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

There isn't anything wrong with it. Once you get used to it. Not just me saying it either. How many people telling you that it plays well once you get the hang of it will it take to convince you to play it enough to find out?
I've gone back to the demo a few times today and it's not any better. I just know my way around the awfulness better.

There is everything wrong with this game.
 
There's a difference in disintegrating in 2 seconds and disappearing after leaving an area.
Thats right, you would kill a zombie and the body fall down and bleeds, it never desintegrated like killing a vampire on True Blood...
This game will sell well but the demo is garbage
 
RE2 was my first playstation game, it's my favorite series, read all the books, used to post on gamefaqs like 10 years ago with CVX on gamefaqs. My favorite series.

Couple of thoughts of the overall series:

RE2/CVX are my favorite, but I've got a soft spot for 3.

4 > Revelations > 5
Lost in Nightmares is not the saint that half of gaf thinks it is, its pretty horrible.

Avoided this thread due to all the negativity, here are my thoughts:

First things first, when I first jumped into the game with my friend I had two very opposing energies, one being the desire to prove all the haters here wrong and not wanting to believe the bs, and the other being that I desperately wanted to play Borderlands 2 which was sitting unopened by my console.

My friend and I jumped right into Chris's campaign and I played as Piers. Words I'd use to describe that playthrough weren't disimilar to what we've seen on GAF : Uncomfortable, claustrophobic, awkward, bad controls, shitty. We didn't bother playing the other two campaigns, it was such a bad experience that we jumped straight to BL2.

Being more objective the second time around and wanting to go through it at my own pace I replayed through everything and each character via singleplayer, and came out of that experience feeling a lot more comfortable.

The Good

- It's the best TPS on the market in regards to how good it feels to fire the guns and hit an enemy. The red dot within a crosshair system is a brilliant and well executed idea, and no other TPS feels as good to hit enemies. It's visceral: Chunks of the head can be blown off, but it's also functional in the same way as 4/5 in regards to location based damage setting up combos without being as painfully obvious and restricting in regards to enemy movement. Enemies fading into ash or just boiling away into black gore just adds to the awesome.

- Technically speaking, Capcom has a team that can do whatever they want technically, at least on the PC and 360, and it shows here. No tearing on my demo, fps drops were occasional but not horrible. The only thing that suffers slightly other than 5 is image quality and textures, but the textures aren't an issue in the darker environment and there's so much more going on in this one in regards to dynamic lighting, depth of field, generally more enemies on screens and effects in general.

- They've created a foundation which can last for at least a trilogy in terms of what they've created with the stamina functionality, quickshot system, and new evades, unfortunately from what I've seen it's not utilized properly due to enemy types and environment, which I'll explain below, but they've done the hardest part.

- Going the Revelations route ends up with the perfect sweet spot. Coop is there if you want it, and not having to worry about your coop partners ammo and weapons means singleplayer feels very solid.

- Weapon diversity seems pretty incredible in general from what I've seen.

- Playable partner characters is going to result in a shit ton of replayability in general. Sherry's burst pistol and Piers sniper rifles were pretty awesome.


The Bad

- 180 turn is more trouble than it needs to be, which is crucial in a game like this

- HUD system is fucking bad no matter who you play as. Visually they are fantastic looking, but it's a problem that so much work went into so much style over functionality.

- Absolute lack of visual cues = Arguably the biggest problem with the game. It's a huge problem during Chris's campaign when during broad daylight you have to take a moment or two to realize if something is an enemy or an ally, and it creates a lot of chaos as a result. Lack of bullet trails/smoke trails, very muted colors for enemies, it just creates a logjam situation where you don't know what the fuck is really going on, and as aresult you end up getting flanked by guys and assaulted from all directions. It makes you think that it's a camera issue , when really it's just enemy and level design.

There need to be more cues in regards to what's an enemy and what isn't, and you should be able to identify their placement right away. Red glowing eyes, glowing weak spot appendages, something, anything.

- Gun wielding enemies. It just doesn't work. It didn't work in 4, didn't work in 5, and it doesn't work in 6. It's working better now than any of the previous games but it's just not necessary. Mechanically a system has been put in place for fantastic BOW/Melee enemy encounters, and it's being wasted by forcing the player to play the game like it's Ghost Recon.

- I didn't have any reason to ever use many of the dodge mechanics. With whats in place the game is just begging for waist high licker strikes with solid visual cues and an ability to dodge to the floor to avoid them, followed by a few vertical strikes that force rolling, or environmental hazards to slide under that the enemy might run into. All of this again seems perfect for melee enemy types and NOT for gun wielding opponents.

