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Resident Evil 6 has the best mechanics and Resident Evil gameplay.

Let's humor the idea that it does have the best mechanics solely on the virtue of that it has more mechanics (I think that is foolish, because the actual game feel doesn't work for me as it feels awkward), none of that nullifies the supremely shitty level design, encounter variety, pacing, or atrocious ass boss fights.

That game is a hot mess that undermines the few decent mechanical ideas it does have. RE4's simpler mechanics are celebrated beautifuly with some of the best encounter designs in a third person shooter, period. Resident Evil 5's core mechanics feel good because hell RE4 still feels good, plus in coop the bare bones basic of RE4 still works. It's overall a mediocre action game because of some straight dull sequences, but it would still be better than Resident Evil 6, because that game sucks, like a lot. Gameplay is more than mechanics.

I think most people, given my observations in these threads, just focus on Mercenaries when they speak highly of the game. Given that's where it feels the mechanics were built around, the gameplay in that regard is great.
 
I concur. In fact such gameplay was wasted on Resi and hopefully they'll transplant it into something new (a new Dino Crisis >_>)

NO.
Considering it was removed from the official timeline when they redesigned the site and they still haven't added it back, you might be onto something.

I don't see the point in ignoring it. Especially if they have Revelations in there.

Edit: Thing is a bit of a mess. Feel like it's just an oversight.
 
I concur. In fact such gameplay was wasted on Resi and hopefully they'll transplant it into something new (a new Dino Crisis >_>)

It would be perfect. I'm just imagining rolling around shooting raptors and melee being knife base (or stun baton). So good.
 
The biggest issue with the game. Lots of useless content that was not fun to play through.
Best coop experience ever. 3 weekends were spent lovingly playing it with a friend and then a surprise 4th on my own. A total blast and pure craziness. Loved it. I miss the days when games were created to be more fun with friends. Just awesome.
 
I agree that the actual mechanics are fun as hell, which is why Mercs is the best part of the game. The story mode had it's problems that weren't the mechanics, besides maybe not explaining them well.

Sliding, quickshot, dat Jake melee system...
 
Resident Evil 5 had the best inventory system / management mini game. It was a challenge in itself to balance who held what to get you through in co-op. Seems in RE6 you can just hold EVERYTHING.
 
This thread is in dire need of crazy Resident Evil 6 gifs.

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It's a good system of game mechanics tied to a campaign that's bloated with way too much straight-up bad shit. If I had to give the game a score out of 10, it would be a 7.

People don't care about game mechanics anymore (because people are terrible) so somehow that translates into 0/10, the 9/11 of video games, this game kicked my dog levels of hyperbolic disdain from people who played maybe an hour of the campaign.

Mercenaries is great fun.
 
I played RE6 a lot when it came out and for all the hate it got I enjoyed it. I played dozens of hours of mercenaries.

Then I came back to it months later and I realized why it got so much hate. You can't go two minutes without something ridiculous happening that completely takes you out of the game The part at the gas station in Leon's campaign with the survivors where that bus or car comes out of nowhere kind of sums up the experience. There are a ton of moments like that. The qte events are the worst I've ever experienced. There are sections where you just feel like they wanted to frustrate the player.
 
Very much agreed, great game and the combat is simply brilliant.

Really hope RE7 builds on top of what they came up with in RE6.
 
We can pretty much agree that RE6 is not a survivor horror game or whatever genre it was. It's now straight up an action 3rd person shooter and I have seriously no problems with that. I loved the shit out of RE5.

What pisses me off the most about RE6 is after establishing it's a shooter, it then proceeds to be stingy with ammo drops, at least that's what it felt like to me playing the game. There should seriously be no circumstance when I have no pistol ammo. It's a damn shooter give me the means to shoot my damn gun. I know the common argument is well you're supposed to stun them then go melee them to death but that's bullshit. If they wanted melee to be the main way for you to kill enemies they should have refined that shit to perfection. An enemy is on the floor, I go press R1 and Leon performs a roundhouse kick. That's just stupid, that should never happen if you want me to use that method more often.

All in all Capcom needs to drop the pretense that this series is still a survivor horror and just let me shoot the shit out of every enemy is see.
 
RE6 has awesome combat mechanics. The problem is everything else. Scenario, too many hud variations, lack of any real puzzles, and lame enemy designs.

I wish they took RE6 mechanics, RE4/5's inventory system, and then placed in an RE2/3 style scenario.
 
The game has grown on me as I've been playing it. Completed the Leon and Chris campaigns, and am on chapter 3 of Jake's. Doing the run and slide mechanic and various other melee moves is extremely satisfying. There's a lack of polish, which is pretty easy to tell when playing, but it's one hell of an action spectacle and I'm going to see it through. Mercenaries does seem like a better fit for this gameplay style with the open arenas then the campaign, though.
 
It would be perfect. I'm just imagining rolling around shooting raptors and melee being knife base (or stun baton). So good.


Jawmuncher, NOOOOOOOOOOOO.

