectacle set-pieces are better in Uncharted (that's what that franchise is famous for, after all) RE6's action set-pieces are mediocre at best, and many of them are downright awful. The game would be better without most of them.

If RE7 kept the awesome gameplay from RE6, but took inspiration from RE4 for the pacing and level design it could be the best action game ever.
 
If RE7 kept the awesome gameplay from RE6, but took inspiration from RE4 for the pacing and level design it could be the best action game ever.

I agree. The mobility in 6 just feels great. As I said I'm already bored, when I think about playing 5 and even 4 again.
 
RE6 is seriously a Mercs game first and foremost. Some of the best score attack and TPS action around.

The campaigns are like a DLC afterthought. Don't feel compelled to play them beyond the model viewer and cutscene unlocks.

But what if you want to fight a giant invisible snake through several floors of an abandoned building
 
Some of the setpieces in RE6 are fantastic what drugs are y'all on

Are they though? Are they really? They're usually fine when they don't involve vehicles, QTE's, awkward camera changes, and do involve core combat gameplay. So the snake is good, but most are not.
 
There are 20 chapters(plus that wonderful prologue) in RE6 and all of them have at least one or two parts where all you can really ask is "what the fuck were they thinking?" They're either entire sections that are annoying or straight up bad.
I'm all for defending the game and thinking that overall it's good, but I would never blindly recommend it to everyone.

And honestly, drop the Uncharted comparison for a second and instead think more of what RE has done before. RE6 is not anywhere close to any part of RE4. It is so far from it's campaign. Think of what RE4 did and what this one did and tell me they belong anywhere near each other. I'd like to hear it.
RE6 is basically anti-RE4. It goes out of its way to not be anything like it....but it's fucking RE4. That's a stupid decision.
 

Riposte

Member
I don't understand how you can say RE4 and RE6 are nothing alike - I don't understand the frame of reference. They are more similar to each other than RE4 is to most TPS, particularly cover shooters.


Thats the same nonsense people say about the Outbreaks, which were in fact well behind other PS2 online games.

How was it behind? If you say no voice chat...
 
I don't understand how you can say RE4 and RE6 are nothing alike - I don't understand the frame of reference. They are more similar to each other than RE4 is to most TPS, particularly cover shooters.

A tight well paced campaign with restrictive controls that encouraged accuracy more than reflexes. Creative monster designs, engaging boss fights with mostly different mechanics, constant escalations of threat, memorable side characters and enemies, actual creativity and ambition in creating a game that had never been made before. RE4 is a game that constantly tries and mostly succeeds in topping itself. The whole game is like that.

RE4 either created something new or took something from other games and made it better. RE6 did better tps controls and then said "fuck everything else" and just called it a day.
 
"Just kickstart a genre and also make it the best game ever made".

Well yeah, no shit most games are never gonna be that good even if they try to emulate RE4.
 
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