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LTTP: Resident Evil 6 (more fun than a houseful of C-virus!)

Riposte

Member
I can quite clearly remember such adjectives as "terrifying", "atmospheric", "horrific", "old-school BIO" and so on being blabbered by every producer of the game. Not "high-octane action!"

"Creepy designs" is not a testament to horror. I've seen FPS games with better and creepier designs, but they're still not horror games.

I think the trailer, which is much more of a component of advertising than producer interviews (at least for those without an obsession for the series); the trailer really tells you everything you need to know. Everything you said doesn't exclude high-octane action, the game merely includes both (well as far as "old-school BIO" means anything outside a game like REmake). Highly competent action heroes fight and survive through horror scenarios (e.g., zombie outbreak, being hunted down by a giant snake, locked in a room with an unkillable brain-sucker); whether the outcome is ultimately considered a "horror" game is irrelevant to game succeeding to be fun, if not situational based on what is currently going on. It is up to the player to be scared or not (or be impressed by the monster designs, for that matter). I just don't see the inherit value over being scared over enjoyed well done action scenarios. (I actually think the games that sacrifice interesting interactivity for horror, a la Amnesia or Slenderman, are trash.)

There is also the problem of how people restrict "atmosphere" to either quiet spookiness or rainy depressive settings. But I digress.
 
They're hardly non-threatening. The thing about horror in any medium is that you get desensitised to it. Gameplay mechanics can be adapted to, etc. Just because you don't find them a threat anymore doesn't mean that someone untrained won't have a hard time.

The newer enemies are less threatening precisely because of melee. BIO4's Verdugo alone was more threatening than any enemy in BIO6.

The thing about horror is also that people find different things horrifying, and I suppose this is one instance where we differ. I have never found zombies threatening so there was no need to be desensitised in the first place. I guess in a gameplay context they provide a semblance of threat but no more than, say, what a Goomba in Mario does. The rarer enemies that I have gotten desensitised to certainly still pose a threat and trigger a survival instinct in me, such as Hunters or even Bandernsatchers but never Zombies as I can --more often than not-- casually stroll past them. There wasn't much to be scared of in RE6 I'll give you that, but I still think the zombies in that game were more intimidating than the old school zombies (minus crimson heads, of course).
 

marrec

Banned
I'm in the middle of re-playing RE6 myself, and am enjoying it a lot more this time (in co-op) than the last time I played it at launch (single player). I think they key with both RE5 and RE6 is to just accept that the series isn't really a single-player horror franchise anymore, and to play them as the co-op action shooters they are.

I still hate the skill points system though, it's so boring. They need to bring back the Merchant and weapon upgrades for RE7.

YES PLEASE.

As much as I love the combat in 6, the skill point system is a definite downgrade from RE 5.
 
Soon as I learned how to play it, I found it more enjoyable than RE5. That's not to say it's up to RE4 standards, but the campaigns were at least entertaining.
 

striferser

Huge Nickleback Fan
I'm not saying there shouldn't be monster beat-em-up games. Just that Resident Evil shouldn't be one because it's the precise opposite of what the series is supposed to be about (yes, supposed).

Dead Aim is fucking better as a horror game than BIO6.

EDIT: To clarify, I was a huge supporter of the "one side horror, one side action" approach CAPCOM appeared to be taking. I'd prefer separate games for each rather than one game trying to find a non-existent balance. It just so happened that all three attempts were pretty fucking shitty and they couldn't even move away from the action element in the supposedly "old school horror" attempt.

Ah, off course. That, i kinda agree about it. Since RE5 and 6 is definitely having identity crisis on what it want to be.

Leon scenario, that want to emulate spookiness from RE1-2 fell flat when compared to Dead Space. Heck, i can't even shot some obvious 'this mofo is definitely going to wake up as soon as i finish getting this key' for precaution.

So yeah, i guess capcom should really fix this identity crisis thing
 

News Bot

Banned
I think the trailer, which is much more of a component of advertising than producer interviews (at least for those without an obsession for the series); the trailer really tells you everything you need to know. Everything you said doesn't exclude high-octane action, the game merely includes both (well as far as "old-school BIO" means anything outside a game like REmake). Highly competent action heroes fight and survive through horror scenarios (e.g., zombie outbreak, being hunted down by a giant snake, locked in a room with an unkillable brain-sucker); whether the outcome is ultimately considered a "horror" game is irrelevant to game succeeding to be fun, if not situational based on what is currently going on. It is up to the player to be scared or not (or be impressed by the monster designs, for that matter). I just don't see the inherit value over being scared over enjoyed well done action scenarios. (I actually think the games that sacrifice interesting interactivity for horror, a la Amnesia or Slenderman, are trash.)

There is also the problem of how people restrict "atmosphere" to either quiet spookiness or rainy depressive settings. But I digress.

Never seen a Tarantino trailer, eh?

I think Amnesia et al are trash too. But melee isn't "interesting interactivity." A beat-em-up posing as a horror game is not as good as a full-fledged beat-em-up. The merit of being scared over "well done action scenarios" is that THEY ARE TWO DIFFERENT GENRES. Do you say the same for horror movies too? BIO6's action scenarios aren't even very good.