- Remove melee weapons as a wielded item. Awkward.

Overall it was a much better experience the second time around and it holds a lot of promise. My main concern is what the ratio will be like in the main game regarding shooting enemies and virtually anything else. More of the latter will create a better experience. I'm hoping for more strategical use of the new dodge system and better visual cues on enemies in general.

I'd rank the campaigns like this thus far : Leon = Jake >>>>>>>Chris.
 
Good or bad, this game will sell gangbusters.

Of course it will, because it has the Biohazard name slapped on it.

But Biohazard has been dead since 4 5. I'm so completely underwhelmed with a "mainline" entry for the first time. I mean I was disappointed with 5, but there was some corn in that mountain of shit to make it worthwhile. This is just... bad.

All I want is a Biohazard REbirth 2 and 3 (remove the stupid music puzzle in 3, meanwhile), Capcom. Why is this so hard for you to do and please us purists? :(
 
I would say that on paper the ideas in this game are interesting, like going to a prone position from evading, and some of the melee stuff with counters and whatnot. But these are ideas that have been executed horribly.

Are you sure you just haven't learned how to play it properly yet? I mean you wouldn't want to be part of the unthinking masses who can't appreciate genius when they see it, would you?
 
All I want is a Biohazard REbirth 2 and 3 (remove the stupid music puzzle in 3, meanwhile), Capcom. Why is this so hard for you to do and please us purists? :(

Because, sadly, the game wouldn't sell :(
I think Revelations (or something akin to Lost in Nightmares) is the closest thing we will ever get. :(
 
Are you sure you just haven't learned how to play it properly yet? I mean you wouldn't want to be part of the unthinking masses who can't appreciate genius when they see it, would you?

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Just saying. I can go on claiming the game is misunderstood for ever. But if it does turn out the game plays well and you didn't notice...
 
Because, sadly, the game wouldn't sell :(
I think Revelations (or something akin to Lost in Nightmares) is the closest thing we will ever get. :(

But I don't have a 3DS and don't really plan to get one (outside of AA5... if Capcom brings AAI2 over finally). :(

Lost in Nightmares was the best thing Biohazard 5 had. Fullstop. They NAILED what I wanted out of the redone series: tension and "fear"/being-in-world with the art-style. Not "PEW PEW PEW GUNS AND AMMO PEW PEW PEW." :(

Granted, there wasn't enough "action"/combat in Lost in Nightmares but if they built upon that it would've pleased us oldfarts and the new fans I feel.

Too bad they threw that out the window for ConanThumbsUp.gif money. :(
 
But I don't have a 3DS and don't really plan to get one (outside of AA5... if Capcom brings AAI2 over finally). :(

Lost in Nightmares was the best thing Biohazard 5 had. Fullstop. They NAILED what I wanted out of the redone series: tension and "fear"/being-in-world with the art-style. Not "PEW PEW PEW GUNS AND AMMO PEW PEW PEW." :(

Granted, there wasn't enough "action"/combat in Lost in Nightmares but if they built upon that it would've pleased us oldfarts and the new fans I feel.

Too bad they threw that out the window for ConanThumbsUp.gif money. :(

Stop overrating LiN. It's a piece of a shit. They added a bit of atmosphere and darkness but the puzzles are awful as is the combat and virtually everything else in it.
 
There isn't anything wrong with it. Once you get used to it. Not just me saying it either. How many people telling you that it plays well once you get the hang of it will it take to convince you to play it enough to find out?

Nah, there is plenty wrong with it and this is coming from someone who is forgiving and would still have fun with the game. Just being honest, these are clear cut issues with the game as it is in the demo:

- Camera clipping through the environment.
- Stupid AI that does not even recognize you sometimes.
- Awkward quick time events that are implemented more horribly than just about any I have seen.
- Cover that feels dodgy and broken at times.
- Obstructed peripheral vision and having to fight with the camera in order to figure out where enemies are before getting nailed.

I guarantee that you will hear these issues brought up in reviews, if they are honest. Do I think the game will still be fun? Yeah, I do. But do I think it has the level of polish and shine that a proper RE6 should be expected to have? Based on what I have played, I can't say I am confident anymore in saying so. A lot of it just feels outsourced, messy and half-baked. Again, this is just keeping it real.
 
Are you sure you just haven't learned how to play it properly yet? I mean you wouldn't want to be part of the unthinking masses who can't appreciate genius when they see it, would you?

Is this a joke? Has to be. Learned how to play it? It's not a complex simulator that needs to be learned.

I've played Leon's section 4 times now ... and guess what? The frame rate still hasn't fixed itself. Guess I have to learn that the stuttering frame rate is there on purpose to make the game scarier. Nothing like frame rate stuttering to make me cry.
 
