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Constructive criticism for improving RE6 in a potential enhanced remaster

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.

This is the only thing you've said that I strongly disagree with. What areas did you have in mind exactly? They must be relatively few. Even in somewhere like the cramped hallways of Chris 1's multistory in-door market, which only represents a small piece of the range of environments the game provides, you can always dive backwards or use counters.

The seemingly common belief that the mechanics working better in The Mercenaries than in the average encounter in the Campaign has always appeared to me to be mostly fiction, propped up by sheer repetition. Say what you will about the variety moments of QTE rope climbing, vehicles, or even twists in how the combat/sliding mechanics is used like the Chris/Leon competitive crossover, I don't believe I've seen anyone has made a strong argument against the true combat encounters of the campaign vs. Mercs. They use the same bits and pieces (including sometimes the very same maps). I actually believe Mercs is quite limiting in how it caps out enemy power rather low compared to the higher difficulties of the campaign and how the scoring system encourages rote play at the highest levels (i.e., chasing the highest numerical score).


To stay true to the spirit of the thread, I'll write up my own constructive criticisms, reflected in how I would fix it. Note that I'm someone who really enjoys the game, while also being prone to thinking of ways to polish up or improve whatever game I'm playing (I've actually writen a few of these years ago).


Overall:
* Toggle-based, simultaneous matchmaking for all campaign chapters, multiplayer modes, crossovers, and invasions.
* Matchmaking / hosting while playing The Mercenaries.
* Bots for the competitive modes.
* Add the ability to read all of the loading screen "tips" in the options.
* Make the lore/notes the same as the more expansive ones on RE.net.
* Demo w/ Mercenaries and Tutorial
* Set the default FoV/Camera options to be much wider.
* Make it possible to launch RE.net to a browser from within the game's main menu.

Tutorial:
* Tutorial/Practice mode accessible from main menu, including a prompt to enter it after, or in place of, the prologue. (Really should consider removing the Prologue outright.)
* The mode would be a very simple series of "missions" (12-14 in number) where the player is requested to perform actions, akin of a fighting game's tutorial.
* Likely uses Urban Chaos. The enemies used for things like quick shot would be also serve a purpose of showing how some techniques are particularly good against some enemies.

Demo:
* Uses the previous three co-op portions of Leon/Chris/Jake campaign as a base.
* Includes the above mentioned tutorial mode.
* Includes The Mercenaries with two maps and three characters. This mode would be fully online and can play with the full version of the game - but in only those two maps and sans any additional options like No Mercy (no character restrictions for the other player).

Combat:
* Counter costs one piece of stamina and cannot be done if you don't have enough / are in the "red".
* Add hyper armor against most projectiles to sliding and Jake's H2H dashing.
* Add very short invulnerability frames against small melee attacks to knife/baton/H2H dodge (and defensive attacks).
* Add very short invulnerability frames against "large" (boss) melee attacks to dodge/dive (or at least the back one).
* Progressively increase damage of Leon/Helena's quickshot chains.
* For escape prompts, show an image of both sticks instead of one.

Enemies:
* Make cop zombies with revolvers a little less accurate from a distance.
* Slow down the speed heavy machine-gun J'avo follow players with their aim.
* Laser sights (like those on snipers) for RPG wielding J'avo.

Campaign only:
* Cross-Campaign Order option ("chronological order": Chris 1/2 > Jake 1/2 > Leon 1/2/3 ... Jake 5 > Chris 5 > Leon 5)
* After clearing a chapter, option for host to enter a chapter select mode while keeping the same online partner. (Especially if the the above isn't added.)
* Ability to drop guns, aside from a character's starting ones.
* Display obtained notes/lore during loading screens, in addition to tips.
* Complete invulnerability during camera shifts and for a whole second or two after gaining control.
* Either Nerf J'avo Killer/Zombie Hunter or make it hit a cap with other skills.
* Maybe Nerf Last Shot on Ada's Crossbow?
* Field Medic produces a limited amount of tablets, possibly mirroring player's inventory and herb pick-ups.
* Increase damage of action prompt/cinematic attacks against bosses. (Especially for Leon 5)