The series has always had action elements, but they were relatively over-powered by the threat. BIO3 is my favorite of the classic games despite being more versatile, action-packed and player-friendly, because it's designed in a way so that the new freedoms do not overpower the threats.
 

Seyavesh

Member
The thing about horror is also that people find different things horrifying, and I suppose this is one instance where we differ. I have never found zombies threatening so there was no need to be desensitised in the first place. I guess in a gameplay context they provide a semblance of threat but no more than, say, what a Goomba in Mario does. The rarer enemies that I have gotten desensitised to certainly still pose a threat and trigger a survival instinct in me, such as Hunters or even Bandernsatchers but never Zombies as I can --more often than not-- casually stroll past them. There wasn't much to be scared of in RE6 I'll give you that, but I still think the zombies in that game were more intimidating than the old school zombies (minus crimson heads, of course).

The weird gas pustule monster is probably the absolute most horrifying thing I have ever seen in any Resident Evil game.

Holy shit that thing is super creepy. The way it's laughing all the time is a really good touch on their part- especially with the backstory aspect of how it's apparently a failed step in the Ada cloning project. That's super duper creepy!

I think RE's more outlandish stuff actually gives it greater potential for 'horror', especially body-horror because it doesn't have to follow any rules at all whatsoever. I think Outbreak's Leech Man is something of an interesting way to look at it, because that dude is super creepy and a constant threat. Though that also has to do with the tone of the game where you're especially considered 'regular' human beings, rather than action heroes.

I definitely agree that zombies aren't scary from a pure horror standpoint, though my viewpoint is more from the oversaturation of that whole market and the general tropes being explored enough to where no variation is really scary or tense on any level besides like straight gore (which is cheap, and not really a good thing to rely on).

I'm not saying there shouldn't be monster beat-em-up games. Just that Resident Evil shouldn't be one because it's the precise opposite of what the series is supposed to be about (yes, supposed).

Dead Aim is fucking better as a horror game than BIO6.

EDIT: To clarify, I was a huge supporter of the "one side horror, one side action" approach CAPCOM appeared to be taking. I'd prefer separate games for each rather than one game trying to find a non-existent balance. It just so happened that all three attempts were pretty fucking shitty and they couldn't even move away from the action element in the supposedly "old school horror" attempt.

Capcom's strategy (I swear I read this somewhere, maybe I'm wrong) of having their numbered Resident Evil be action games while spinoffs are horror games is a great way to go, but I think Newsbot is kinda spot-on about the melee system. Currently, melee is the absolute star of modern Resident Evil in terms of gameplay and what is iconic about it- but it detracts from the horror aspect strictly because the character/player becomes empowered in a major way. It was absolutely specifically designed that way too, to act as a catharsis to the tension of the somewhat 'clunky' gunplay- which is great in an action game, but not too great in a survival/horror game.

I really wonder if there's a way to create a kind of tension/catharsis balance with melee attacks/finisher attacks that still maintains the survival horror tone while not compromising gameplay. I feel like Revelations was specifically designed with this in mind (alongside the system limitations of the 3DS) so it somewhat works out with the scarcity of ammunition, harder stuns and weaker melee attacks but at the same time I feel as if the gameplay in it is actually massively unsatisfying for the same reason- the gunplay feels weak and enemies feel like 'bullet sponges' that you have to tediously kill to proceed.

I guess there's some aspect to it where you can then use oldschool RE1's design of having a somewhat open space with sections closed off that you backtrack through to open while running past enemies, but I feel that might be really unsatisfying too. I haven't played the RE5 DLC, but I heard Lost in Nightmares kinda explores that idea in modern RE trappings. Does anyone have opinions on how well it worked, and if it'd work better or worse if expanded?
 

News Bot

Banned
I think the Ooze were probably the best alternative to Zombies that the series has given us. Drowned, bloated corpses with lamprey eel mouths.

The J'avo are portrayed as more of a joke than anything else. Jake absolutely wrecks the first one he encounters and they are meant to be the super soldiers. Then later on in the game you have the China mask wearing tuxedo having goof balls. There's nothing horrific about them, even though I very much like their basic concept of a human enemy that gradually deteriorates into something inhuman as they suffer damage--- but in gameplay these mutations are nothing but annoyances.

Chrysalids were also a fantastic concept, but once again, the way it's done is just hammy in some cases. Strelats for example is more of a nuisance than a threat, and there's nothing frightening or imposing about it. The Napad is better.

The series needs the G-Virus back with shit like this:

8595_794484290566676_1972864862_n.jpg
 
I guess there's some aspect to it where you can then use oldschool RE1's design of having a somewhat open space with sections closed off that you backtrack through to open while running past enemies, but I feel that might be really unsatisfying too. I haven't played the RE5 DLC, but I heard Lost in Nightmares kinda explores that idea in modern RE trappings. Does anyone have opinions on how well it worked, and if it'd work better or worse if expanded?
It worked in the sense that it evoked games like REmake in terms of atmosphere and setting, but there wasn't too much to it other than that. The enemies count was too low and the sense of exploration wasn't quite up there. What it succeeds in doing is showing how the style of old school RE can be brought into a more modern context. I guess you can say the Crusie Ship in RE:R takes it a step further in many ways.
 
