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Resident Evil 6 DEMO VER. Thread: Capcom's final chance for redemption

TheDanger

Banned
From what I heard of you guys I won't bother to buy this game, I'm gonna be disappointed anyway, I'll just play RE4 until I die.
 

jimi_dini

Member
Only regenerates one health block if that block has been slightly damaged. If an entire block is damaged, you have to use herbs.

And how many blocks are there? 2? 5? 10?
Depending on that it's either worse or doesn't matter (in the latter, there would be no reason to add it at all)
 
D

Deleted member 30609

Unconfirmed Member
It's just a super weird feeling game. It's hard to make heads or tails of it. It feels like it was designed by an AI programmed to observe what makes a "AAA action game" work rather than human beings. It's hitting beats that are very familiar and none of it feels right. Super bizarre.
 

Vamphuntr

Member
It's just a super weird feeling game. It's hard to make heads or tails of it. It feels like it was designed by an AI rather than people. It's hitting beats that are very familiar and none of it feels right. Super bizarre.

Yeah, I agree.
 

News Bot

Banned
And how many blocks are there? 2? 5? 10?
Depending on that it's either worse or doesn't matter (in the latter, there would be no reason to add it at all)

It is a pointless addition but it really doesn't actually impact on anything except in near-death situations in which you may or may not survive a hit when you have a final health block.
 
What is this exactly? How does it differ to the regular aiming? Saw this in the options and have been wondering how they could be any different.

You have two aiming modes, I and II, when you pull the left trigger you move with the left stick and aim with the right stick, in the other mode is the other way around, you aim with the left stick like in RE4 but you can move with the right stick.
 
The controls take some getting used to, but even then they aren't quite as responsive. What was Capcom thinking by the character aiming taking up half the screen with minimal vision to aim/shoot. And the camera angles when aiming are pretty damn disgusting at times - like it's so shaky and snaps forward pretty quickly. Bleh, I'll try again later.

Also, freakin' screen tearing galore.
 

News Bot

Banned
You have two aiming modes, I and II, when you pull the left trigger you move with the left stick and aim with the right stick, in the other mode is the other way around, you aim with the left stick like in RE4 but you can move with the right stick.

Ooh, that sounds neat. Gonna take a while to orient myself with this game and play around with the options. Can you confirm whether the icon on/off option affects just the waypoint markers or does it also remove the horrifying button prompt icons for opening doors and climbing and such?

Because the full version of the game will be sooo much better. Yeah, right.

Yeah, given previous demos in the series, it most likely will be. Subsequent demos after this one (this is the E3 build) already had improvements reported.
 
I have a code from Dragons Dogma (PS3 Version) if anyone wants early access. Just write me a 3000 word essay on why im awesome. Alternatively PM me.
 
Damn these impressions don't sound very good.

Let's hope Capcom just did another stupid thing and released a way too early demo of the game and the actual game delivers.

:/
 

Carbonox

Member
I'd like to think Capcom will be taking on board the criticisms and applying changes to the final product. This is an older demo so there could be new additions to these sections in the final game - at least I hope so.

Still, game looks really fun to play, dodgy camera aside.
 
Ooh, that sounds neat. Gonna take a while to orient myself with this game and play around with the options. Can you confirm whether the icon on/off option affects just the waypoint markers or does it also remove the horrifying button prompt icons for opening doors and climbing and such?



Yeah, given previous demos in the series, it most likely will be. Subsequent demos after this one (this is the E3 build) already had improvements reported.

With it off the icons for opening doors are there, I think it only hides the waypoint and other key items on the map.

Did anyone notice a huge delay when you run, stop and try to do a 360º?.

Played a little more and it feels weird, not in a bad sense but weird, it's hard to explain for me. Also, I don't know if it's me but when I pull the gun, the character is always aiming below mid screen.
 

