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Constructive criticism for improving RE6 in a potential enhanced remaster

Neiteio

Member
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?
 
I'd like weapons and movement to have a little weight to them. It always felt really floaty to me. But I'm of the opinion that the levels themselves would need a massive redesign to be interesting and I doubt we'd get that.
 
Can't really fault anything you have listed.

But as long as we're talking stuff to put in the suggestion box? More characters/costumes/stages for Mercs mode. Up the enemy spawn limit from 150(?) to being truly endless. No Mercy from the PC version available for the PS4/XB1 versions (sans L4D content).
 
The shooting IMO is the biggest problem. Zombies have little to no reaction to bullets, which subsequently makes weapons feel weak and powerless. The movement mechanics are fine but the feel of the weapons is fundamentally broken in a genre that thrives on making every bullet count and feel impactful. It's crazy how they managed to fuck that up considering RE4 was so good in that regard.
 
I honestly believe that, with some alterations, RE6 can be a great action game. Who knows if Capcom is willing to put in the work though.

The Jake snowstorm level should be deleted from existence. Copy the coding onto a USB and shoot it into the sun

Proper split-screen, not that quarter screen nonsense

More ammo in Chris' campaign. It's practically an action game

The visual design for the boss fights were excellent, but fighting them was not at all fun. If they can cut their health, or make them less spongy, it'd be for the best

Upgradeable weapons would be nice, but I don't know how they'd manage to program that in

The shooting IMO is the biggest problem. Zombies have little to no reaction to bullets, which subsequently makes weapons feel weak and powerless. The movement mechanics are fine but the feel of the weapons is fundamentally broken in a genre that thrives on making every bullet count and feel impactful. It's crazy how they managed to fuck that up considering RE4 was so good in that regard.

Well said. This was my major issue with it as well. Well that, and no Raid Mode. That would've single handedly saved RE6.
 
They gotta remove those vehicle sections and replace them with cutscenes.

Maybe make the progression system less boring. Really didn't like the skills stuff.
 
I don't recall having a problem with the gunplay, but that might've been something to do with how I played the game. I would pop each enemy in the face with a single bullet and then bum-rush them for a context-sensitive melee attack. This was especially satisfying with Sherry's running jump-kick.

The melee combat felt fast and impactful, so if nothing else there was solid feedback there. I think my sparing use of bullets is also why I didn't feel the strain of resources in Chris' campaign that I sometimes hear about.

I honestly believe that, with some alterations, RE6 can be a great action game. Who knows if Capcom is willing to put in the work though.
I think Capcom might be trying to fix it. They tried to respond to the criticism with a massive patch that added the extra camera controls, auto-QTEs, etc. So clearly, they heard the people. I think it's possible they'll use this opportunity to improve RE6. They should know better than anyone the unfavorable reputation this game has. If they're going to try selling it again, it'll help to promise improvements.

J_Viper said:
The Jake snowstorm level should be deleted from existence. Copy the coding onto a USB and shoot it into the sun.
I thought about mentioning this in the OP. I don't think it should be removed entirely, but there should be a number of major changes. I remember the blizzard being incredibly frustrating to navigate (yes, that's the point, but still). Also, there was a bit where you climb a slippery slope with QTEs that was a bit of a pain.

I thought the snowmobile after the cabin defense was fun, though. But they should tighten up the other vehicle sections, namely the jeep ride in Chris' campaign. Felt like I was veering all over the place, colliding into walls at every turn.
 
The game mechanics are pretty good, but I don't see how you can salvage the story and level design without starting over.
I think the story is OK. Quite interesting at times, and touching at others (Piers trying to bring Chris to his senses, or Sherry and Jake talking about their parents in the cabin).

But I think they need to adjust the pacing for a smoother storytelling experience. And this would probably involve adjusting the level design so there are more hills and valleys. Rather than being shunted from one hectic set-piece to another, gradually wind up and gradually wind down, with stretches of contemplative quiet between each fight.

The downtime also gives players more opportunity to learn the controls without feeling pressured. Just let them roll, dive and slide around without feeling like everything is out to get them.
 
The levels designs are just terrible, they have to redesign the whole game to fix it. Enemies are also lame as hell, zombie and alien d00ds with helmets are some of the worst enermies in the franchise.
 
I think Capcom might be trying to fix it. They tried to respond to the criticism with a massive patch that added the extra camera controls, auto-QTEs, etc. So clearly, they heard the people. I think it's possible they'll use this opportunity to improve RE6. They should know better than anyone the unfavorable reputation this game has. If they're going to try selling it again, it'll help to promise improvements.

The problem is, what are they going to "fix"? Are they going to make mainline RE a plodding, methodical shooter again or are they going to spitshine RE6?

RE6 is legit one of the best games of the last gen, and my heart is going to ache if the mechanics and enemy design of that game just wash away into the void.
 