I recently bought it on the PSN sale.
Already done with Leon and Chris, almost at the end of Jake and still haven't touched Ada.

Honestly, overall, the game is a mess. It mixes concepts of old games, like RE4 with Leon, RE5/Gears with Chris and by the time I'm playing Jake I feel like I'm going through RE3, there's a level clearly inspired by mirror's edge (visually)...Not to mention the whole Uncharted setpieces on all campaigns.
There's parts in the game where sometimes you just die without a chance to even get what's happening, like getting run over by a train or an ambulance.

I feel like they didn't know what they wanted the game to be, but I also felt that throughout RE5. I had fun with that one, since I finished it twice, with 2 different friends, so I ended up playing it 4 times.
I'll probably just finish RE6 solo this time and never touch it again. It's bad, but it's not like barbie game or chemical waste simulator bad. It has some nice moments, the story continues to be as silly as ever and I kinda liked some gameplay improvements, like being able to roll on the ground, move while you're aiming and some other small things.
 

Seyavesh

Member
It worked in the sense that it evoked games like REmake in terms of atmosphere and setting, but there wasn't too much to it other than that. The enemies count was too low and the sense of exploration wasn't quite up there. What it succeeds in doing is showing how the style of old school RE can be brought into a more modern context. I guess you can say the Crusie Ship in RE:R takes it a step further in many ways.

The thing is that to me, the cruise ship in RE:R felt really linear- like something more in the vein of RE3/2 rather than RE1 where you can sort-of explore but there's not much reason to and the best path is to always move forward.

The modern REs definitely seemed to be an expansion on that 2/3 progression (by simplifying it into chapter segments so you are flat out always moving forward) rather than 1's progression, so I was really wondering if that RE1 style was workable. I guess LiN was kinda a failed experiment (or non-experiment, maybe) on the gameplay implementation side in terms of exploring that, which is a shame to hear.

Moving edit to new post: I feel like folks need to clarify what they mean by 'horror'- I feel like Resident Evil has never been 'scary' in any major way, like the Siren, SH, Fatal Frame series are- but rather, 'tense', if that makes sense? There's an 'action horror' aspect to them where you're fighting for your life rather than being chased by supernatural, unbeatable forces. Your character isn't a victim, effectively- they're the hero, fighting 'horrific' things, rather than someone who's powerless and at the mercy of whatever the opposing force is.

There is an aspect of horror but I feel as if goal of the series is to have satisfying gameplay that creates that special kind of tension that's inbetween action movie and horror movie tension (Along the lines of Aliens? Can't think of an example). Less 'this game will make you have nightmares oh no!!' and more 'this was a good game that made me feel tense and dang those things are creepy/scary good thing I shot them with a gun/nuked them/rpged them'. The Evil Within definitely seems to be exploring this aspect too, and it seems a lot of people are dissapointed with that when I think that has always been Shinji Mikami's goal for these modern style 'RE'/RE-toned games.
 
I think the Ooze were probably the best alternative to Zombies that the series has given us. Drowned, bloated corpses with lamprey eel mouths.
My main problem with the Ooze is that they take far too many bullets. It just feels like prolonging the inevitable and isn't tense at all. I think making them a fair bit snappier BUT taking less damage to kill would have worked better. Aesthetically though, they're great alternatives. Though gameplay wise I still think the Ganados bring more to the table.

The thing is that to me, the cruise ship in RE:R felt really linear- like something more in the vein of RE3/2 rather than RE1 where you can sort-of explore but there's not much reason to and the best path is to always move forward.

The modern REs definitely seemed to be an expansion on that 2/3 progression (by simplifying it into chapter segments so you are flat out always moving forward) rather than 1's progression, so I was really wondering if that RE1 style was workable. I guess LiN was kinda a failed experiment (or non-experiment, maybe) on the gameplay implementation side in terms of exploring that, which is a shame to hear.

Moving edit to new post: I feel like folks need to clarify what they mean by 'horror'- I feel like Resident Evil has never been 'scary' in any major way, like the Siren, SH, Fatal Frame series are- but rather, 'tense', if that makes sense? There's an 'action horror' aspect to them where you're fighting for your life rather than being chased by supernatural, unbeatable forces. Your character isn't a victim, effectively- they're the hero, fighting 'horrific' things, rather than someone who's powerless and at the mercy of whatever the opposing force is.

There is an aspect of horror but I feel as if goal of the series is to have satisfying gameplay that creates that special kind of tension that's inbetween action movie and horror movie tension (Along the lines of Aliens? Can't think of an example). Less 'this game will make you have nightmares oh no!!' and more 'this was a good game that made me feel tense and dang those things are creepy/scary good thing I shot them with a gun/nuked them/rpged them'. The Evil Within definitely seems to be exploring this aspect too, and it seems a lot of people are dissapointed with that when I think that has always been Shinji Mikami's goal for these modern style 'RE'/RE-toned games.
I think they've progressively become more linear, perhaps, because it works better for the progressively more action intensive gameplay. Mixing intense action with heavy exploration might be somewhat jarring maybe? RE1 worked the way it did partially because the action was much less leaving room for them to incorporate more elements of exploration. LiN strangely enough feels somewhat hollow because it's lacking in both (but it's a bonus DLC and it's great for what it is).