Kind of liked the 'tactical' nature of the first game. Choosing to use lethal ammunition or tranqs, security gates, vents...always thought it would be cool to make those all real time in order to isolate and maneuver around enemies.

Then again, Dino Crisis went the full-blown action route in 2 and went bonkers to the detriment of the series in 3, so at least it would be more fitting than it was for RE.

Kind of don't want the only methodical series out there to be FROMsoft titles lol
 
I thought ti was a great (although a little stretched out) action game.

Not necessarily a great RE game though.
 
Best coop experience ever. 3 weekends were spent lovingly playing it with a friend and then a surprise 4th on my own. A total blast and pure craziness. Loved it. I miss the days when games were created to be more fun with friends. Just awesome.

Even if this was true, wouldn't you have preferred a shorter game that distilled the best ideas down to a 15-20 hour or so experience?
 
It's a good system of game mechanics tied to a campaign that's bloated with way too much straight-up bad shit. If I had to give the game a score out of 10, it would be a 7.

People don't care about game mechanics anymore (because people are terrible) so somehow that translates into 0/10, the 9/11 of video games, this game kicked my dog levels of hyperbolic disdain from people who played maybe an hour of the campaign.

Mercenaries is great fun.

This is pretty much my view. Mechanics are solid but the actual level design and pacing are fucking awful. Why did I have to do that mission where you bomb fucking AA guns for reinforcements to land like 500 times? And what the fuck was up with the 'final' boss in Leon's campaign. I swear it was just an hour of fighting him as he turned into hundreds of different forms. The guy just seemed to take forever and I lost interest minutes in.
 
Sadly, it's the worst Resident Evil i ever played.

With another name and scenario design, RE6 will be easy one of the best TPS of the past generation
 
this thread feels like a trap devised to lure in the usual driveby shitposters but i just can't resist

must be all that re6 brain damaging me

plus you got actual good hateposts like this:
where da keys ft. player 2's do nothing camera
in which i challenge with:
Nh4Ui1D.gif

DQHk6It.gif
 
They're not bad, just not the kind of mechanics I expect nor want in a Resident Evil game.

Doesn't help that the game itself is complete dogshit.
 
"Combat mechanics" should include everything involving combat, like enemies and their use. Which is the say, I still think the game and its combat mechanics are fantastic, but it's annoying people give sloppy or inconsistent praise (I would prefer hate). Praising only Mercs is also dumb.

Anyway, this thread seems to be baiting for a heated argument.
 
I thought the QTEs really hampered the experience. I think I wouldn't have disliked it as much as much as I did if they hadn't added so many of them.
 
this thread feels like a trap devised to lure in the usual driveby shitposters but i just can't resist

must be all that re6 brain damaging me

plus you got actual good hateposts like this:

in which i challenge with:
Nh4Ui1D.gif

DQHk6It.gif
Chris is insane with roid rage, he already was in 5 and now he added drinking to it.
 
None of that dumb modern RE shit could ever come close to the much deeper, complex and straight up masterful game design of REmake (and to a lesser extent, the other classic REs). And if I wanted anything you had described in the OP, I rather play something like Vanquish.
 
Everything was fine except for the aiming, which felt nastier, floatier and less precise than four or five. Both prequels make shooting much more more engaging. As fun as QTE Beat 'Em Up Combat is, it felt a bit cheap with the poor shooting. Improved with M&K naturally, but that's just not how I prefer to play games. Besides, it was designed with a gamepad in mind, and my opinions of 4 and 5 follow the same method of control.
 
I agree! The gameplay in RE6 felt great, and Mercenaries was the best part of the game because of that. Sadly, the rest of the game was pretty lackluster. It did have its moments though.
 
Everything was fine except for the aiming, which felt nastier, floatier and less precise than four or five. Both prequels make shooting much more more engaging.

You just put in words what I dislike about shooting a gun in RE6. I even switched to the laser sight and it never felt steady and precise.
 
Even if this was true, wouldn't you have preferred a shorter game that distilled the best ideas down to a 15-20 hour or so experience?
No! We LIKED all the craziness, as well as the different scenes and pacing because it felt fresh.

You know, Resident Evil 4 gets all this acclaim for being so awesome, but that game had really ridiculous stuff and didn't hide it.

Giant Robot Salazar, mine cart jump, Krauser, Ada's flips, Leon's perfect knife throws, jumping down 30 feet, suplexes, repeating Merchant, a castle drilling machine, and Ashley driving a giant bulldozer!

4 started off serious but eventually made very little sense.

Why it gets a pass for being ridiculous(ly awesome) and 6 doesn't I'll never understand.
6 is totally an extension of 4.

4 crazy campaigns in one? Yes please!
 
None of that dumb modern RE shit could ever come close to the much deeper, complex and straight up masterful game design of REmake (and to a lesser extent, the other classic REs). And if I wanted anything you had described in the OP, I rather play something like Vanquish.

