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

RE3 had a plot? Even by RE storytelling standards (which is rock bottom low), I don't see how 'Jill escapes from the zombies' constitutes a beginning, middle or end. The other RE games had at least one of those.

I'll concede that the dodge is neat, but unless you're facing Nemesis, it's not really needed.

You're not the most attentive if all you got from BH3, even without reading up on its background plot, was "Jill escapes from the zombies". Particularly since the game contains the most defining point of the series storyline (Raccoon City's destruction) and elaborates on plot points found in BH2 as well as introducing new ones, namely the involvement of the U.S. government, the rivalry between Umbrella's different branches and each of their reactions to the incident. By comparison, BH2 is pretty tame.

Everyone would do well to read this interview.
 
The machiavellian corporate conspiracy/continuity stuff isn't nearly as interesting or memorable as the schlocky pulp horror/action movie send-up at the forefront of RE. As a RE acolyte I do keep tabs on all that stuff. Some of it's great, some of it isn't. Code Veronica's a prime example of behind the scenes material being great. Revelations would be the opposite. Raccoon City exploding is somewhere inbetween, I guess. It's just something that happened with little or no outcome in for the series, although RE6 seems to touch on it.
 
The machiavellian corporate conspiracy/continuity stuff isn't nearly as interesting or memorable as the schlocky pulp horror/action movie send-up at the forefront of RE. As a RE acolyte I do keep tabs on all that stuff. Some of it's great, some of it isn't. Code Veronica's a prime example of behind the scenes material being great. Revelations would be the opposite. Raccoon City exploding is somewhere inbetween, I guess. It's just something that happened with little or no outcome in for the series, although RE6 seems to touch on it.

To each his own I guess. I enjoy most plots in the series out of sheer entertainment and the variety between the corporate/government conspiracies and pulp horror/action helps keep it rather fresh without getting too hung up on one or the other.
 
Because tearing is disorienting for a lot of people.

For some people, it's more than disorienting. It gives me severe headaches and I think Evilore even got a seizure or something from the tearing in God of War 2, for example.

This pretty much, I am also very prone to motion sickness.

I'm kinda down about what I'm hearing, I'd still like to try it out for myself.
 

His first complaint is a bit trite. The aiming (particularly with the crosshairs) moves because of recoil and you have to line them up. I've had no such problem with the laser sight. His complaint about the story is really just a give-or-take. Those who liked the stories in previous games will most likely enjoy the story in BH6. Those who have never liked the stories and revel more in the series' past awful localization won't like the story in BH6. Simple as that, really. Why people come up with "takes itself too seriously" when it has always taken itself seriously is beyond me. The series has never been tongue-in-cheek (save for maybe a few pieces of self-reference dialogue) and the "amusing" aspects weren't done intentionally.

The camera and arena complaints are worrying, though. Not worried about the controls, I personally find them fine and probably the best in the series so far, though they feel a bit clunky in conjunction with the camera. However, I expect that decreasing the camera's movement speed will help most complaints with it. Mine would be that it just moves around too fucking much. They should have just locked it to behind the character like previous games.
 
The arena complaint is most disheartening.

How much worse does the new camera for the appeasement of stupid internet pundits make the game?

Shacknews Preview: "The camera is a mess....The camera is also much too close to the character when taking cover, which essentially renders that feature moot."

Now who's stupid?
 

The guy seems like he's just hating on RE6 for the sake of hating on it. But this part is interesting:

The story is terrible and takes itself way too seriously. The Resident Evil franchise has never been known for telling a good tale. Still, it's a franchise that almost revels in silliness--from the "Jill sandwiches" of the first game, to punching boulders in a volcano in Resident Evil 5. Resident Evil 6's story is no less absurd than any other entry in the franchise, but it's presented in such a dry manner, void of any kind of humor, that it's a bit difficult to swallow some of the game's major revelations.

Maybe News Bot's dreams have finally come true?
 
The lack of humor bit is funny considering I heard impressions from someone else.

The story's pretty straightforward. They shuffle off a lot of details into the files in the name of keeping things very immediate and action-y. The dialogue's serviceable with the occasional funny line, and Ada outright steals the show.