As for you last two paragraphs I completely agree. I think even from RE2 you can clearly see that was the direction they were going.
 

News Bot

Banned
My main problem with the Ooze is that they take far too many bullets. It just feels like prolonging the inevitable and isn't tense at all. I think making them a fair bit snappier BUT taking less damage to kill would have worked better. Aesthetically though, they're great alternatives. Though gameplay wise I still think the Ganados bring more to the table.

I agree completely.
 

Mechazawa

Member
Yeah because RE games were always about shooting from cover, enemies with machine guns, QTE's and high-octane action, right?

The last two since RE4, the third since RE5, the first one isn't applicable
unless you're playing the game wrong
at all.

So yes, there's a very common, very obvious thread that lead to RE6.
 
This game. This game.

The only campaign I didn't finish was Ada's. There were a lot of times where I remember thinking that I really liked the game. During Leon's campaign, which I played first, it seemed early on that it would be a game I really enjoyed. Not as good as 4, obviously, but a step in the right direction. Then Leon's campaign went off the rails.
Then the rope.

Chris' campaign was one of the worst experiences I had with gaming that year. It still resonates with me for being god awful. Jake's campaign might have been okay, but playing it after finishing Chris' and still having that sour taste in my mouth left no room for appreciation of even the little things.

That being said, I would probably preorder 7 if they announced it. Much like Silent Hill, this is a franchise that's been an important fixture in my gaming since I got my first Playstation.
 

Zakalwe

Banned
Resi 5 is ok. It's not awful simply because it has so much Wesker, and the cutscenes are ridiculously fun. The gameplay itself is a bit tighter than 4, but the game feels hollow in comparison.

4 just felt full of atmosphere, and everything about it was masterful in design. It felt deeper, the world felt more realised. 5 felt like a series of set peices in comparison.

6 is a bloated mess. It has some fun aspects, but each campaign has so much filler content. Entire sections feel like grind, and the level designs themselves don't fit the gameplay which often needs much more room.

The upgrade system seems fun at first, but most of the upgrades are passive and don't really add anything that's actually fun to the gameplay, unimaginative would be the word.

There are some great moments (like the part in Leon's campaign where you defend a gunshop from waves of undead), but most of the design feels incredibly unispired or tacked on.

4 is a masterpiece
5 is hollow
6 is bloated

they need to take a step back or a jump forward, right now they're stuck between the claustrophobia that made every game pre-4 so great, and expanding upon the action elements that 4 introduced. they can't seem to make up their mind what they want their game to be, and the transitional period is awkward.
 

AEREC

Member
Decent game with fun gameplay elements but still can't compare to RE 1-4. I don't know why capcom insists on having convoluted multiple character playable stories with forced coop. It hasn't had any benefit for the series.
 
Yeah because RE games were always about shooting from cover, enemies with machine guns, QTE's and high-octane action, right?

No, it was always about standing out in the open in front of a few enemies being unable to move even though you're supposed to be a highly efficient tactical squad person. As for high octane action

You've got lickers chasing you
You've got hunters chasing you
You've got to shoot this huge alligator off the train because it takes everyone down
You've got the tyrant chasing you
You've got Nemesis chasing you at random events
You've got an inventory that consists of a grenade launcher, shotgun, pistol and rocket launcher
You have to fight Nemesis within a small contained environment
You've got the entire opening cutscene of RE2
You've got a bomb strapped to you that you need to get rid of
You've got to escape the facility before it explodes
You've got to escape the entire city before it explodes
Rocket Launcher this end boss in: 0, 1, 2, 3, 4 and 5

As for QTES, the old RE series didn't give you a button prompt but you still had to mash to get zombies off you. It's pretty much the same thing, just without the prompt.

Enemies with machine guns. And?
If you pay attention to the story, the virus that was used in the Raccoon City incident wasn't exactly what Umbrella wanted. They turned people into mindless creatures who attacked humans. After the fall of Umbrella and Raccoon City exploding they created a new virus that could be used to control the host and act with better decision making.
RE4 was the first version of the virus(Los Plagas) where the enemies would communicate with each other. (Now being able to swarm, use weapons and even run)(Spain testing)
RE5 was an upgrade which let them have deadlier plagas attacks(head Majini now using larger more lethal versions of their previous versions (Africa testing)
RE6 allowing them to remain in some form of a human shape while still being able to use weapons. So if you have a group of people being able to use guns instead of machetes AND fly, then you've fulfilled in creating a decent killing machine...which is why they can use machine guns(China testing). It's smarter version of the virus that Umbrella can control and give commands to. Not wander around nomming on your butt.