Vamphuntr

Member
My favorite of the 3 was definitely Jake/Sherry. Clunky aiming asides, it was a fun fight. I got to pick up a magnum during the fight, lured the boss into remote bombs I had set up and also blew him up with gas canisters. There were also some "hidden" items and treasure lying all around the place too.

Leon was the worst. You barely get to play anything. You're stuck walking around hallways where nothing happens until the very end and for half the demo you can't even run because you are talking or escorting someone.

Chris' chapter is basically like a third person shooter. Enemies have SMGs...

Oh and it also seems there will be limited inventory spaces as you can trash items in your equipment screen.


With it off the icons for opening doors are there, I think it only hides the waypoint and other key items on the map.

Did anyone notice a huge delay when you run, stop and try to do a 360º?.

Played a little more and it feels weird, not in a bad sense but weird, it's hard to explain for me. Also, I don't know if it's me but when I pull the gun, the character is always aiming below mid screen.

Yeah I got the same. I think the laser sight isn't working properly or at least is different from RE5/RE4. I switched to the crosshair and it felt better.
 

Omikaru

Member
If I wanted Gears of War-style gameplay, I'd play Gears of War. I really don't see the point of this game.

Thinking I'll give this one a miss judging from the demo.
 
D

Deleted member 30609

Unconfirmed Member
the auto cover when you aim felt kind of weird too. It changes the aim button to a Deus-Ex like cover button and the left stick to the jump out of cover button? Sort of? I don't know. It was weird. Weird.
 

burgerdog

Member
It just feels so unpolished, there's a ton of little things that they need to fix. It feels like a b game from a random dev at this point.

edit
I swear that the dot/laser sight disappears when you're shooting. It's extremely annoying.
 

LM4sure

Banned
Release Date: July 3rd [Xbox 360] and September 5th [PS3]

What the hell?! This is the first time I'm hearing of this. And I'm guessing the pc version in 2013, right? Damn you, Capcom!
 

Carbonox

Member
I think Capcom might benefit in having a western studio help with things like controls and TPS mechanics, given that Capcom's application of these are very odd. Not that I don't enjoy and can't master these things but it's uh...unique. Though that's part of the charm I guess. Since day one Resident Evil has had odd controls, varying in degrees of weirdness. Tighter TPS controls would no doubt improve the product for many though, as TPS/horror is the name of the game now.
 

Vamphuntr

Member
I liked that you can switch mode with guns. For instance, Sherry's handgun fire three rounds for each pull of the trigger but you can set it to only one shot per pull if you want.

I'm still curious to see how the full product will fare. So far I have mixed feelings about it. The controls and aiming doesn't seem as tight as in RE5 and I'm not impressed by what I played. Something just doesn't click. It doesn't feel satisfying to fire your gun :S
 
D

Deleted member 30609

Unconfirmed Member
I don't think it's unique. It's more like... completely tone-deaf.
 
All I want them to fix before release is the crappy aiming and the jarring camera work when trying to shoot. Also, make the character aiming not take up, like, half the damn screen. The game just feels weird all around - I'm not sure what to make of this "Resident Evil". Yeah, it's a demo but still.
 

News Bot

Banned
I think Capcom might benefit in having a western studio help with things like controls and TPS mechanics, given that Capcom's application of these are very odd. Not that I don't enjoy and can't master these things but it's uh...unique. Though that's part of the charm I guess. Since day one Resident Evil has had odd controls, varying in degrees of weirdness. Tighter TPS controls would no doubt improve the product for many though, as TPS/horror is the name of the game now.

They tried out their Western fetish on Operation Raccoon City and look how well that turned out.
 

Akibared

Member
It's not survival horror enough ......

I accepted that the resident evil I grew up with is long gone. I like what capcom did with revelations and what they are doing with leon's sections in this game and I can get my survival horror fix with games like amnesia
 
I'm still curious to see how the full product will fare. So far I have mixed feelings about it. The controls and aiming doesn't seem as tight as in RE5 and I'm not impressed by what I played. Something just doesn't click. It doesn't feel satisfying to fire your gun :S

How could they have regressed so much since RE4? Huge strike 1 IMO. I knew from the very first zombie shot in the E3 demonstrations that this was going to be an issue.
 
