This thread is made in light of rumors that we may see a current-gen remaster. If one is planned, it's possible it's just 1080p 60 fps and little more. But it's also possible they may do something similar to The Wind Waker HD, and try to tweak it in ways that improve the experience. Unlikely, perhaps but possible.
As you may recall, RE6 got off to a rough start, with scathing reviews and backlash from the fans. A patch released not long after launch tried to remedy some common complaints, with an option to pull back the camera and automatically complete QTEs. But more work would need to be done to please the most vocal critics.
Me personally, I think the game has brilliant combat and mobility mechanics some of the best in any TPS ever. However, this solid foundation is hard to appreciate outside of Mercenaries. The actual campaigns, while serviceable, were a bit schizophrenic in their focus, and poorly paced with little downtime. They also did little to organically teach the mechanics, so many players went through the entire game without learning essential tech.
My hope with this thread is we can suggest practical improvements they can make. This is an optimistic thread. So please try to offer up some constructive criticism and not simply say, "There's nothing worth salvaging here."
Here are a few ideas for practical improvements:
1) Fix the prologue: This refers to the in medias res sequence with Leon and Helena that occurs before you start any of the three campaigns. It soured many players right out of the gate by restricting movement throughout. If I recall correctly, there was even a part where you could push in any direction but the character would only move forward. (Correct me if I'm wrong on this it's been a while) It might be better to drop this sequence entirely, or maybe streamline it into a non-playable cutscene. This could then lead into...
2) A tutorial one you can skip: The controls in RE6 are layered with functionality, but most of what we know is not taught in-game; rather, we learn it from experimentation, and from tips on loading screens (which I imagine would be borderline nonexistent with fast loading times on PC). If there was a succinct tutorial that taught players how to slide, roll, dive, quick-shoot, parry, etc, I think more players would realize the liberating degree of locomotion you have. At the same time, players should be able to skip the tutorial if they wish.
3) Improve the QTEs: The QTEs in RE6 were very rough. Many of them came out of nowhere without warning, and others were difficult to understand. For example, climbing a rope with Leon required you to alternate between holding one trigger and tapping the other, and vice-versa. It was also hard to understand some of the onscreen prompts. To improve the QTEs, they should be well-telegraphed, with a wide margin of error, and they should be clearly conveyed onscreen. And they should still have the option to auto-complete them but only notify players about this if they keep failing.
4) Don't restrict the player's movement: Leon's campaign gets off to a rough start when you're forced to slow-walk across a college campus. They do this because they want you to soak in the atmosphere. But there are ways to do this without making the player feel restricted. I like how The Last of Us handles this: When Joel is indoors during a non-combat situation, he can still move fast, but at a lower top speed more of a jog than an all-out sprint. This is how I think the player should move during the opening part of the game, and during any part where "slower movement" is deemed necessary.
5) Add more downtime: This would require the most work. Essentially, I would like them to add periods of relative calm between all (or most) large-scale set-pieces. So if you just came out of a fight with a large number of enemies, you now have a stretch of level to traverse where you can take in the environmental detail, the atmosphere, etc; maybe read some files or flavor text you find; uncover ammo and herbs; and simply enjoy moving around. There are areas like this in the game, of course, but I'd like to see them occur with more regularity. This might require adding new areas to each level, however, so I'm not counting on it.
6) Add more space: This would also require a bit of work. I think the game would benefit if there was a bit more space in each area to better facilitate the sliding, diving, rolling, etc. A number of fights take place on narrow catwalks, boardwalks, etc. If they would go back and widen some of these platforms, I think it would allow for a greater degree of maneuverability. But again, this would take a bit of work.
7) Offer an "ideal order:" What I mean is, in addition to letting players choose any of the three campaigns, let them choose a fourth option that combines the three campaigns in correct chronological order, or at least an order that plays well. Many fans here tried to do the same, sharing their own suggested order that they felt told the story the best, or provided the smoothest learning curve, or the best pacing. I'd like to see Capcom present their own recommended order. Perhaps it would make for a tighter experience playing it this way.