I don't see the point of the RE series progressing and explaining itself in gameplay and story if people then want it to go back because they ignore why situation is in the state it's in.
 

dcx4610

Member
RE6 was great. Yeah, I said it.

I didn't care for splitting up the campaigns but I praise Capcom for trying something different.

I really enjoyed the Leon and Jake campaigns. Chris' was a little too dudebro but still very Resident Evil.

Honestly, the game just felt like a perfected 4 and 5. Great graphics, good controls (for RE) and lots of epic moments.

I don't see how anyone could possibly like 4 and 5 and dislike 6 with such great passion as evident by this thread. Go back and play 4. It's nostalgia talking. It's just as silly if not more than 6 and doesn't play nearly as well.
 

KDC720

Member
I'm glad to hear you enjoyed it OP.

Having played and enjoyed almost every RE game myself, I feel like 6 got unfairly butchered by reviewers. Yes the game is flawed, the level design isn't great, and two of the four campaigns are mediocre at best, but the combat mechanics are really fantastic and the game is loads of fun once you master them. It's just unfortunate that the game doesn't do a good job of teaching you these mechanics, you kind of have to figure them out for yourself. It's truly a "love it" or "hate it" type of game.
 

SargerusBR

I love Pokken!
If you pay attention to the story, the virus that was used in the Raccoon City incident wasn't exactly what Umbrella wanted. They turned people into mindless creatures who attacked humans. After the fall of Umbrella and Raccoon City exploding they created a new virus that could be used to control the host and act with better decision making.
RE4 was the first version of the virus(Los Plagas) where the enemies would communicate with each other. (Now being able to swarm, use weapons and even run)(Spain testing)

You obviously don't know or understood RE4 story at all.
 

Zakalwe

Banned
I don't see the point of the RE series progressing and explaining itself in gameplay and story if people then want it to go back because they ignore why situation is in the state it's in.

The thing is, the progression is too slow now.

The jump to 4 was impressive not only because it was new but because the changes were big but largely simplistic. It was more of an action game, but very much rooted in the original claustrophobic horror of the previosu games.

Now, they're adding too much action while keeping those roots firmly in place, and the two simply aren't compatible (not like this, anyway). The game's action just doesn't feel at home in the environement, it makes for an awkward experience at times.

They need to either reign back the action elements or move further away from their roots. the transition is taking too long and the games are suffering.
 

KDC720

Member
The thing is, the progression is too slow now.

The jump to 4 was impressive not only because it was new but because the changes were big but largely simplistic. It was more of an action game, but very much rooted in the original claustrophobic horror of the previosu games..

I agree, RE4 was so perfect because it was indeed a genuinely scary game. The atmosphere was oppressive and foreboding at all times.
 

News Bot

Banned
No, it was always about standing out in the open in front of a few enemies being unable to move even though you're supposed to be a highly efficient tactical squad person. As for high octane action

You've got lickers chasing you
You've got hunters chasing you
You've got to shoot this huge alligator off the train because it takes everyone down
You've got the tyrant chasing you
You've got Nemesis chasing you at random events
You've got an inventory that consists of a grenade launcher, shotgun, pistol and rocket launcher
You have to fight Nemesis within a small contained environment
You've got the entire opening cutscene of RE2
You've got a bomb strapped to you that you need to get rid of
You've got to escape the facility before it explodes
You've got to escape the entire city before it explodes
Rocket Launcher this end boss in: 0, 1, 2, 3, 4 and 5

As for QTES, the old RE series didn't give you a button prompt but you still had to mash to get zombies off you. It's pretty much the same thing, just without the prompt.

Enemies with machine guns. And?
If you pay attention to the story, the virus that was used in the Raccoon City incident wasn't exactly what Umbrella wanted. They turned people into mindless creatures who attacked humans. After the fall of Umbrella and Raccoon City exploding they created a new virus that could be used to control the host and act with better decision making.
RE4 was the first version of the virus(Los Plagas) where the enemies would communicate with each other. (Now being able to swarm, use weapons and even run)(Spain testing)
RE5 was an upgrade which let them have deadlier plagas attacks(head Majini now using larger more lethal versions of their previous versions (Africa testing)
RE6 allowing them to remain in some form of a human shape while still being able to use weapons. So if you have a group of people being able to use guns instead of machetes AND fly, then you've fulfilled in creating a decent killing machine...which is why they can use machine guns(China testing). It's smarter version of the virus that Umbrella can control and give commands to. Not wander around nomming on your butt.

I don't see the point of the RE series progressing and explaining itself in gameplay and story if people then want it to go back because they ignore why situation is in the state it's in.

Err... since when did "being chased by horrifying creatures" become a purely action trope? When was there a bomb strapped to anyone? How does the one-time use of a rocket launcher, against a boss that cannot be killed, make it an action game? None of those examples translate to "action." They are the very definition of "Survival Horror"; having the means to defend yourself against threats that overpower you.