Campaign Chapters: (an incomplete list of polishing up the campaigns)
* (Leon 1) Give players full control as early as the dinning room, perhaps taking it away in certain rooms as necessary.
* (Leon 1) While escorting the two NPCs, have the elevator cutscene trigger based on player position, rather than NPC position (i.e., allow them to skip ahead).
* (Leon 1) Greatly reduce the hitbox / death trigger of the trains.
* (Leon 1) Both ambulances don't instant kill. Go as far as to teleport the character to the side of them if they get stuck under it.
* (Leon 5 / Jake 4) Make the two rope climbing QTEs the same, either one way or the other.
* (Chris 1) In the train-yard fight (before the bridge), have the first RPG J'avo spawn a little bit later.
* (Chris 2/Jake 1) In the crossover event, reposition the HMG enemy under the third anti-air gun, so he has to run to player and shoot once they finish climbing the stairs.
* (Chris 5) Include more ammo (or sources of ammo) for the Haos fights.
* (Jake 2) Have snowmobile riding enemies appear sooner while climbing up hill.
* (Jake 3) Make tank's shell fire a little less accurate.
* (Jake 4/Chris 3) Helicopter's rocket fire is a little less accurate or slower.

Mercs only:
* No Mercy mode for consoles.
* Additional harder difficulty (No Hope) option for Mercs.
* For a third mode/option which takes the special enemy effects from Revelations 2's Raid and add them to Mercs, in non-random, map revamping sort of way.
* Ideally, No Mercy / No Hope / No *something* would be three toggles you can add to your Mercs game (No Mercy would no longer have a fully separate matchmaking pool).
* Maybe add RER2 Claire/Moira/Barry/Alex (or Albert?) characters/models for Mercs (replacing L4D characters on console).
* Counter gives 7 sec. bonus instead of 10.
* Cap the amount of time bonus you can get from a single action at somewhere like 3-4 times the effect of killing a single enemy.
* Diminishing returns on time bonuses for repeating the same melee attacks within a relatively short period of time of each other.

Ideally most of the these changes would be pushed to the PC version, but some of them could be controversial, so if they could be on a toggle or released in a free enhanced version, that may be best.
 
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.

Bingo my #1 issue too.
 
Honestly the only change I'd make is to halve the
Simmonsaur
's HP. It just takes way too long to kill, even with the wealth of methods of attack available to you.
 
Redesign the levels from the ground up.

Rewrite the story from the ground up.

RE 6 saved.

Fire whoever said "Resident Evil should have mandatory exposition walking sections."

Fire whoever sad "Resident Evil should consist primarily of quick-time events."

RE 7 saved.
 
I hope this remaster actually happens as I abandoned my PS3 playthrough half way through to wait for this. I agree with the suggestions of making bullets more impactful. I'd appreciate it if they added some branching paths, but that would be a pretty big change. At least add more collectibles or something to make the beautifully rendered areas more worth traversing.
 
Bingo my #1 issue too.

I won't pretend to know how these games work behind the scenes, but you can clearly see reused animations and posing going back to REmake. So its kind of baffling they didn't just take the hit reaction from those games, or at least from 4 (which is still, to this day, heavily reused in RE games).

The Jaavo (or whatever) have openly repurposed RE 4/5 animations, and fighting them feels all the better for it.
 
Honestly the only change I'd make is to halve the
Simmonsaur
's HP. It just takes way too long to kill, even with the wealth of methods of attack available to you.

They actually did halve his HP via patch updates. He took way longer to kill at launch then he does now.
 
Just started playing, and wow, the controls with Chris are super awkward O_o The way he runs and moves is just strange somehow. I kept looking for the controls and camera settings but apparently I don't have those yet? Turns out, the game only updated that part of the game AFTER I beat Chris' chapte 1 and returned to the brand new main menu. That is so weird.