Like I said, polarizing game of the year.
 
Why people come up with "takes itself too seriously" when it has always taken itself seriously is beyond me. The series has never been tongue-in-cheek (save for maybe a few pieces of self-reference dialogue) and the "amusing" aspects weren't done intentionally.

While I don't argue with most of the points he made. This part is pretty much what I'm going to say. RE always take itself serious regarding to the story. It's just the implementation that is poor compare to other games. Still there are people who enjoy it , including me.
 
RE3 had a plot? Even by RE storytelling standards (which is rock bottom low), I don't see how 'Jill escapes from the zombies' constitutes a beginning, middle or end. The other RE games had at least one of those.

I'll concede that the dodge is neat, but unless you're facing Nemesis, it's not really needed.

RE3's plot is one of its strengths to me. Raccoon City is getting nuked, get your ass out of there. Perfect background for everything else and adds a dramatic sense of urgency to everything you do. It complements the gameplay perfectly.


That sounds like everything I feared, but still reserving judgement for myself. I hate when RE plots get "serious".
 
RE3's plot is one of its strengths to me. Raccoon City is getting nuked, get your ass out of there. Perfect background for everything else and adds a dramatic sense of urgency to everything you do. It complements the gameplay perfectly.

That sounds like everything I feared, but still reserving judgement for myself. I hate when RE plots get "serious".

You say BH3's plot is one of its strengths, then you hate it when the plots get serious... Buh? Every game in the series has an utterly serious plot. Even BH4, regardless of the unintentional dialogue.
 
Shacknews Preview: "The camera is a mess....The camera is also much too close to the character when taking cover, which essentially renders that feature moot."

Now who's stupid?

If you are in cover, you are presumably shooting at ranged enemies. As such, they probably are not close to you, and therefore not sneaking up in a blind spot (if there are melee enemies about - why are you standing still in cover?), so peripheral vision isn't an issue.

Acquire your targets unzoomed, then zoom in to shoot at them.

I dunno. Treat the aim mode like the Aim Down Sights view in a FPS, and only use it when you are shooting at things.
 
If you are in cover, you are presumably shooting at ranged enemies. As such, they probably are not close to you, and therefore not sneaking up in a blind spot (if there are melee enemies about - why are you standing still in cover?), so peripheral vision isn't an issue.

Wrong.

"renders that feature moot"
 
The guy seems like he's just hating on RE6 for the sake of hating on it. But this part is interesting:



Maybe News Bot's dreams have finally come true?

Well, this game smells too much of a 7 score syndrome.... everything seems so flat & uninspired from the demo walkthrough... I don't said could be funny, but I'm not expecting a single 8... lately capcom is too much obsessed to the revenue & it has completed forgot the quality... this company needs to do a step back or could be a catastrophe....
 
Well, this game smells too much of a 7 score syndrome.... everything seems so flat & uninspired from the demo walkthrough... I don't said could be funny, but I'm not expecting a single 8... lately capcom is too much obsessed to the revenue & it has completed forgot the quality... this company needs to do a step back or could be a catastrophe....

Wait, you actually think that on the metacritic page there will not be a single number 80 score or higher? No matter what the ultimate quality of the game is, gaming publications are not so predictable that you can just say it will only get 7s and never 8s. That's ridiculous. For one, if a publication that uses a /5 scale gives it a "7" (4/5), they will be giving it an 80. I want you to keep in mind the PS3 HD port of The Umbrella Chronicles and The Darkside Chronicles has several 80s on its page.

Also you use ellipses (...) too much. Among other things...
 
Opening Yoon's summary of the camera issues:
Perhaps having a terrible camera is part of the game's DNA--the first game was lauded for its use of fixed camera angles, after all.

This sentence doesn't make sense. Terrible cameras are an inherent part of RE as evidenced by the praise for a fixed camera in the first one? Who's editing this?

EDIT: here's more nonsense
After playing through nearly the first half of Resident Evil 6, I'm disparaged to say that the game has not gotten any better. But, at least now I know exactly why the game is so flawed.
That's not how you use the word "disparaged."