Lack of mobility, while frustrating for some, was there for a reason. It enhanced the horror, which was the game's entire purpose for existing at all. The fact that you were playing as Special Forces operatives was not a reason for them to be super-duper awesome, they were Special Forces in order to show that the creatures you're facing will fuck up even the most experienced human. Not the other way around. Look at the S.T.A.R.S. Bravo Team in the first game. Almost every single member gets utterly butchered.

If you pay attention to the story, the t-Virus was exactly what Umbrella wanted. How do you think they were even still around by that point? It was incredibly profitable and they managed to create the ultimate life-form (Tyrant) with it, which was again very profitable.

The Plaga is not a virus, it's a parasite. Nothing to do with Umbrella, so there's no "logical progression" there from a story standpoint. It's a pure gameplay mechanic, and a good one at that. Ganados are good.

BIO5 takes whatever horror BIO4 had and throws it out the window in favor of LOOK HOW HOLLYWOOD WE ARE. It's a perfect example of "bigger = better" mentality and its failures.

BIO6's creatures are actually totally inferior to even the most basic t-Virus B.O.W. They are almost all easily defeated. Umbrella (which isn't in BIO6) was also able to already give commands to many of their bioweapons. That was the point. Do you think Nemesis just runs aimlessly? Do you think the Tyrant is the company's best product because it's a great interior decorator with its wall-smashing skills?
 

Seyavesh

Member
BIO6's creatures are actually totally inferior to even the most basic t-Virus B.O.W. They are almost all easily defeated. Umbrella (which isn't in BIO6) was also able to already give commands to many of their bioweapons. That was the point. Do you think Nemesis just runs aimlessly? Do you think the Tyrant is the company's best product because it's a great interior decorator with its wall-smashing skills?

I think story-wise it's more like, "they're more of a success because they can be used to infect any random joe instead of having to go through a million test subjects" or something like that? The J'avo virus is actually a virus and creates plagas-like stuff so I guess it's supposed to be an offshoot of that kinda idea.

In regards to 'easily defeated', I totally blame Chris Redfield for that.
i9fOqN1R6lEkQ.gif
 

News Bot

Banned
I think story-wise it's more like, "they're more of a success because they can be used to infect any random joe instead of having to go through a million test subjects" or something like that? The J'avo virus is actually a virus and creates plagas-like stuff so I guess it's supposed to be an offshoot of that kinda idea.

All viruses in the series produce random mutations, with some having predictable patterns. For example, most people become Zombies, some can become Tyrants. Most people become J'avo, but some can become Ustanak.

The C-virus' only real bonus point is the "Chrysalid" process which is derived from the G-virus. It completely recreates a host's body within a pupa and transforms them into a new creature which then emerges. As a result, you're also capable of some meddling that wasn't possible with the G-virus.

By using the C-virus as a retroviral vector, you can insert certain genes you want displayed in the new organism. Want to turn a human into a shark or snake? Get that DNA into the C-virus and inject them. Boom, you now have a new creature that's really a fucking waste of effort when you could've just injected the t-Virus into a snake and be done with it.
 

IzzyF3

Member
I think, in my mind, I was already expecting a totally different Resident Evil ever since Shinji Mikami left. Playing RE5 single player, I was so frustrated with the AI partner that I just gave Sheva my ammo and a stun rod. So going into RE6, it wouldn't be very hard to win me over from RE5.

RE6 had the best 3rd person shooting mechanics with so many ways to play creatively and the scenarios were really uneven, but taken as an action game, you're not play in a bad section of the game for long anyway. People generally hate the j'avo, but I thought Jake and Sherry campaign was really good.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
RE5 is worse so nope.

Hahaha, but no measure of any metric is Bio5 worse for the series outside of Jun Takuchi ruining Shinji Mikami's retconned death of a character turned into a Mary Sue by Capcom "God."
 

News Bot

Banned
Hahaha, but no measure of any metric is Bio5 worse for the series outside of Jun Takuchi ruining Shinji Mikami's retconned death of a character turned into a Mary Sue by Capcom "God."

Funny, Mikami himself said right after release that Wesker's death wasn't certain in BIO1. There was never a retcon on that.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Funny, Mikami himself said right after release that Wesker's death wasn't certain in BIO1. There was never a retcon on that.

Don't matter to me. Being impaled by a huge freaking monster, and "dying" in an exploding mansion = sure death.

But it's Capcom and a game, so limping out of a 2-5 minute self destruct sequence through god-knows what secret from the game emergency exit like Ada "limped" through Raccoon City (a la Umbrella Chronicles) thanks to Wesker and his Grapple Hook (to explain that for Bio4) wasn't a certain death after falling 5+ stories in an unground lab.

Don't get me wrong, I love Wesker and all his Mary Sue-ness, and I love Ada. But they should be dead.
 

Seyavesh

Member
Don't get me wrong, I love Wesker and all his Mary Sue-ness, and I love Ada. But they should be dead.

Pfft, one is a GOD and the other is a cyborg or perfect implementation of a virus or something (what was the original idea behind that?)


edit: I just wanted to mention because I just remembered it, Wesker becomes president of Earth in the newest (last?) Resident Evil movie.

It is absolutely perfect and unbelievably hilarious.

edit 2:

7Puq8MA.jpg


Look at that. Look at that!
 

joe2187

Banned
Wow there is some downright awful hyperbole for RE5.

