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Resident Evil 6 - New Leon gameplay footage (6/20)

Detail? What is the point of it? I'll just walk into this room, oh hey there's a dead body on the chair, oh it just fell off the chair now for no reason. No reaction. : |

Just a body slumping out of a chair. Things like this happen all the time in games like this. You can have something happen like that and it not be some jump scare.

Whether its "effective" to you is obviously subjective, and I'm not saying that it's some brilliant moment of horror, but it clearly wasn't meant to be some jump scare either.
 
the slow pace exploration doesn't really excite me, seeing as its appears to be very linear and you're constantly being comforted (and interrupted) which stops any tension from forming.

doesn't really compare at all compared to say the Village in RE4 or Racoon Police Department in RE2.
 
Wow, at those graphics. I just have this bad feeling that this will be the only non-action part of the game.

The crosshair is garbage. Waaaaay too big and obtrusive.
I hope that you can turn that off. After all do they still have the laserpointer.


btw. Super ugly implementation of QTEs. I hate it when you have to fill up some bar. Also don't like that the "wait at the door mechanic" is back again. Stupid Coop.
 
The way Leon handles this scenario is really annoying.

Yeah, we're in a zombie apocalypse.

So let's find this guy coughing and stumbling and don't even check him for bites or anything, just bring him along.

Now we find his daughter, she's even worse than the guy, don't check her for bites either, just bring her along too.

Now let's get into a small confined space with both of them. Yeah, that's a good idea.


I feel like Leon's been through this shit enough times that he should know what's up and not do stupid stuff like that.
 
the slow pace exploration doesn't really excite me, seeing as its appears to be very linear and you're constantly being comforted (and interrupted) which stops any tension from forming.

doesn't really compare at all compared to say the Village in RE4 or Racoon Police Department in RE2.

This. There's nothing in the Leon video that seemed interesting, it's typical walk down really tightly controlled area with an AI guiding you and talking to you, every time you hit a corner a transition scene plays and you get to run in a straight line for two minutes more, trying to make you feel "immersed".

Hopefully the Leon segments really evolves post this area, and becomes more like RE4.
 
The way Leon handles this scenario is really annoying.

Yeah, we're in a zombie apocalypse.

So let's find this guy coughing and stumbling and don't even check him for bites or anything, just bring him along.

Now we find his daughter, she's even worse than the guy, don't check her for bites either, just bring her along too.

Now let's get into a small confined space with both of them. Yeah, that's a good idea.


I feel like Leon's been through this shit enough times that he should know what's up and not do stupid stuff like the.

This pretty much describes the scenarios throughout entire RE series. So much stupid
 
(also drawing your attention to something running around in the shadows with like 3 seconds introduction - isn't scary)
This is a huge problem with horror games as of late that has continued to bug me. Doom 3 suffered from this aspect and it has continued with other more modern games (such as Dead Space and Silent Hill Homecoming). You should NEVER focus on your creature design via a cutscene. It always spoils the horror.
 
I thought Capcom already confirmed numerous times you could turn off the guide markers and switch to the traditional laser sight?
 
You've got a radar ala Call of Duty to show you the way? :/


Hopefully the Leon segments really evolves post this area, and becomes more like RE4.
I think this is wishfull thinking, because all signs on earth and sky show us this is going to be Resident Dudebro 6...
Without Mikami this series will never get back to it's last gen glory :(.
 
This is a huge problem with horror games as of late that has continued to bug me. Doom 3 suffered from this aspect and it has continued with other more modern games (such as Dead Space and Silent Hill Homecoming). You should NEVER focus on your creature design via a cutscene. It always spoils the horror.

That's not true. Knowing what's coming after you is just as scary in some cases. That kinda depends on the person.

I can't get scared after realizing the thing chasing me won't actually get me. Or isn't really there.
 
It's definitely the most different the series has ever been. RE5, while being linear, still felt like a fun game to do speed runs through, but this is really getting bogged down with the cinematics. This game is like a reflection of this entire generations streamline to cutscenes and corridors.
 
That's not true. Knowing what's coming after you is just as scary in some cases. That kinda depends on the person.

I can't get scared after realizing the thing chasing me won't actually get me. Or isn't really there.
I suppose it does depend on the person.

For me, I find lack of visual information much more terrifying. Once you show something to me so clearly I pretty much loose all sense of fear.
 
It's definitely the most different the series has ever been. RE5, while being linear, still felt like a fun game to do speed runs through, but this is really getting bogged down with the cinematics. This game is like a reflection of this entire generations streamline to cutscenes and corridors.
The sections they demoed at E3 were much more gameplay-focused, like the multi-level open arena boss fight with Ustanak in Jake's scenario, and the multi-level rooftops you criss-cross in Chris' scenario.
 
Ah, so this is why they're saying that the game is going to be around 30 hours. Half of it will be cut scenes.
I know, right?

I typically don't mind a few cutscenes, but this is looking ridiculous. Max Payne 3 suffered greatly for this as well. I enjoyed the experience but the break up the action far too frequently (more than RE6, I'd say). It really kills any replayability.
 
The sections they demoed at E3 were much more gameplay-focused, like the multi-level open arena boss fight with Ustanak in Jake's scenario, and the multi-level rooftops you criss-cross in Chris' scenario.