I wouldn't say REmake was complex or deep. If anything it was rather simple. Definitely the better designed game though.
No! We LIKED all the craziness, as well as the different scenes and pacing because it felt fresh.

You know, Resident Evil 4 gets all this acclaim for being so awesome, but that game had really ridiculous stuff and didn't hide it.

Giant Robot Salazar, mine cart jump, Krauser, Ada's flips, Leon's perfect knife throws, jumping down 30 feet, suplexes, repeating Merchant, a castle drilling machine, and Ashley driving a giant bulldozer!

4 started off serious but eventually made very little sense.

Why it gets a pass for being ridiculous(ly awesome) and 6 doesn't I'll never understand.
6 is totally an extension of 4.

4 crazy campaigns in one? Yes please!

RE4 gets a pass, yes even with the story, due to that it was supposed to be intentionally ridiculous. For a series with plenty of quirks (Alexia's Great Balls of Fire, the whole faux Marcus debacle, every line out of Barry in the original), it was the first game to intentionally set out and be this crazy and funny game.

RE6 on the other hand, just like 5, tries to play both fields in seriousness and humor and [to me] it doesn't work as well. Can't say I cared for a lot of those things in 4 (lava room and robo-salazar in particular), but it still came together better.

And despite how ridiculous some of that stuff was, it was still better designed than most of what RE6 offered. Never felt that RE6's level and encounter design accounted for the mechanics as well as it should have.

I think it all stems from what my greatest issue with the series; that Capcom doesn't seem sure of what they want these games to be. With RE5 they wanted another RE4 with online, but the arguably best parts of the game were those when they weren't aping on moments in RE4 (and falling short). And then RE6 is just this mess pulling in several different directions in every aspect. Wish they would just put more focus if this is the route they're taking.
 
RE4 gets a pass, yes even with the story, due to that it was supposed to be intentionally ridiculous. For a series with plenty of quirks (Alexia's Great Balls of Fire, the whole faux Marcus debacle, every line out of Barry in the original), it was the first game to intentionally set out and be this crazy and funny game.

RE6 on the other hand, just like 5, tries to play both fields in seriousness and humor and [to me] it doesn't work as well.

Well I'm glad you weren't the authority on the game design because I've clocked over 130 hours in RE6 and I'd go back anytime, for more campaign, or mercenaries! Man just thinking about the different scenarioes, especially Chris & Piers' campaign reminds me just how awesome the whole ride was.
 
RE6 basically had an even worse version of the same problem that plagued DMC4, years earlier: Great gameplay mechanics, terrible campaign.

And like with DMC4, it was the extra mode that focused entirely on combat that was the best part of the game, as a result.
 
"Combat mechanics" should include everything involving combat, like enemies and their use. Which is the say, I still think the game and its combat mechanics are fantastic, but it's annoying people give sloppy or inconsistent praise (I would prefer hate). Praising only Mercs is also dumb.

Anyway, this thread seems to be baiting for a heated argument.

typical classic riposte.

I'm not baiting anyone or starting a heated argument, I just want to praise RE6's gameplay. Yes I do like the enemies and their use and variety. I played quite a bit of RE6 today.

If people can make 50 LTTP praising RE4, what's one praising RE6 and it's gameplay?
 
Jawmuncher, NOOOOOOOOOOOO.

Kind of liked the 'tactical' nature of the first game. Choosing to use lethal ammunition or tranqs, security gates, vents...always thought it would be cool to make those all real time in order to isolate and maneuver around enemies.

Then again, Dino Crisis went the full-blown action route in 2 and went bonkers to the detriment of the series in 3, so at least it would be more fitting than it was for RE.

Kind of don't want the only methodical series out there to be FROMsoft titles lol

Id be ok with a take to the original style. Just I can see the RE6 style easily being implemented to a DC title. I would prefer Dino's being more threatening like in DC1 though. Which is why the tranqs and stuff were so cool in DC1. You have quelled the beast but for how long!
 
No! We LIKED all the craziness, as well as the different scenes and pacing because it felt fresh.

You know, Resident Evil 4 gets all this acclaim for being so awesome, but that game had really ridiculous stuff and didn't hide it.

Giant Robot Salazar, mine cart jump, Krauser, Ada's flips, Leon's perfect knife throws, jumping down 30 feet, suplexes, repeating Merchant, a castle drilling machine, and Ashley driving a giant bulldozer!

4 started off serious but eventually made very little sense.

Why it gets a pass for being ridiculous(ly awesome) and 6 doesn't I'll never understand.
6 is totally an extension of 4.


4 crazy campaigns in one? Yes please!

The ridiculous/crazy stuff is not really an issue in either game. A large portion of the 40 hour experience in Resident Evil 6, or the 25 hour experience in Resident Evil 4, is made up of ordinary combat encounters. In RE4 the combat encounters were spaced out and escalated like the puzzles in a Zelda game, but in RE6 consecutive encounters felt more like the n+1 monster closet in Serious Sam.
 
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