RE6 should get all the hate it gets for all of it's many faults (the game mechanics and combat being fucking amazing either way)

RE6 should just be treated as a Mercernaries MP game, and nothing more campaign was pure trash and not worth remembering it's all about that glorious mercenaries multiplayer combat.

I loved everything of RE5, Ive played it solo, co-op many many times with tons of different people and they all come away loving every minute of it. How can you hate RE5 wesker? He was fucking amazing.
 

Jawmuncher

Member
If RE6 had come out this year with a more focused campaign, an actual tutorial, and more polish along with everything they added with the big patch. I feel the reception for RE6 would have been a lot different. Sure we'd still have people complaining it was an action game (RE5 had the same issue). But i'm sure we would have seen less of this RE6 is the worst thing to ever happen to the franchise talk.

To me it seems the regular joe knows what they want from RE and that's an acction game. Seems only the hardcore and fans from the beginning really want a return to Survival Horror.
How much did Revelations sell compared to ORC anyway? I think they were pretty close which alone speaks volumes.
 

News Bot

Banned
Don't matter to me. Being impaled by a huge freaking monster, and "dying" in an exploding mansion = sure death.

But it's Capcom and a game, so limping out of a 2-5 minute self destruct sequence through god-knows what secret from the game emergency exit like Ada "limped" through Raccoon City (a la Umbrella Chronicles) thanks to Wesker and his Grapple Hook (to explain that for Bio4) wasn't a certain death after falling 5+ stories in an unground lab.

Don't get me wrong, I love Wesker and all his Mary Sue-ness, and I love Ada. But they should be dead.

Actually...

1) Wesker being impaled is just one outcome. He survives in another and is knocked unconscious in the power room. Hence Mikami's "he could be alive or dead." The events of BIO1/2/3 were intentionally vague for future writers to do as they wished. In this case, they actually kept the impalement of Wesker but explained it with the in-universe mythology.

2) BIO2 is what introduced the "revive the dead" mechanic with the G-Virus-- normally the t-Virus couldn't do it. At the time, it was meant to be connected to the Progenitor Virus. Research on it allowed Umbrella to create a t-Virus strain that did revive the dead (appears in CODE:Veronica). Wesker himself received a variant strain of the Progenitor Virus (variant strains of that being a t-Virus by definition). The reason his revival was so jarring was because the companion game meant to explain it was scrapped.

So yeah, not a retcon unless you use the term quite liberally as "any past event I didn't see."

Ada was always alive, never intended to be dead. She gives Leon the rocket launcher in "Leon B", and she got her very own 1999 drama album rather hilariously titled The Female Spy Ada Lives where she murdered the shit out of HUNK. Like Wesker, her falling was just one outcome and is not the canon one.

Things appearing rather inexplicable on the surface doesn't equate to a retcon. There are explanations, whether you like them or not.
 

Ashtar

Member
Resident Evil 6 is insult to basic human decency. It is as highly recommended as bathing in a pool full of HIV injected needles.
The movement is terrible, the characters are not very responsive.
The gunplay is weak, why exactly would zombies be bullet sponges? why don't headshots drop zombies? why is punching a zombie a more effective way of disposing of one then shooting one?
Why are the save points so far a way? on one level in the leon campaign (Cemetary) you have to go underground and flip some switches the whole thing take about 20 minutes but it's not that easy because you get seperated and the zombies swarm your partner. if you stop playing and pick it up again they start you back maybe 20 minutes before that.
The story line is complete garbage.
The game fails as an action game because of clumsy controls, fails as a survival game because of bullet sponge enemies and fails as a fun game because it doesn't excel at anything.
 

News Bot

Banned
Resident Evil 6 is insult to basic human decency. It is as highly recommended as bathing in a pool full of HIV injected needles.
The movement is terrible, the characters are not very responsive.
The gunplay is weak, why exactly would zombies be bullet sponges? why don't headshots drop zombies? why is punching a zombie a more effective way of disposing of one then shooting one?
Why are the save points so far a way? on one level in the leon campaign (Cemetary) you have to go underground and flip some switches the whole thing take about 20 minutes but it's not that easy because you get seperated and the zombies swarm your partner. if you stop playing and pick it up again they start you back maybe 20 minutes before that.
The story line is complete garbage.
The game fails as an action game because of clumsy controls, fails as a survival game because of bullet sponge enemies and fails as a fun game because it doesn't excel at anything.

The in-universe explanation for Zombies not being instant-killed by headshots is that (to sum it up) because they're made from a stronger virus. Thus, stronger Zombies.

In the BIO6 prequel manga "Marhawa Desire", one C-Zombie gets its head impaled with a pole, but it keeps going.
 

joe2187

Banned
Resident Evil 6 is insult to basic human decency. It is as highly recommended as bathing in a pool full of HIV injected needles.
The movement is terrible, the characters are not very responsive.
The gunplay is weak, why exactly would zombies be bullet sponges? why don't headshots drop zombies? why is punching a zombie a more effective way of disposing of one then shooting one?