Capcom's trying really hard to appease to old-school RE fans with Leon's slow moving segments and teh zombehs. Leon's section wasn't even that interesting, lol.
 

gconsole

Member
I accepted that the resident evil I grew up with is long gone. I like what capcom did with revelations and what they are doing with leon's sections in this game and I can get my survival horror fix with games like amnesia


Sorry, i'm just being sarcastic. I don't mind the direction it's changed. If I want the real horror experience i'll just go with other game.
 

Nemesis_

Member
I like the QUICK SHOT mechanic though I wonder how useful it would be in the long run. Have been playing Leon's segment slowly with the lights off - despite exploration there's not a lot of stuff I've found (if anything) so I feel like there is nothing here.

The music is nice and ominous too. Nothing scary though when has Resident Evil been scary tbh?
 

News Bot

Banned
Capcom's trying really hard to appease to old-school RE fans with Leon's slow moving segments and teh zombehs. Leon's section wasn't even that interesting, lol.

The railway segment looked much better for old school fans and you had more control over Leon. This demo is a really poor representation of the game.
 

Carbonox

Member
They tried out their Western fetish on Operation Raccoon City and look how well that turned out.

Indeed but that's a completely different thing altogether.

With a mainline RE title, there would be no harm in having a studio more experienced with TPS titles simply collaborating on Capcom where controls are concerned. Not complete development control like Slant Six and ORC.

However, as I'm fully accustomed to RE controls, it's really a non-issue for me, but I do think about how it would improve others' experiences who are less inclined to get to grips with an eccentric system compared with more free-flowing TPS titles.

I actually find RE5's control scheme C to be the best example Capcom has offered where controls are concerned. That felt very tight and comfortable. Something's off about RE6, though I love the new button inputs for certain tasks.
 

Feindflug

Member
How could they have regressed so much since RE4? Huge strike 1 IMO. I knew from the very first zombie shot in the E3 demonstrations that this was going to be an issue.

That's what I'm also wondering, RE4 & RE5 gunplay, controls and feel of weapons were really really good, how they fucked it up with 6?

The demo impressions thus far sound really disappointing - screen tearing, controls and gunplay feel off, enemies not reacting much to your shots and an overall feel of lack of polish...WTF Capcom? :(
 

Akibared

Member
Capcom's trying really hard to appease to old-school RE fans with Leon's slow moving segments and teh zombehs. Leon's section wasn't even that interesting, lol.

Seems like that was the start of his section of the game going for a slow build up to the first zombie just a bad thing to show off for a demo.

Sorry, i'm just being sarcastic. I don't mind the direction it's changed. If I want the real horror experience i'll just go with other game.

It's cool man Ive just seen that stuff so much since RE5 came out and it annoys the hell out of me.
 

Vamphuntr

Member
Oh and unless I didn't find it, you can't knife enemies outside of QTE. Instead you have a melee attack. So to open crates you punch and kick them.
 

jimi_dini

Member
It is a pointless addition but it really doesn't actually impact on anything except in near-death situations in which you may or may not survive a hit when you have a final health block.

Yes

I have to wonder why they didn't take the MGS2/MGS3 route. Regenerating health from almost none to a bit less than almost none. Nothing more. That's "fixes" those near-death situations as well. 1/6th chunks are quite a huge bit. And it just eases the gameplay. You get hit once with full health? Got full health again in a few seconds.
 

Carbonox

Member
Oh and unless I didn't find it, you can't knife enemies outside of QTE. Instead you have a melee attack. So to open crates you punch and kick them.

How disappointing, though using punches/kicks to open crates is definitely better due to how quickly it occurs.

Hopefully something can give us a melee rundown or even a melee run of one of the demo's!
 
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