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Constructive criticism for improving RE6 in a potential enhanced remaster

The shooting needs to not feel like shit.

RE5's was perfect. I have no fucking idea how they managed to fuck it up in the sequel, when they set up to pretty much make the same kind of game.
 
It already was. Resident Evil 6's entire story was literally all about Ada. Pretty much everything that happened in the story was (in)directly because of Ada.
What's funny is even after everything that happened in RE6, I feel like I still don't have any idea who Ada really is
 
Interesting viewpoint. Are there any particular parts you think should be cut?

I agree with this post:

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.

Specifically the second part. RE6 has too many gimmick segments like the helicopter part or the motorcycle chase. Instead it should have focused on creating interesting ways to leverage the combat system. But RE6's game design feels like a massive hedge on all bets. You start getting into a combat groove and they throw puzzles at you. You start getting into that old-school RE feel and suddenly you're in a vehicle chase. Now you have this cool blizzard level but there's snowmobiles and you have to run up big hills and if you fall you slide all the way to the fucking bottom. QTEs in long-cutscene form (thinking of that underground monster. Tentacles were possibly involved?). A stealth section. It just keeps going.

Code:Veronica is the perfect length for a Resident Evil game, in my opinion. RE games used to be traditionally built on interesting replays (with cool guns and alternate costumes and such) and now I'm exhausted after one playthrough.
 
I agree with this post:



Specifically the second part. RE6 has too many gimmick segments like the helicopter part or the motorcycle chase. Instead it should have focused on creating interesting ways to leverage the combat system. But RE6's game design feels like a massive hedge on all bets. You start getting into a combat groove and they throw puzzles at you. You start getting into that old-school RE feel and suddenly you're in a vehicle chase. Now you have this cool blizzard level but there's snowmobiles and you have to run up big hills and if you fall you slide all the way to the fucking bottom. QTEs in long-cutscene form (thinking of that underground monster. Tentacles were possibly involved?). A stealth section. It just keeps going.

Code:Veronica is the perfect length for a Resident Evil game, in my opinion. RE games used to be traditionally built on interesting replays (with cool guns and alternate costumes and such) and now I'm exhausted after one playthrough.
So make it more like RE4, in other words, where they focus on the combat and traversal and create multiple scenarios based around those core mechanics.

I generally agree that would be ideal, but it's also the approach that would require the most substantial reworking of the game. Especially since many key cutscenes and moments are wed directly to the gimmick scenarios (i.e. snowmobile, motorcycle, jeep).
 
So make it more like RE4, in other words, where they focus on the combat and traversal and create multiple scenarios based around those core mechanics.

I generally agree that would be ideal, but it's also the approach that would require the most substantial reworking of the game. Especially since many key cutscenes and moments are wed directly to the gimmick scenarios (i.e. snowmobile, motorcycle, jeep).

Oh yes, I agree it's totally not feasible. I was just commenting on why I don't think your fifth point would necessarily be a good thing in my view. If we had a 10-hour action packed game and could lengthen it to 15 with some good downtime I'd agree. As it stands I think RE6 is already far too long.
 
Oh yes, I agree it's totally not feasible. I was just commenting on why I don't think your fifth point would necessarily be a good thing in my view. If we had a 10-hour action packed game and could lengthen it to 15 with some good downtime I'd agree. As it stands I think RE6 is already far too long.
Well, adding downtime wouldn't necessarily make the game -that- much longer. Even something like an extra street or alleyway between set-pieces would at least break up the action and give you time to breathe.

It's funny, RE5 (the one in Africa) seems like such an action-packed game in hindsight, but having just replayed it, RE5 actually handles "hills and valleys" really well. There are copious moments where you're exploring a series of streets and alleyways with only light skirmishes of 2-3 enemies here and there. They might announce themselves with a growl and start slowly climbing over a fence, and you could safely ignore them if you wish.

I think RE6 would benefit from more moments like that — light exercises in combat that are purely optional, mixed with general traversal of an area with nice detail and overall ambience. Nothing overly complex. If you're gunning to finish the game as quickly as possible, you could still point-A-to-point-B those areas in no time at all.