The levels designs are just terrible, they have to redesign the whole game to fix it. Enemies are also lame as hell, zombie and alien d00ds with helmets are some of the worst enermies in the franchise.
I thought the enemies were great, for the most part. The J'avo, in particular, were fun enemies since they transformed differently depending on which part of their body you attacked. Shoot their arm and it might turn into a tentacle that can grab you from behind cover. Shoot their head and it might turn into a pair of pincers that can OHKO you. And so on. It was like a much more in-depth version of the transformations from past games. And the insect theme was unnerving, IMO. :-)

The zombies also had their moments. I especially liked the firefighter zombies you could slide past, spin around, and blow up by shooting the tanks on their backs. (Also fun: Sliding past a pack of zombies and slapping C4 on the ground as you slide by, then remotely detonating it once you're past them and seeing the meaty chunks rain down.) There were also those cool "Bloodshot" zombies (the red skinless ones) that leapt around like cannibalistic frogs.

Again, my take is the individual pieces of RE6 are solid, and mainly the level design could be improved. But the main task, I think, is to improve the way they all fit together. In the case of the overall adventure, I think this means adjusting the pacing so it's a smoother progression from one scenario to another. It feels unfocused and uneven in its current form.
 
The problem is, what are they going to "fix"? Are they going to make mainline RE a plodding, methodical shooter again or are they going to spitshine RE6?

RE6 is legit one of the best games of the last gen, and my heart is going to ache if the mechanics and enemy design of that game just wash away into the void.
To be clear, we're not talking about RE7. We're talking about improving RE6.

Like I said in the OP, the combat and mobility mechanics are great. I think they could do a better job teaching them to the player, but no need to remove the mechanics.

My focus is trying to make the campaigns flow better. I wonder if anyone has any thoughts on ways to do this.
 
I'd like to see the campus level given a complete texture/prop overhaul. 90% of the decoration in the levels are Adam Benford posters. And the the clutter really doesn't make sense. It's only minutes after the zombie outbreak but it looks like it's been days.
 
fix the damn slippery slope and make the vehicles not handle like utter ass.

And all of what you said. I'd give the game another shot then probably.
 
The only thing that really stands out to me as needing to be "fixed" is Chris' campaign. It just feels a little bit bland - despite that RE6 is a fantastic and wonderful co-op third-person action-shooter, the one "action" campaign had a bit less "wow" factor to it than the other two.

Leon's campaign had great moments of tension and some actually-quite-good pacing for the most part. This is basically what I pictured another Resident Evil game being like, following suit from RE5 (which I also really enjoyed). Jake's campaign was an unexpected treat though... I wasn't expecting something so funny out of a Resident Evil game, that also manages to be pretty serious at parts. It's sometimes hard to describe what went so right with it, but it was certainly something else - and easily my favorite of the three campaigns.

Additionally, one of the PvP modes, I think it was called Onslaught, was a superbly-creative take on making a new kind of PvP in this sort of game. It's basically a competitive variant of The Mercenaries, where enemies you kill in a combo get dropped into the opponent's game instance as tougher variants of those same enemies - just like when you do a big combo of gems in Puzzle Fighter. It's phenomenal, and way better than simply shooting each other.

The other PvP modes weren't great, but at least one other one put in a pretty good idea: One player is the Ustanak, the other five or so are on a team trying to take him down, and then one of those players becomes the Ustanak for the next round. Great idea, but it could use a lot of balance adjustments.

As for things I'd really like to see added... The only thing that really comes to mind right off the bat is Raid Mode. Especially if they go crazy with it - like four-player missions, or allowing cross-overs to happen during some missions.

Maybe they could let you use your character's melee weapon without having to switch specifically to it, or add a "quick-swap to melee weapon" function somewhere. That'd be nice (specifically when playing as Jake).
 
From what I hear you all ask for a complete different game. I don't think capcom will and should put the effort in it.
 
From what I hear you all ask for a complete different game. I don't think capcom will and should put the effort in it.
I don't see anyone asking for a completely different game. Most of the suggestions are modifications to existing assets and structures that would still be recognizably RE6, but in theory play better or more smoothly.
 
Kent said:
Additionally, one of the PvP modes, I think it was called Onslaught, was a superbly-creative take on making a new kind of PvP in this sort of game. It's basically a competitive variant of The Mercenaries, where enemies you kill in a combo get dropped into the opponent's game instance as tougher variants of those same enemies - just like when you do a big combo of gems in Puzzle Fighter. It's phenomenal, and way better than simply shooting each other.
Oh wow, I didn't know about this. I've tried most of the multiplayer offerings but must've skipped this one. Sounds like a brilliant idea!
 
Oh wow, I didn't know about this. I've tried most of the multiplayer offerings but must've skipped this one. Sounds like a brilliant idea!

sounds like puzzle fighter or pretty much most block based puzzle games with a multiplayer component. Get rid of blocks on your side, send them to the opponents field to screw up their flow. Of course, that could easily back fire on you as you're giving your opponent more to work with so a skillful player could hit you back harder than you could possibly hit them because of it. It would be pretty fun to play a mod like that.
 