Why are the save points so far a way? on one level in the leon campaign (Cemetary) you have to go underground and flip some switches the whole thing take about 20 minutes but it's not that easy because you get seperated and the zombies swarm your partner. if you stop playing and pick it up again they start you back maybe 20 minutes before that.
The story line is complete garbage.
The game fails as an action game because of clumsy controls, fails as a survival game because of bullet sponge enemies and fails as a fun game because it doesn't excel at anything.

Dude what? The combat and movement is the strongest and best thing about the game.

You have freedom of movement of your entire character, running, dodging, sliding, jumping back and shooting from a prone position. It has the best TPS movement mechanics since Vanquish.

All of the RE games since RE4 have had gun combat that is complimented with melee mechanics, that's how the game is designed. You literally kneecap or stun the zombie/monster and go in for a melee follow up or knife combo. it was the same in RE4, in RE5 and was fully expanded in RE6.

How do people play these games? as a straight shooter? that's just not fun at all.
 
The in-universe explanation for Zombies not being instant-killed by headshots is that (to sum it up) because they're made from a stronger virus. Thus, stronger Zombies.

In the BIO6 prequel manga "Marhawa Desire", one C-Zombie gets its head impaled with a pole, but it keeps going.

Makes a bit of sense since zombies are technically dead already. The better question is why someone should assume that an already dead shambling corpse "wouldn't" be a bulletsponge.
 

News Bot

Banned
Dude what? The combat and movement is the strongest and best thing about the game.

You have freedom of movement of your entire character, running, dodging, sliding, jumping back and shooting from a prone position. It has the best TPS movement mechanics since Vanquish.

All of the RE games since RE4 have had gun combat that is complimented with melee mechanics, that's how the game is designed. You literally kneecap or stun the zombie/monster and go in for a melee follow up or knife combo. it was the same in RE4, in RE5 and was fully expanded in RE6.

How do people play these games? as a straight shooter? that's just not fun at all.

The thing is it was fine in BIO4/BIO5 given the context--- you were facing humans infected with a parasite with little ability to infect others. But putting your hands all over a literal walking pus-leaking, blood-spewing vessel of a deadly contagion isn't exactly the brightest thing ever.

Makes a bit of sense since zombies are technically dead already. The better question is why someone should assume that an already dead shambling corpse "wouldn't" be a bulletsponge.

Yeah, Zombies generally are bullet sponges. Look at Leon's feeble attempts to kill them. Look at the opening of BIO3. An M4A1 and grenades don't even kill them.
 
Lets start with this: I am not RE fan, I have never really came into contact with the series until RE5. I have not willingly avoided this, just for some reason I never played it.

RE5 was enjoyable game, I've played it split screen and thought it had some very strong and tense moments, which emerged from gameplay and from the way your characted moved.

RE6 however offended me. That is not a hyperbole. Everything in that game, scenario design, level design, enemies, story, voice acting, I can't believe this game is like that and Capcom played it 100% with straight face.

This is just a horrible game from a game design point of view. I was actually blown away and played quite bit of that, because I could not believe what was happening on screen and how incredibly bad the whole package was.

I realize there are people who like it and I have no right to ruin it for them or to criticize them directly. I see this as an objective point and the game as being the example of a bad game and I can't see how someone can enjoy it.

This in not an attack towards anyone, please elaborate and explain you liking of the game, maybe I just do not get it.
 

Seyavesh

Member
The thing is it was fine in BIO4/BIO5 given the context--- you were facing humans infected with a parasite with little ability to infect others. But putting your hands all over a literal walking pus-leaking, blood-spewing vessel of a deadly contagion isn't exactly the brightest thing ever.

Haha, I bet Revelations really pissed you off about that then, what with the whole "we've got to find the cure!" *sticks uncovered hands into mouths, goop, whatever of virus*

This in not an attack towards anyone, please elaborate and explain you liking of the game, maybe I just do not get it.

The best way I can express it is that the game system has a smooth flow and physicality to it's headshot->melee pattern that the past 2 RE games have. It's basically a smooth evolution of that gameplay that's never expressed in the campaign, ever. The campaign is full of design abominations (instakill qtes, random death scenery, poorly implemented setpieces, boss fights with blatantly invincible sections/time-based sections leading to poor feedback) but the actual core gameplay is fantastic and only ever truly expressed in Mercenaries.

Once you get control of the system you always feel in control and I absolutely understand basically every single system design they had and they're like basically ridiculously well designed once the player realizes all the options available to them.
 

Jawmuncher

Member
This in not an attack towards anyone, please elaborate and explain you liking of the game, maybe I just do not get it.

I like Resident Evil 6, a lot actually. It's one of the few games I can jump in and play regardless of my current gaming mood. With that said anyone who enjoys Re6 unless they're crazy will admit to the games fault. Which sadly is quite a lot. But for me the overall gameplay and tone of the game for me overcomes those bad parts. I'm pretty easy when it comes to liking a game and cutting some slack to the devs when it comes to faults. As an example Kane and Lynch 1 & 2 immensely.
 
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