I also notice he's not complaining about how jerky the camera is. How can I continue to have that opinion if one reviewer doesn't share it? I am lost.

The game is roughly 20 hours long, with roughly 5 hours per campaign.

No sub-chapters. Just 5 long chapters in each campaign.

Do we know how much the campaigns overlap in terms of locations? I was arguing in that DLC thread for how much content there is in the single-player game (based on the available information), but I wonder if that 20 hours involves a lot of repetition.
 
Do we know how much the campaigns overlap in terms of locations? I was arguing in that DLC thread for how much content there is in the single-player game (based on the available information), but I wonder if that 20 hours involves a lot of repetition.

This probably my main concern when it comes to the length. Well, we know that players/characters will meet up with each other, so there is going be some of it in the form of conjoined parties. The thing is, another DMC4 would be very disappointing.


I'm also confused about the whole Steady Aim thing he mentioned. This is news to me.
 
Wait, you actually think that on the metacritic page there will not be a single number 80 score or higher? No matter what the ultimate quality of the game is, gaming publications are not so predictable that you can just say it will only get 7s and never 8s. That's ridiculous. For one, if a publication that uses a /5 scale gives it a "7" (4/5), they will be giving it an 80. I want you to keep in mind the PS3 HD port of The Umbrella Chronicles and The Darkside Chronicles has several 80s on its page.

Also you use ellipses (...) too much. Among other things...

Oh sorry. Anyway about the score, I'm talking of the 'major site'.
 
There is apparently some minor overlap, but not a lot. While you'll be in the same location as another character's campaign, you'll usually be in separate areas or different paths. Not much retreading (so far).
 
Incidentally...

The controls are terrible unless you buy an upgrade. At E3, I felt like aiming just didn't feel right. In a preview build provided by Capcom, I discovered that your characters are intentionally handicapped. Where you aim isn't necessary where you'll shoot, as your character's aim will move around slightly. Perhaps it's meant to be "more realistic," but that doesn't explain why you're then able to purchase steady aim using Skill Points. Without the option selected, I found Resident Evil 6 nearly unplayable--and it will take at least a few hours before you have enough Skill Points to fix this rather odd gameplay decision.

seriously people, don't try to use the 'old style' laser sight - the game isn't built for it. With the fixed reticle turned on he would find that it is just like any other game with an expanding reticle, like, say, the original Rainbow Six games or Counterstrike (not that it actually expands - it is just that you are shooting knowing that your bullet will strike somewhere in the aiming area). Plus you can use the laser dot for precision shooting if you need to.
 
This probably my main concern when it comes to the length. Well, we know that players/characters will meet up with each other, so there is going be some of it in the form of conjoined parties. The thing is, another DMC4 would be very disappointing.


I'm also confused about the whole Steady Aim thing he mentioned. This is news to me.

Maybe the aim drifts a little bit like it does in RE4/5? I don't know, in a lot of the gameplay videos I've seen the player does seem to be having a lot of trouble hitting enemies even at close range.

The arena style design sounds like a huge problem. I was kind of wondering if there would be any actual level design/encounter design in this game or if it would just be fight room, hallway, fight room. For me there's great satisfaction in lining up the perfect shot and then meleeing to clear a crowd, but now that melee isn't dependent on prior accuracy, so that gameplay hook might be absent. And if the game doesn't hook me with the combat, the lack of design will probably ruin it the rest of the way.
 
Oof... The respawning enemies part sounds awful.

You're supposed to run and/or make your way trough enemies in those sections. He's still playing like old REs, only it's not. Enemies are FAR too resistent, even to headshots, with the vanilla character, and it's not by chance that the first melee strike (that pushes enemy aside) is almost "free", stamina wise. In many aspects is more about survival than previous games, where you could clean up each scenario. I guess he got a little carried away by the fact that you start up very loaded in terms of weapons.

Cover mechanics point is really moot. I'm puzzled as to who's gonna use it, as it's barely more useful than in RE5. He has a point on the "narrative tone", however. It would work way better with a little more tongue in cheek.