But for everyone else they would provide contrast to the dramatic moments.
 
Redo the tutorial. The prologue was terrible and shouldn't have even been there. Fix those vehicles sections. Less focus on the skills and items that drop to get more points. If you want to keep unlocking skills it should just happen from regular play not as drops.

That's about it that would help the game, but not need them to fully redo it.
 
Oh, here's one change that probably only I would appreciate:

Brighten the lighting in the model viewer. I'm a huge fan of model viewers, and RE6 is filled with cool-looking characters and creatures. But the model viewer is so dark!

It's set in what appears to be a dimly-lit parking garage. It's hard to see half of the models, so I'd like them to relocate the model viewer to a brightly-lit room.

The model viewer in RE5 was excellent. Just copy that.
 
Redo the tutorial. The prologue was terrible and shouldn't have even been there. Fix those vehicles sections. Less focus on the skills and items that drop to get more points. If you want to keep unlocking skills it should just happen from regular play not as drops.

That's about it that would help the game, but not need them to fully redo it.

Part of me wants them to perhaps even drop the overall skill system in the campaign. It does allow for some interesting tactical considerations and minor replay benefits, but at the same time it felt a bit distracting to the overall balance of the campaign gameplay.
 
Ah, I wrote that! Glad to see people remember it, lol. :-)

That thread is an incredible service.
Thanks to that, I find RE6 mercenaries to be a funner game than dark souls.

All my friends think I'm insane when I stand by that statement.

The game is tailor-made to have movement in mind. For decades people have been clamouring for strafing and movement while firing/aiming in the RE games. Now when they've been given full versatility, just a barrage of complaints.
 
In RE4 (and 5) if you started doing a melee animation, the blow would always connect. In RE6 this isn't always the case which makes the combat feel incredible shoddy in comparison. If they fixed the subpar hit reaction (and cut some of the shittier parts of the game entirely) that would go a long way towards making it a better good game.

Pet peeve: Don't ever make me wait for my dumbass partner to open a door. Ever. Ever. EVER.
 
Capcom wouldn't be able to fix it completely without practically remaking the game (on a similar level to Odin Sphere Leifthrasir), but they could band-aid some parts to make the overall game feel a lot better. Maybe a good comparison might be the difference between Ninja Gaiden and Ninja Gaiden Black.

If Capcom was willing to do even one thing to re-balance RE6, the first priority should be basically doing a whole new tutorial. I think the game's director actually said his biggest regret was that he wanted to add some kind of free-roam tutorial area but didn't have time.
 
In RE4 (and 5) if you started doing a melee animation, the blow would always connect. In RE6 this isn't always the case which makes the combat feel incredible shoddy in comparison. If they fixed the subpar hit reaction (and cut some of the shittier parts of the game entirely) that would go a long way towards making it a better good game.

Pet peeve: Don't ever make me wait for my dumbass partner to open a door. Ever. Ever. EVER.

Technically not true. You can be close enough to an enemy to trigger a roundhouse kick but if they stagger in the wrong direction your kick will miss.
 
Fix the bosses?

The first time you shoot the boss and he "dies" only to get back up as a giant mutated form 2 it's kinda cool.

Then it gets reused several times and it stops being cool. Come up with something new, your boss encounters have been getting more and more shit since 4.
 
Realistically I think the easiest and first thing to 'fix' are the QTE moments, vastly reduce them by 99%.

Secondly, remove the stun/knockdown effect from the enemy's firearms.
 
Fix the inventory.

Let me store weapons between missions like in RE5, so I can focus on using the weapons I want without having to scroll through a bunch of ammo and guns I'm not going to use.

Edit:

Also, NEVER TAKE CAMERA CONTROL AWAY FROM THE PLAYER WHILE IN COMBAT. Holy crap, that's like RE6's worst sin (of many).
 
Bring back tag team melee moves.

Ammo, weapons and health items tradable between partners.

Change Mercs scoring system so melee/counters do not give extra time, it just forces a crappy tedium if you wanna go for high scores.

In the deathmatch multiplayer mode put a time limit with infinite lives, that one life bullshit is crap and matches are over in 30 seconds if the players know what they doing.