Anyways, those are my ideas for starters. What are yours?
As you may recall, RE6 got off to a rough start, with scathing reviews and backlash from the fans. A patch released not long after launch tried to remedy some common complaints, with an option to pull back the camera and automatically complete QTEs. But more work would need to be done to please the most vocal critics.
Me personally, I think the game has brilliant combat and mobility mechanics some of the best in any TPS ever. However, this solid foundation is hard to appreciate outside of Mercenaries. The actual campaigns, while serviceable, were a bit schizophrenic in their focus, and poorly paced with little downtime. They also did little to organically teach the mechanics, so many players went through the entire game without learning essential tech.
My hope with this thread is we can suggest practical improvements they can make. This is an optimistic thread. So please try to offer up some constructive criticism and not simply say, "There's nothing worth salvaging here."
Here are a few ideas for practical improvements:
1) Fix the prologue: This refers to the in medias res sequence with Leon and Helena that occurs before you start any of the three campaigns. It soured many players right out of the gate by restricting movement throughout. If I recall correctly, there was even a part where you could push in any direction but the character would only move forward. (Correct me if I'm wrong on this it's been a while) It might be better to drop this sequence entirely, or maybe streamline it into a non-playable cutscene. This could then lead into...
2) A tutorial one you can skip: The controls in RE6 are layered with functionality, but most of what we know is not taught in-game; rather, we learn it from experimentation, and from tips on loading screens (which I imagine would be borderline nonexistent with fast loading times on PC). If there was a succinct tutorial that taught players how to slide, roll, dive, quick-shoot, parry, etc, I think more players would realize the liberating degree of locomotion you have. At the same time, players should be able to skip the tutorial if they wish.
3) Improve the QTEs: The QTEs in RE6 were very rough. Many of them came out of nowhere without warning, and others were difficult to understand. For example, climbing a rope with Leon required you to alternate between holding one trigger and tapping the other, and vice-versa. It was also hard to understand some of the onscreen prompts. To improve the QTEs, they should be well-telegraphed, with a wide margin of error, and they should be clearly conveyed onscreen. And they should still have the option to auto-complete them but only notify players about this if they keep failing.
4) Don't restrict the player's movement: Leon's campaign gets off to a rough start when you're forced to slow-walk across a college campus. They do this because they want you to soak in the atmosphere. But there are ways to do this without making the player feel restricted. I like how The Last of Us handles this: When Joel is indoors during a non-combat situation, he can still move fast, but at a lower top speed more of a jog than an all-out sprint. This is how I think the player should move during the opening part of the game, and during any part where "slower movement" is deemed necessary.
5) Add more downtime: This would require the most work. Essentially, I would like them to add periods of relative calm between all (or most) large-scale set-pieces. So if you just came out of a fight with a large number of enemies, you now have a stretch of level to traverse where you can take in the environmental detail, the atmosphere, etc; maybe read some files or flavor text you find; uncover ammo and herbs; and simply enjoy moving around. There are areas like this in the game, of course, but I'd like to see them occur with more regularity. This might require adding new areas to each level, however, so I'm not counting on it.
6) Add more space: This would also require a bit of work. I think the game would benefit if there was a bit more space in each area to better facilitate the sliding, diving, rolling, etc. A number of fights take place on narrow catwalks, boardwalks, etc. If they would go back and widen some of these platforms, I think it would allow for a greater degree of maneuverability. But again, this would take a bit of work.
7) Offer an "ideal order:" What I mean is, in addition to letting players choose any of the three campaigns, let them choose a fourth option that combines the three campaigns in correct chronological order, or at least an order that plays well. Many fans here tried to do the same, sharing their own suggested order that they felt told the story the best, or provided the smoothest learning curve, or the best pacing. I'd like to see Capcom present their own recommended order. Perhaps it would make for a tighter experience playing it this way.
Anyways, those are my ideas for starters. What are yours?