Playing on Normal, just running up to just about all enemies so far have been fine for some auto-win brawling. Aiming for the head seems kinda rough, maybe I should return the aiming speed to trhe default 5. Getting in and out of cover is kinda weird too, it doesn't always seem to work, especially because you need to press A near lower objects for some reason. And when you try to poke out to shoot something, the crosshair ends up 2 meters about the heads of all enemies, thanks for that one xD

Is there any worthwhile DLC, if I'm not really interested in the online part (don't have gold live at the moment anyways)? If the online is even up and running still.
 
Not to be that guy, but you really shouldn't use cover that often. If you play it as a cover shooter, it sucks.
Yeah no I didn't really, just for some stamina recovery. I tried doing it Vanquish style and it worked alright so far.

pull the camera back. When i played it last back in 360 the camera was too close. Can hardly get a good view of your surroundings.
Yeah I'll try those changes tomorrow, I couldn't help but notice the camera freaking out over the tight corridors in the first chapter :lol
 
I beat the game today, did a few chapters per day, give or take. Pretty long game :O

Anyway, I have a lot of gripes too. I think the stamina meter could've been removed completely for starters. Running out of stamina ain't my idea of fun and both inventory and stamina management isn't why I play Resident Evil. Remove it and make the quickshot mechanic more essential to survival if you want to keep that too. I see it as too good, basically covering for otherwise poor controls. Not poor in the terms of functionality, but it combination with the pace of the overall gameplay. The zombies are just not fast and dangerous enough for the quickshot to truly matter. It's just there to cover the bases because the controls are snappy enough to deal with the occasional fast enemy. So there's a bit of a mismatch there between philosophies I think.

Although I like the idea of having separate campaigns for each character, each with their own type of gameplay for the most part, the action parts are just poor imitations of versions of RE4, and even RE5 at times. Leon's and Ada's sneaky stuff is the real deal, although I dislike the catacombs a lot.

I don't understand the hatred for the prologue though, except that it does a poor job of explaining the mechanics obviously. What annoyed me the most was the changes to that area when you get there properly near the end of the game. That struck me as odd, indeed.

I think the dodge function needs to be snappier and react quicker when you press the left trigger to activate the rolls. Too many times did I expect to dodge but that game didn't acknowledge my LT taps quick enough. Not good at all. I did like the invincibility frames on it though, especially during the Simmons fight on the rooftops at the end.

Enemies must stop being such bullet sponges and also react to getting hit! RE4 and 5 did staggering excellently iirc, but needing to go for headshots, and in some cases, arm shots, ain't gonna cut it. Again, iirc, the arm shot and gas tank dudes are practically only in one scene or two in the entire game! Wasted opportunity.

It's probably because I played on Normal, but I rarely saw more than one or two major transformations on the new enemies. The loading screens mentioned they can evolve like five times before dying, but I hardly noticed that at all. Thus, in the end, the new enemies were nothing special, and rarely any dangerous at all, partly thanks to the actiony controls too.

But back to the story. I don't know if I should've played anything inbetween this and RE5 back in the day. But I sure felt lost most of the time in the story. The Ada twist was alright, not much more, but at least it got resolved in the end. Leon's darker (literally) chapters in the beginning with the President and the campus was great, it should've been more of that, and less of the global stuff. China wasn't scary at all. Ada's chapter was one of the better, it proved to be quite challenging at first, that first chapter was a pain to get through alone. Fighting with pure melee as Jake was cool, and thank god for being a bullet sponge yourself! Going in gung-ho with Chris felt mostly bland to me.

I miss RE4 and even 5 now. I want those games again. Nice to know they're soon here :lol

In the end, I don't think I'll replay the game to unlock any more achievements or do skill point farming for unlimited ammo etc. Unlike RE4 and 5, I don't have much desire to go back. I'd rather buy RE4 for the fourth or fifth time for some reason.