Of course it will, because it has the Biohazard name slapped on it.

But Biohazard has been dead since 4 5. I'm so completely underwhelmed with a "mainline" entry for the first time. I mean I was disappointed with 5, but there was some corn in that mountain of shit to make it worthwhile. This is just... bad.

All I want is a Biohazard REbirth 2 and 3 (remove the stupid music puzzle in 3, meanwhile), Capcom. Why is this so hard for you to do and please us purists? :(

RE2 is one of my favorites, but RE4 was the funnest of the series. Yeah, it took on a more "arcadey" feel than the previous games, but it was also a lot more balanced in terms of gameplay. You know, the part of the game that should count the most? I know a lot of people enjoy dismissing the fourth game out of hand because it did not have tank controls and as much running around in the same mansion/police station, solving nonsensical puzzles as the previous games, but it was easily in the top three of the franchise.

RE2 > REmake > RE4 > everything else.
 
Stop overrating LiN. It's a piece of a shit. They added a bit of atmosphere and darkness but the puzzles are awful as is the combat and virtually everything else in it.

Haha, yeah LiN had some terrible parts. Like the gimmicky lure enemies under ceiling cuz I have no weaps to fight with.. that was extremely weak.

But I still liked it more than the main campaign. At least the first part of it. And its better than what I played of 6.
 
My favorite part about how bad the demo is is how rushed and unpolished the demo feels.

I mean, the QTE car part literally feels like it belongs in one of those awful, budget titled horror games. It's so jumpy with AWFUL animation.
 
A lot of things I don't like about. The visuals are the biggest complaint. I mean I have to strain my brain to try and remember the last time I saw a game that was equally unclear. Shadows are pitch black and enemies often appear as pitch black shadows on top of pitch black shadows. I think they wanted creepy atmosphere with semi-realistic lighting, but it doesn't work. I can't see shit. It feels frustrating to play a game where visual information is hidden from you...

Nothing needs to be said about the Chris part. Hello Gears of Evil.



But yeah, unless they change the lighting in the final game, it will be a fucking fiasco.


I mean, the QTE car part literally feels like it belongs in one of those awful, budget titled horror games. It's so jumpy with AWFUL animation.

Do we know if this game is done by the same people as RE5? Feels like some B-team effort in some places.
 
- Camera clipping through the environment.

Oh, so that "first person" view isn't Leon/Chris/Sherry being in cover (how the hell do you even get into cover) in the demo? It is unintentional clipping? Oh Capcom. :(

Sanctuary said:
RE2 is one of my favorites, but RE4 was the funnest of the series. Yeah, it took on a more "arcadey" feel than the previous games, but it was also a lot more balanced in terms of gameplay. You know, the part of the game that should count the most? I know a lot of people enjoy dismissing the fourth game out of hand because it did not have tank controls and as much running around in the same mansion/police station as the previous games, but it was easily in the top three of the franchise.

Bio4 is good, but not a Biohazard title. IMO. The gameplay is solid but it's too much gun combat for my taste. I want some exploring, I want some puzzle solving. I want limited ammo/tension. Yeah, Professional mode can give you that... if you don't abuse the stagger and knife abilities the developers give you.

That said, Biohazard 4 is the trigger that the series has changed (and kinda gone downhill since) to where I can point to it being the downfall of the series. Once again: Good game, but changed too much for us oldfarts and Capcom can't see what made it decent but tweaking it back to where it brings some of the older series stuff back and nails the best of both worlds.
 
I feel like a moron, how the hell do I use green herbs? I ended up mixing them all together for some reason and now I have one giant green herb.
 
My favorite part about how bad the demo is is how rushed and unpolished the demo feels.

I mean, the QTE car part literally feels like it belongs in one of those awful, budget titled horror games. It's so jumpy with AWFUL animation.

I'll say it again; the cutscene before the run to the car, where Zombies are approaching the steel gate and get close to the screen.... now THATS some serious piece of shit animation epicness going on. And I think they never break through either, its a rather pointless semi-tense scene.
 
Playing the demo dehyped me. This was my GOTY candidate. I thought they finally put the pieces back together again, but...

- Why do you need 2 seperate buttons for special actions?
- Why does the melee button have to be the same as the "Fire Weapon" button? That stuff was a special action for a reason.
- Herbs get turned into Pez? What!?
- The entire SEARCH FOR THE CARKEYS Quick-Time Event is dumb on a grand scale.
- Why are the HUDs different from everyone else's? Consistency is a bit too much to ask. It took me a bit to realize what was my health, and what was my ammo clip.