Those the only realistic changes for a remaster.
 
I like your suggestions Neiteio. I love Bio6, but everything you said is spot on.
I just hope they will address these matters in Bio7. I guess we've had enough remasters already and Bio7 is already late.
Also, every Bio game needs more Ada. I mean please!
 
Don't take control away from me while I'm in the middle of meele-ing an enemy. Your cutscene can wait.

That's the only issue I have with this game.
 
Hi Capcom.

Ignore this thread and don't change a thing. RE6 is perfect.

Love, Neff.
Opinions and all that but I don't get how anyone could ever say RE6 is perfect. Even if you put aside that it feels nothing like an RE game it has severe pacing issues and enemies that don't react when being shot.
 
Opinions and all that but I don't get how anyone could ever say RE6 is perfect. Even if you put aside that it feels nothing like an RE game it has severe pacing issues and enemies that don't react when being shot.

Ofc one should clarify what RE games should feel like. As a fan of the series from the very beginning, all of them feel like RE to me.
 
My main issue with RE6 is the pacing and that's not something that's a quick fix. It's just exhausting to play through.

Which is a shame because I love everything else about it, particularly the controls.
 
Resident Evil 6 is perfect as it is. Which is to say that it is a broken mess, but it is a hilarious broken mess. It is one of the first so bad it's good games! I sure as hell enjoyed it more than RE5.
 
I'm thinking of starting my first playthrough of the 360 version soon, what things do I need to know? I remember a controls thread about the hidden functionality etc, is there anything else I need?
 
I'm thinking of starting my first playthrough of the 360 version soon, what things do I need to know? I remember a controls thread about the hidden functionality etc, is there anything else I need?

Nop, just the control thread. Everything else will kill your fun with unjustified whining about an otherwise great game.
 
1. Forced tutorial to learn the mechanics of the game. Normally I hate these but RE6 suffered so much from people simply not grasping what the player character was capable of when it comes to movement, and every enemy and attack is based around that. It needs to be to the point where a zombie shambles up and swings at you and you must dodge out of the way, and that section of the tutorial does not complete until you have done that. Repeat for things like counter parries, quick shots, melee finishers, etc.

2. Pull the fov back and wider by default. It's great they added the option in one of the earlier patches because the default was insanely close and made everything too disorienting, but they should still pull it back by default for those that don't mess with the options.

3. Either completely cut or redo the Uncharted wannabe chase and driving sequences that are all awful and ruin the pacing and flow of the game. Specifically: the Snowmobile, the motorcycle, the run from the chopper on the docks, and the endless humvee chase, the running while platforms are falling from HAOS. Awful.

4. Graphics redo on all the Edonia (city) parts. I like the levels here but this section of the game always seemed really ugly compared to the rest, and it is an eyesore replaying them in the campaign and mercs. Really feels like they were chasing that 'war torn setting with gruff soldier dudes doing soldier man stuff' aesthetic for marketing purposes but it doesn't match with the rest of the game and simply doesn't look good.

Other issues have already been fixed in patches (QTEs and Coop in the 4th campaign). Hopefully a remaster that helps people understand the systems of this game will open some eyes to how glorious the RE6 combat system and it's encounters can be.
 
Ofc one should clarify what RE games should feel like. As a fan of the series from the very beginning, all of them feel like RE to me.
RE is survival horror to me and not the third person shooter that it's turned into. I'm not saying it's what makes RE6 a bad game though like I said even if you put that aside it has plenty of issues that make it far from it perfect.
 
Give some kind of recognition when you're actually doing damage to a boss, even if it's just a life bar. There were so many times that I would be shooting away at a boss, shit is spraying out, but I wasn't actually doing damage because it was in some invincibility phase.

Also, fix the stupid auto-deaths. I shouldn't be getting hit by the fucking subway train when I'm 20 feet away from it.

Also, just fuck that game in general. Go to work on RE7 and make it more like RE4 and maybe some RE5.
 
Thanks, yeah I figured as much ;) It's this one, yes? http://www.neogaf.com/forum/showthread.php?t=494812

Yes.