Overall, my only real problem with the game is that it tries to cater to the old school audience when it REALLY shouldn't.
 
His first complaint is a bit trite. The aiming (particularly with the crosshairs) moves because of recoil and you have to line them up. I've had no such problem with the laser sight. His complaint about the story is really just a give-or-take. Those who liked the stories in previous games will most likely enjoy the story in BH6. Those who have never liked the stories and revel more in the series' past awful localization won't like the story in BH6. Simple as that, really. Why people come up with "takes itself too seriously" when it has always taken itself seriously is beyond me. The series has never been tongue-in-cheek (save for maybe a few pieces of self-reference dialogue) and the "amusing" aspects weren't done intentionally.

The camera and arena complaints are worrying, though. Not worried about the controls, I personally find them fine and probably the best in the series so far, though they feel a bit clunky in conjunction with the camera. However, I expect that decreasing the camera's movement speed will help most complaints with it. Mine would be that it just moves around too fucking much. They should have just locked it to behind the character like previous games.

Agree
 
Incidentally...



seriously people, don't try to use the 'old style' laser sight - the game isn't built for it. With the fixed reticle turned on he would find that it is just like any other game with an expanding reticle, like, say, the original Rainbow Six games or Counterstrike (not that it actually expands - it is just that you are shooting knowing that your bullet will strike somewhere in the aiming area). Plus you can use the laser dot for precision shooting if you need to.

I found the recoil in the demo pretty satisfying and got used to it no problem. It sounds like a lot of the complaints there are due to it trying offer up more of a challenge. But if there are upgrades that make your aim more effective over the long haul, then what is the problem? Not enough auto-aim, lol?
 
You say BH3's plot is one of its strengths, then you hate it when the plots get serious... Buh? Every game in the series has an utterly serious plot. Even BH4, regardless of the unintentional dialogue.

RE3's plot is one its strengths (imo) because it's rather straightforward and there's very little in the way of actual storytelling that belies the nature of the plot. A chief example of when a "serious" RE plot goes awry is RE5's. Now you get the impression that the plot is meant to be taken seriously, but then you have hamfisted dialogue, no sense of dramatic progression, no character personalities and a villain with an utterly ridiculous motive. That is when I hate when the plot gets 'serious'. It all lies in the execution, I guess, and the track record is not good.
 
Incidentally...



seriously people, don't try to use the 'old style' laser sight - the game isn't built for it. With the fixed reticle turned on he would find that it is just like any other game with an expanding reticle, like, say, the original Rainbow Six games or Counterstrike (not that it actually expands - it is just that you are shooting knowing that your bullet will strike somewhere in the aiming area). Plus you can use the laser dot for precision shooting if you need to.

This is a problem. The precision made all the difference for me. It's what makes RE4/5 so different from typical TPSs.
 
Maybe the aim drifts a little bit like it does in RE4/5? I don't know, in a lot of the gameplay videos I've seen the player does seem to be having a lot of trouble hitting enemies even at close range.

Yeah most of those videos are also idiots who have the crosshairs on the screen and fire willy nilly without trying to figure out where the laser itself is actually pointing. I'm going to turn off the crosshairs for my playthrough because in this game all they serve is to give you a false sense of accuracy.

The arena style design sounds like a huge problem. I was kind of wondering if there would be any actual level design/encounter design in this game or if it would just be fight room, hallway, fight room. For me there's great satisfaction in lining up the perfect shot and then meleeing to clear a crowd, but now that melee isn't dependent on prior accuracy, so that gameplay hook might be absent. And if the game doesn't hook me with the combat, the lack of design will probably ruin it the rest of the way.

It definitely is still there. People go for headshots and then run in and melee, at least from the Capcom Unity videos I've been watching. It's just that there are other ways to get into context-sensitive melee mode, such as using melee from the offset without firing any shots and using up your stamina gauge in the process.
 
Yeah most of those videos are also idiots who have the crosshairs on the screen and fire willy nilly without trying to figure out where the laser itself is actually pointing. I'm going to turn off the crosshairs for my playthrough because in this game all they serve is to give you a false sense of accuracy.