I might pick this up down the line, but I am turned off completely from any kind of Day 1 pickup regarding this game thanks to the demo. It did the opposite of hype.
 
Main culprit: bullet sponginess.

Enemies in RE4/5 reacted when you shot them. Here its like they took a page from Slant Six and you'll get no reaction (for the first couple shots). I'd rather they go back and re-look at RE5, because it was great there.

I noticed that the zombies are bullet sponges because they're, well, zombies. But the J'avo seem to react the same way the enemies did in RE4/5.
 
That said, Biohazard 4 is the trigger that the series has changed (and kinda gone downhill since) to where I can point to it being the downfall of the series. Once again: Good game, but changed too much for us oldfarts and Capcom can't see what made it decent but tweaking it back to where it brings some of the older series stuff back and nails the best of both worlds.

I've been playing the RE series since the first game launched, and I still found four to be the most balanced of the bunch. You're probably right about it's success being the catalyst for the last two games, yet I feel 5/6 went way overboard and more towards the generic co-op FPS/TPS fad that's unfortunately the rage on the 360/PS3. They got it right with the fourth and should have stopped trying to go even further mainstream and losing the identity of the franchise. But it's all about $$$ you know?
 
Oh, I see. Still not really ideal though. I like how in other games you hit a button, then you pop up out of cover, pull up with L1 and pop off some shots with R1 and get back down. Having to hold L1 seems like such unnecessary extra step of "cover management".

I'll give it a go again now that you told me you need to keep L1 pressed. I haven't tried the Jake section of the demo so I'll experiment with that. But the overall controls still feel so sloppy to me.

It seems like more to do but it's actually more economic. Holding the button isn't that big of a deal and you can easily perform every action with very few additional inputs. Actually I'd argue this particular system give you as much control as any other game, but with the same or less required from the player. It's just a little janky feeling, unfortunately. But that's true for every element of the game imo. It's a janky game.
 
- Awkward quick time events that are implemented more horribly than just about any I have seen.

I like that there tends to be a sorta target marker that you have to race to the end. If gives you some idea of how fast you need to waggle/mash, and adds a fair bit of tension.
 
But I don't have a 3DS and don't really plan to get one (outside of AA5... if Capcom brings AAI2 over finally). :(

Lost in Nightmares was the best thing Biohazard 5 had. Fullstop. They NAILED what I wanted out of the redone series: tension and "fear"/being-in-world with the art-style. Not "PEW PEW PEW GUNS AND AMMO PEW PEW PEW." :(

Granted, there wasn't enough "action"/combat in Lost in Nightmares but if they built upon that it would've pleased us oldfarts and the new fans I feel.

Too bad they threw that out the window for ConanThumbsUp.gif money. :(

Well, at least you had LiN. I didn't, because Capcom decided that it's not worth releasing DLC on PC for whatever reason :( I was only able to play on a RE convent we had, but playing such a thing on a small shitty monitor, when people behind you drink and laugh kinda ruin the atmosphere.
 
I see it now. This is the game that makes everyone see how fucking awesome RE5 was and how fucking stupid they were for wanting "better controls" and less tanky gameplay.
 
Of course it will, because it has the Biohazard name slapped on it.

But Biohazard has been dead since 4 5. I'm so completely underwhelmed with a "mainline" entry for the first time. I mean I was disappointed with 5, but there was some corn in that mountain of shit to make it worthwhile. This is just... bad.

All I want is a Biohazard REbirth 2 and 3 (remove the stupid music puzzle in 3, meanwhile), Capcom. Why is this so hard for you to do and please us purists? :(

RE5 has become one of my all-time favorite games. So different strokes I guess.
 
I see it now. This is the game that makes everyone see how fucking awesome RE5 was and how fucking stupid they were for wanting "better controls" and less tanky gameplay.

RE5 looked really nice. Controlled similarly to the previous games, yet had absolutely none of the atmosphere, sense of urgency and absolutely nothing at all to fear.
 
Haha, yeah LiN had some terrible parts. Like the gimmicky lure enemies under ceiling cuz I have no weaps to fight with.. that was extremely weak.

Meanwhile the Ashley section in RE4 gets a pass even though it's practically the same thing...
 
Are you sure you just haven't learned how to play it properly yet? I mean you wouldn't want to be part of the unthinking masses who can't appreciate genius when they see it, would you?

While his comment comes off as a bit condescending (sorry ErikB), I can actually understand where it's coming from. Personally I don't have any problems with the camera or controls, so it's a bit confusing how so many people REALLY don't like how it plays. I was kind of wondering myself if people just weren't putting in the time to use everything effectively. But what's being said here is being said pretty much on every gaming forum, so I guess there's just a large group of people who simply don't like it.
 