Included resident evil 5 for a nice double package

I remember running out of ammo a lot during the Chris campaign with my bro so I guess add more ammo?
Created some tense moments with just a knife vs people lol
 
The game is great I wouldn't change much. Improve fps, textures ect maybe. But I would get rid of all the qtes tbh, and i miss the upgrade system from 4 but no clue how that would work for 6.
 
Good suggestions OP. The biggest offender to me was that Leon's campaign seemed to drag on and on forever. It felt like a lot of what we were doing there was filler, or maybe certain sequences just took too long.
 
Good suggestions OP. The biggest offender to me was that Leon's campaign seemed to drag on and on forever. It felt like a lot of what we were doing there was filler, or maybe certain sequences just took too long.
Thanks! With Leon's campaign, I think one smart change might be to shorten each boss phase during the final gauntlet. The final boss has like seven phases (T-rex, centaur, fly, etc). I think it would benefit the end-game immensely if they speed up each phase.
 
You have an incredible combat system.

A) Teach people how to use it. Ideally you can do this organically via throwing challenges the player needs to learn how to deal with, but in a pinch just include a tutorial. Don't have what would be the starter campaign for most disable most of the commands at the beginning so people fiddling around wouldn't learn anything!

B) Stop trying to take people away from it. No stupid vehicle segments. No blizzard hunting. No fighting and refighting that one stupid-ass boss that just refuses to die. Just let us play the game and learnt more about the combat system.
 
Neiteio already mentioned it, but the lack of an actual tutorial is one of the biggest flaws of the vanilla game imo. Around the time of RE6's release I saw so many videos of players doing little more than basic movement and shooting. In particular there was a video on Giant Bomb IIRC where Brad kept getting nailed by a Bloodshot's lunge. In that situation, you have the option to either roll out of the way OR perform a counterattack, but the game isn't explicit about either of those. I'm not sure what could be done about the game's sometimes ho-hum scenario design, but a good tutorial that teaches the basics of the melee-focused combat, rolling, sliding, diving to prone, and counterattacking, would go really far in improving players' experiences.

This isn't related to mechanics, but having FOV settings at launch, possibly set to a wider value by default would do wonders to help with the game's crucial first impression.

In all honesty I'd be hyped as hell for a 1080/60 remaster of RE6, if only for some delicious 60FPS Mercenaries on console. Count me in.
 
Neiteio already mentioned it, but the lack of an actual tutorial is one of the biggest flaws of the vanilla game imo. Around the time of RE6's release I saw so many videos of players doing little more than basic movement and shooting. In particular there was a video on Giant Bomb IIRC where Brad kept getting nailed by a Bloodshot's lunge. In that situation, you have the option to either roll out of the way OR perform a counterattack, but the game isn't explicit about either of those. I'm not sure what could be done about the game's sometimes ho-hum scenario design, but a good tutorial that teaches the basics of the melee-focused combat, rolling, sliding, diving to prone, and counterattacking, would go really far in improving players' experiences.

This isn't related to mechanics, but having FOV settings at launch, possibly set to a wider value by default would do wonders to help with the game's crucial first impression.

In all honesty I'd be hyped as hell for a 1080/60 remaster of RE6, if only for some delicious 60FPS Mercenaries on console. Count me in.
I hope you will be down to bro-op with me if it comes to PS4!
 
As far as #5 is concerned, I'd like to see less hours on the total campaign count, not more. Instead of adding more downtime, cut out a bunch of the crap. Resident Evil games shouldn't take 35 hours to get through the story.
 
You read my mind :3
The undead hordes will fear us

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Ralemont said:
As far as #5 is concerned, I'd like to see less hours on the total campaign count, not more. Instead of adding more downtime, cut out a bunch of the crap. Resident Evil games shouldn't take 35 hours to get through the story.
Interesting viewpoint. Are there any particular parts you think should be cut?
 
There's too many things to list but one of the things I would work on is retooling the quick time to give the player an actual tell to the qte unfolding before basically jump scaring you with it.
 
They could remove some small annoyances and improve the most unpolished sections, but the biggest problems with RE6 wouldn't be possible to correct without redesigning a good chunk of the game. Personally I'm just expecting 1080p 60fps and all DLC, although I still think Capcom should include at least RE5 in the package too, to sweeten the deal. Will buy either way though, love RE6, even with all its problems.

Man, an RE Action Trilogy (RE4, RE5, RE6, all nicely remastered) would be ace
Yep, ever since this generation began and all those remasters started coming out I've been hoping for a RE Action Trilogy Remaster (RE4, 5 and 6 at 1080p 60fps + all DLC) They should totally do it. And after that, they should also release a stand alone Mercenaries game, which would be supported for months with new characters, stages, weapons, modes, skins, etc. The 20th Anniversary deserves no less.
 
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