I'm going to turn them off because I hate the way they look, but ErikB says that's WRONG WRONG WRONG.
 
Maybe the aim drifts a little bit like it does in RE4/5? I don't know, in a lot of the gameplay videos I've seen the player does seem to be having a lot of trouble hitting enemies even at close range.

The arena style design sounds like a huge problem. I was kind of wondering if there would be any actual level design/encounter design in this game or if it would just be fight room, hallway, fight room. For me there's great satisfaction in lining up the perfect shot and then meleeing to clear a crowd, but now that melee isn't dependent on prior accuracy, so that gameplay hook might be absent. And if the game doesn't hook me with the combat, the lack of design will probably ruin it the rest of the way.

What do you mean when you say it is not dependent on prior accuracy?
 
This is a problem. The precision made all the difference for me. It's what makes RE4/5 so different from typical TPSs.

Did I mention you should try to forget as much as possible about previous RE games before you go in to this?

Seriously man - it isn't an RE4 variant. Trying to play it as one won't work very well.
 
Did I mention you should try to forget as much as possible about previous RE games before you go in to this?

Seriously man - it isn't an RE4 variant. Trying to play it as one won't work very well.

Where did you buy your time machine? I'm in the market for a new one.

Varth said:
In past REs you could melee only after kneecapping an enemy I guess.

In RE5 you can melee an enemy if you stagger them by:

1. Shooting them in the head
2. Shooting them in the arm
3. Shooting them in the leg
4. If they are on the ground and alive

In RE6 you can still do those, but there is another option:

5. Stagger them with a melee attack first

At least that's what I was able to tell from the videos I've been watching, especially Mercenaries.
 
Did I mention you should try to forget as much as possible about previous RE games before you go in to this?

Seriously man - it isn't an RE4 variant. Trying to play it as one won't work very well.

To be honest - if I understood the matter - playing with laser pointer and no crosshair I didn't notice dramatic drift of the bullet from the pointer on single shots. I guess it's less precise in shots fired in sequence, but it's expected.

I agree regarding the "don't go in expecting usual RE". Even if they tried to have homage to previous games here and there, game's clearly trying to go somewhere else. It's just looking back too much while doing it.

In RE5 you can melee an enemy if you stagger them by:

1. Shooting them in the head
2. Shooting them in the arm
3. Shooting them in the leg
4. If they are on the ground and alive

Yup, I remember. I was just simplifying the matter to clear his doubt. I kinda miss the mechanic, I have to say. Don't really like the fact that enemies don't have that dramatic reaction that meant "rush for the finishing blow".
 
What do you mean when you say it is not dependent on prior accuracy?

What Varth said. I should have written that better. I mean the way melee opportunities required you to pull off a specific, targeted shot beforehand. It's fun to pull off that perfect headshot while under the pressure of several enemies encroaching, then melee to push them all back. That's one of the central hooks of RE4 for me. I also think the encounter design is interesting and varied pretty much throughout. RE6 seems to be drastically changing those elements.

Did I mention you should try to forget as much as possible about previous RE games before you go in to this?

Seriously man - it isn't an RE4 variant. Trying to play it as one won't work very well.

I've long since made peace with the fact that there won't be another RE4. I'm just talking about whether or not this game will be fun for me. I haven't made up my mind yet because I haven't played it, but these are my completely warranted concerns.
 
RE3's plot is one its strengths (imo) because it's rather straightforward and there's very little in the way of actual storytelling that belies the nature of the plot. A chief example of when a "serious" RE plot goes awry is RE5's. Now you get the impression that the plot is meant to be taken seriously, but then you have hamfisted dialogue, no sense of dramatic progression, no character personalities and a villain with an utterly ridiculous motive. That is when I hate when the plot gets 'serious'. It all lies in the execution, I guess, and the track record is not good.

That makes more sense, and I agree.
 
You can't say the game controls fine and then say it doesn't work well when coupled with the camera. The way the content on screen reacts to a button press IS the control scheme.
 
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