Good to hear, though I wish they would've limited the scripted/cinematic stuff more towards Jake's parts of the game and had Leon's part at least meet RE Revelations' structure. Placing Leon first may have doomed it to slow introductory and heavy cutscenes to keep new players interested which kind of clashes with the 'throwback' scenario it was supposed to be. Maybe they should've started with Chris to get people comfortable.
 
damn, that graphics looks cray good! wtf did this come from???

seriously once again thats the type of graphics that if i saw in 2005-6 i'd never believe was running on this gen (like many games that have come along).
 
I cannot fucking wait for this game!! To spite all the hate RE5 gets, I loved it and had an awesome time playing co-op with buddies, then replaying it multiple times with new unlocked weapons. I just hope they bring back the better weapon upgrade system that was in RE4 though.

Looking at all three campaigns they showed at E3, Chris's interests me the least compared to Leon's and Jake's. The combination of the gun and melee combat reminds me of how fun it was playing Wesker in Mercenaries.

Super excited for October.
 
Doesn't look bad.... but HOLY SH*T on the NEXT DESTINATION MARK!!!!

It's ruining the atmosphere and killing the already dead exploration feelings :\

WTF at this point all you have to do is following the Target and you will finish the game in no time because it will tell you where to go ALL THE TIME -_-"

Agreed. Really really stupid. So tired of all the fucking hand-holding in so many games. It would be a bit scarier if you DIDN'T KNOW EXACTLY WHERE TO GO and had to actually FIND your way through it.

The presentation, set pieces, lighting were all top notch... but its lacking that horror element somehow. I can't say I'm very interested in this, especially since Leon's playthrough held most the interest for me.
 
Why would they even need markers on a game as linear as this? They're really making sure the casual sheep don't get lost I guess.

Even games more linear than this have tons of on-screen clutter, I guess devs just think it looks "cool".

Always bugs me when you can't turn that stuff off, especially when it's not present in most trailers.
 
Agreed. Really really stupid. So tired of all the fucking hand-holding in so many games. It would be a bit scarier if you DIDN'T KNOW EXACTLY WHERE TO GO and had to actually FIND your way through it.

The presentation, set pieces, lighting were all top notch... but its lacking that horror element somehow. I can't say I'm very interested in this, especially since Leon's playthrough held most the interest for me.

The destination marker is probably the result of playtesting with fucking retards. Again, Gaf is the minority when it comes to users who actually pay attention to what is going on in a game. Hopefully it will be something you can toggle on and off.

It is unfortunate that a majority of gamers need shit like "bread crumb trails". You would think some people would have common sense or be able to pay attention a little to what is going on in a game. But go to a gaming convention or watch someone play a game at a best buy or gamestop. They are fucking retarded.
 
I skimmed through a couple parts of the video since I don't want to know too much of the story. It seems okay so far. If Mercenaries is bundled in this game, it's definitely a day 1 for me. RE5's mercenaries mode was pretty fun.
 
Even if you're able to turn it off, what's the point? The game clearly as built on linearity and "there's nothing interesting in other rooms, so don't waste your time and just follow the waypoint".

It's not about being or not being there. It's WHY it is there. :P
 
Even if you're able to turn it off, what's the point? The game clearly as built on linearity and "there's nothing interesting in other rooms, so don't waste your time and just follow the waypoint".

It's not about being or not being there. It's WHY it is there. :P

Probably to make the game more accessible to people who want their hands held more when playing these type of games. If it brings more people to the series to give it a try, then why is it an issue? Now if it wasn't something you could turn off, i'd be annoyed with it, but since you can turn it off i really don't see why people are crying about it, tbh.
 
Even if you're able to turn it off, what's the point? The game clearly as built on linearity and "there's nothing interesting in other rooms, so don't waste your time and just follow the waypoint".

It's not about being or not being there. It's WHY it is there. :P

I think this is the first time I've seen an argument against letting developers give people a choice.
 
The indoor segments look as linear and straight-forward as RE4's indoor segments (and RE4's outdoor segments weren't much better, with only the occasional detour like the Del Lago overlook). So I don't get the linearity complaints. We have video and/or Capcom statements showing you can toggle off the crosshairs for the laser sight and turn off the destination markers, so I don't understand that complaint as well -- just go to options and turn it off.

As for cutscenes, this section appears early on, establishing the heroes as, well, heroes (and no dumber than they were in past games). The three-part E3 live demo Tony Ponce and company showed was lengthy, robust and virtually all gameplay, the only "cinematic" bits being a couple "run toward the screen" sections and a QTE here or there. Otherwise you had multi-tiered levels you could criss-cross all over (China rooftops, Ustanak warehouse fight, ec), and lots of opportunities to show off the robustly expanded combat options, which includes running and gunning, sprinting over gaps without stopping to jump, vaulting over obstacles, sliding across obstacles (like the air conditioners on the rooftops), wall sidling, diving foward or backward, barrel rolls, environmental melees, one-hit-kill counters, etc. The gameplay looks AWESOME.

And so do the visuals. PC will be the version to get; I just wish they would confirm a release date already...
 
LOL at the president turning into a zombie. It's ridiculous how serious the game takes itself, it's like people at Capcom actually think they crafted an engaging story.
 
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