TLDR: Fix the quickshot and remove the stamina. Make the dodging and aiming snappier. If you only play the game once, you can't afford especially much in terms of upgrades and I don't like having to upgrade my aiming and arm strength :/ My other gripes such as bullet sponges and confusing story can't be fixed and it never will be obviously.

Do a complete overhaul for 7 please. If you so desperately want to do an action game with very little stealth/horror, you need to trust the controls better than this!
 
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.

That was my main problem with the game.
 
Yes, and considering how much ammo you can find if you bother to search for like 10 seconds every now and then, you'll have plenty of ammo all of the time for all weapons to make up for the enemies being sponges. So Capcom clearly knew that ammo couldn't be sparse, at least not on Normal. Again, it's like they were covering their bases with patch-like fixes during development, instead of fixing the underlying issues.
 
The stamina meter is there to prevent you from abusing quickshots and melee attacks. And considering that there are a few methods to regenerate it quickly (like laying prone on the ground, taking cover, using a green herb, or taunting enemies in mercenaries mode) I see little to no problem managing it. In fact I think it's part of the fun.

Enemies do have reactions to gunshots, though mostly when you hit their usual weakspots -- head, arms and legs. Although at times you may have to shoot that spot more than once to provoke a reaction.

And maybe I have a short memory, but with the exception of some bosses I can't remember enemies being bullet sponges, at least on lower difficulty levels. On No Hope they can take a lot of punishment before going down, though.

Also, the game is actually not too hard on Veteran, so I imagine Normal being even easier.
 
The stamina meter is there to prevent you from abusing quickshots and melee attacks. And considering that there are a few methods to regenerate it quickly (like laying prone on the ground, taking cover, using a green herb, or taunting enemies in mercenaries mode) I see little to no problem managing it. In fact I think it's part of the fun.

Enemies do have reactions to gunshots, though mostly when you hit their usual weakspots -- head, arms and legs. Although at times you may have to shoot that spot more than once to provoke a reaction.

And maybe I have a short memory, but with the exception of some bosses I can't remember enemies being bullet sponges, at least on lower difficulty levels. On No Hope they can take a lot of punishment before going down, though.

Also, the game is actually not too hard on Veteran, so I imagine Normal being even easier.
Sure, there are plenty of ways to regain stamina, but none of them are particularly fun to do, given the game's genre. They'd make more sense in the older games, not a run n' gun game. At the very least, you gotta stop the fun stuff a bit too often, at least for my tastes. If you play the game the way GAF recommends, stamina management becomes one of the primary gameplay mechanics you gotta keep check of, when in my tastes, it should be a back-burner mechanic and not at the forefront of the minute-to-minute gameplay.
 
I like how no reaction to bullets to some is because they aren't over exaggerated like in RE4&5. They just aren't pronounced.
 
It's been years since I played RE6 but it may gave been the one I hated because the enemies didn't react to being shot. 4 and 5 were notable for zombies reacting to getting shot and where. You cap knee cap them to set up melee attacks. Stagger them with head shots. Disarm them by shooting their weapon hand...etc. That feedback is central to a rewarding feedback loop.

But then I played a RE game where zombies were just bullet sponges until they took enough damage to die. I put the game down after a few hours and never returned.

And definitely do get rid of the climbing sections. Absolute waste of time and offers the gamer nothing but frustration. I know they got inspired by CODs ice climbing QTE, but even that was just a bullshit waste of time.
 
I like how no reaction to bullets to some is because they aren't over exaggerated like in RE4&5. They just aren't pronounced.

It's been years since I played RE6 but it may gave been the one I hated because the enemies didn't react to being shot. 4 and 5 were notable for zombies reacting to getting shot and where. You cap knee cap them to set up melee attacks. Stagger them with head shots. Disarm them by shooting their weapon hand...etc. That feedback is central to a rewarding feedback loop.

But then I played a RE game where zombies were just bullet sponges until they took enough damage to die. I put the game down after a few hours and never returned.
This :)
 
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