RE is survival horror to me and not the third person shooter that it's turned into. I'm not saying it's what makes RE6 a bad game though like I said even if you put that aside it has plenty of issues that make it far from it perfect.

That's what many people say, but really, it's not the truth.
See, Biohazard was a game with a very specific theme that released on hardware that had nothing to do with today's standards, and whether it was a design decision or one based on HW capabilities, and restraints, the series evolved over the course of many years.

In all those years only twice an entry managed to bring something new to the series.
The first time was with Bio 4 which actually changed the way many games play since then, and not just Bio, and also was a design choice of the series creator himself, and the second time, whether you like it or not, was with Bio 6, which expanded the gameplay, made it more fluid, more responsive and undoubtedly deeper.

The series is about over the top anime characters, fighting against shadowy corporations or organizations who use bioweapons. It's action packed, it's crazy, it uses body horror tropes all the time, and nicely sculpted human anatomy.
It shows the characters growing older, changing allegiances, gaining more experience, and even turns rookie cops into badass killing machines, cause that's what fighting for years does for you.
It reads like a soap opera most of the time, cause that's what it is.

Biohazard is not about zombies in a mansion. It hasn't been ever since the later half of the first game.
I have heard many criticisms about Bio 6. Like the one about it being too much about action, while Bio 5 was so much truer to the series. May i remind you that Bio 5 was literally a Bio 4 reskin, with identical encounters, so it was the least original of the entries, and that it also features muscleman vs boulder, which outright negates any criticisms about Bio 6 going over the top.
I also hear that Bio 6 is overall not a true Bio, as it is an action game and not a survival horror like the other games. Which other games exactly? Bio 3 maybe? Or CV? Cause these were the Bio 6 of their time, action packed ridiculous hero vs bioweapons of mass nerdgasm.

Thing is, the series was always over the top, and the community can be as divided as they want, classics vs over-the-shoulder, tank controls vs move-and-shoot, or whatever you want, but saying something like "i want a true survival horror RE, like 3" is either nostalgia or ignorance, truly.
Bio 6 did a lot of things wrong, but calling it not a true RE game, is inaccurate to say the least. If anything, it is very much a RE game, following all the familiar tropes.

Excuse my mini rant, but i like calling things what they are. I have always been a fan of the series, and i have criticisms for each and every one of the entries, while i love them all at the same time, but seriously people, move the fuck on. The series isn't going back to fixed camera angles and stupid slow pace. Mostly because technology allowed us to do more with the hardware, and also because the series creator introduced a better approach to the gameplay 11 years ago.
 
Bringing up the menu pauses the game. Yes in some situations it makes it more tense, but more often than not it's really just annoying.
 
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.
This would certainly be the wise thing to do, but when I look at Capcom's recent moves, like launching their flagship fighting title with zero content, or greenlighting Rev 2 with a ten dollar budget, or not bringing Dark Arisen to current-gen consoles, I'm thinking they've given up on wise decisions.
 
Opinions and all that but I don't get how anyone could ever say RE6 is perfect. Even if you put aside that it feels nothing like an RE game it has severe pacing issues and enemies that don't react when being shot.

None of that stuff bothers me at all. Everything RE6 does is great. I love it.

I'm open to changes, but they should be strictly optional.
 
Fix the bosses?

The first time you shoot the boss and he "dies" only to get back up as a giant mutated form 2 it's kinda cool.

Then it gets reused several times and it stops being cool. Come up with something new, your boss encounters have been getting more and more shit since 4.

I love RE6, but yeah. The entire Simmon's saga was fucking ridiculous.

Look at me, I'm a quadruped monstrosity who's going to run along-side this train and shoot my own bones as bullets at you! COOL! *dies*

Hey-hey-hey, I'm back! This time I'm a DINOSAUR, RAWR! Fucking rad, righ- *dies*

Well, that didn't work out so I'm back to that one quadruped thing again. I dunno wh- *dies*

BZZT! I'M A FLY NOW, BZZT! All Jeff Goldblum up in he- *actually dies*

It really was quite funny how much they recycled him. His whole splitting apart mechanic WAS cool looking as fuck tho, and it was about time we had a giant fly as an RE boss.
 
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