I've tried to give this demo another chance, i've tried it a few times now to try and see if my first impressions were too harsh - maybe I just needed to give it more time, adjust to the controls etc. But I simply can't see anything good to this game as it is. It looks bad, it doesn't know what sort of game it wants to be, the basic mechanics are janky and frankly it's just not enjoyable. That's the killer for me. I can live with crap graphics, muddled game structure and wonky controls. But when a game has all that and just isn't enjoyable? I'm out.
 
- I didn't have any reason to ever use many of the dodge mechanics. With whats in place the game is just begging for waist high licker strikes with solid visual cues and an ability to dodge to the floor to avoid them, followed by a few vertical strikes that force rolling, or environmental hazards to slide under that the enemy might run into. All of this again seems perfect for melee enemy types and NOT for gun wielding opponents.
I wanted to point out that I think the game will likely take advantage of some of this based on the two demos so far.

In the DD demo, Jake's boss area had at least one wall with a tiny hole specifically meant for sliding under that would block you from enemy assault (the boss would just bash through the wall, though), and the lizard things in his side of this new demo rear up for a bit right before shooting barbs(?) that can be avoided best by dodging to the side.

I've found that the running slide to quick turn ground shooting is helpful, as is a standing backward dive when an enemy suddenly appears right in front of me. That you can roll on the ground after diving also gives more options.

I think even if enemy encounters in the full version of the game don't shoehorn you into using all the new mobility stuff, more experienced players will be better at handling certain situations.
 
I just played the demo. I honestly don't understand the hate for this game. It feels like a modernized RE5. I fucking LOVED RE5, and so far, I really like what I've played. Can't wait to play the full game with my bud.
 
I see it now. This is the game that makes everyone see how fucking awesome RE5 was and how fucking stupid they were for wanting "better controls" and less tanky gameplay.

We're not there yet. IIRC the RE5 demo had everyone raving over the game when in reality the highs rarely reached that point again with any consistency. At least in the demo it seems as if there are mechanics that seem to want to take advanage of scenarios or encounters we haven't seen yet, so I'm holding out some hope.

I wanted to point out that I think the game will likely take advantage of some of this based on the two demos so far.

In the DD demo, Jake's boss area had at least one wall with a tiny hole specifically meant for sliding under that would block you from enemy assault (the boss would just bash through the wall, though), and the lizard things in his side of this new demo rear up for a bit right before shooting barbs(?) that can be avoided best by dodging to the side.

I did notice this as well, lets hope there are more examples in the full game.
 
I just played the demo. I honestly don't understand the hate for this game. It feels like a modernized RE5. I fucking LOVED RE5, and so far, I really like what I've played. Can't wait to play the full game with my bud.

Spent extensive time with Leon's and Chris' campaigns ...pretty much, yeah, I agree with this as well

I'm diggin the hell out of the core gameplay and running/sliding into cover doesn't get old =P
 
Yes. The slide comes from Killzone 3 as well.

Cover system total works and works well. Once you get the hang of it. I can pretty much guarantee that if/when you complete RE6 and go back to other games, it is them that will feel weird.

Yeah, because things feel weird when they're different from what you've been recently practicing. This is completely separable from which game does it "better." So if you're trying to imply that because going back to other games will feel weird that therefore RE6 is doing it "right" or "better," don't bother.
 
I feel like a moron, how the hell do I use green herbs? I ended up mixing them all together for some reason and now I have one giant green herb.

I just wanted to add a little bit to what was already said. You can use them with R2, but you can also hit the button multiple times for more pills - one pill for one bar of life. You can also do this when a team mate is knocked down.

After you combine herbs in the menu you can also put them in the pill container from there or you can do it in game by hitting square + R2. I think it's better to do it in the menu though, as usually end up using them rather than storing.
 
I just wanted to add a little bit to what was already said. You can use them with R2, but you can also hit the button multiple times for more pills - one pill for one bar of life. You can also do this when a team mate is knocked down.

After you combine herbs in the menu you can also put them in the pill container from there or you can do it in game by hitting square + R2. I think it's better to do it in the menu though, as usually end up using them rather than storing.

It's things like this that are causing a lot of confusion regarding the HUD and controls. I'm interested in seeing how the devs handle up the slow revealing of features given the nature of multiple campaigns though.
 
Wait, so is the demo out yet? I logged onto XBL but the demo wasn't there, but a "coming soon" RE6 advertisement was there. Are you guys still playing the demo that came with Dragon's Dogma?
 
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