Ya, I think you're right. They should have built the game around the combat mechanics rather than designing the campaign and then shoehorning them in.What they should do is create scenarios that are so overwhelming in terms of the number of enemies and/or their relentlessness that you HAVE to make use of the ducking, diving, sliding, rolling, quick-shots, etc, merely to escape unscathed. Like you said, the mechanics are sound; they just need to create some nail-bitingly intense scenarios to put the mechanics to the test, bookended by stretches of well-paced atmosphere-drenched exploration.
...that's actually a really good way of putting it. While I had fun with the campaign, saying it feels like the combat mechanics were shoehorned into it seems apt. Definitely explains why Mercs, which is pure mechanics, is so much more fun and organic by comparison.Ya, I think you're right. They should have built the game around the combat mechanics rather than making the game and then shoehorning them in.
That's why Mercs feels like the "real" game and the campaign feels like an odd sideshow of bullshit.
The mechanics are the only thing that Resident Evil 6 has going for it (other than super-attractive Ada), which is why Mercs is so fucking awesome.
I'm completely in favor of a full franchise reboot, though. I don't want Resident Evil 7.
Ehh? I didn't know you could do this. Leon is going to get more playing time from me. Those remote bombs are handy.Even simpler stuff like automatically setting up a remote bomb when you slide if you have it equipped is already amazing. I wish more TPS would go beyond the peekaboo cover-shooter and offer you real mobility options.
What they should do is create scenarios that are so overwhelming in terms of the number of enemies and/or their relentlessness that you HAVE to make use of the ducking, diving, sliding, rolling, quick-shots, etc, merely to escape unscathed. I'm talking like 11th-hour Mercs match intensity. Like you said, the mechanics are sound and should be kept; they just need to create some nail-bitingly intense scenarios to put the mechanics to the test, bookended by stretches of well-paced atmosphere-drenched exploration.
And have a TUTORIAL this time.
Yeah, they absolutely need to keep the mechanics. Capcom needs to figure out how to design best-in-class scenarios and encounters again, tied together with arguably the best pacing in all of gaming. I'd even put RE6's scenario design below RE5's which I considered to be a creatively bankrupt RE4 in that department.
Ditching the mechanics would be such a shame since not only are they amazing to use, but there's so damn many of them. I really hope they don't give in to old-school RE fans clamoring for horror/more restrictive mechanics. Not that I'm against horror, but Capcom struck gold with RE6's mechanics and I'm deathly afraid they either didn't realize it or they're going to let vocal fans bend them in another direction. A real shame if that happens.
I'm envisioning a game with the mechanics of RE6 and the length, pacing, boss quality, economy, and encounter quality of RE4. That...would be tits.
I'm envisioning a game with the mechanics of RE6 and the length, pacing, boss quality, economy, and encounter quality of RE4. That...would be tits.
I fully believe that a good RE game can be made without Mikami, but it would require a full franchise reboot at this point. Resident Evil 5 is good enough, but the franchise can still be better even without Mikami.Without Mikami? ;-;
Without Mikami? ;-;
I honestly disagree. Dodge/evasion just got in the way of the combat for me. Half the time I'd get shot, roll. Try to get up but because I'm getting hit while getting up/rolling, I'm knocked-back->roll looped again.
Sliding is nice, but doesn't really add any substantial element to the game.
Frankly, if they dropped some of the mechanics they added, I'd be completely fine with that. Quick-shot is about the only useful one besides the melee and both of those use the combat gauge that you kinda have to use the cover system to continue to use since using those a lot will eat your "combat gauge" quickly.
I'm playing through this game now. Chris' campaign is boring me to tears.
Easily the worst of the main 3. Leon is the only campaign I can have any fun with, because I like Zombies.I'm playing through this game now. Chris' campaign is boring me to tears.
Easily the worst of the main 3. Leon is the only campaign I can have any fun with, because I like Zombies.
I prefer Ada's campaign to Chris' because I love Ada as a character, but I don't think her actual campaign is very good, easily the worst of the 4. It's insanely short and reuses too many assets from the other 3 campaigns. It's a bonus, though, so whatever.
This is pretty odd. Since for me it's the reverse.
I rarely use Quick-Shot but really enjoyed the addition of all the /
It's going to be a shame if they ditch RE6's intricate control scheme due to its reception. Refining it would help and hopefully they don't completely neuter it to force a feeling of tension by restricted movement.
Same. Game is not perfect by any conventional measure, but once I figured out how to play it (no thanks to Capcom, leaving out the tutorial and all), I had a TON of fun.![]()
Those series of terribly designed boss fights in Leon's campaign were dreadful too.
Some of the worst and most bland Boss fights I have ever played.
Is it $5 yet?
Those series of terribly designed boss fights in Leon's campaign were dreadful too.
Some of the worst and most bland Boss fights I have ever played.
Maybe it's the years of Bio4-5's Merc that drilled "stun"(AKA: Quickshot) Melee->Finisher (+5 seconds!) into my head, but the dodge/evasion doesn't help outside of not getting shot (which shouldn't be an issue if you're quick-shot->melee i-frames chaining) and setting up Coupe 'De Graces (which still isn't explained by Capcom outside of "oh stun these dudes into a certain situation to do these. How to set up these situations? FUCK IF WE KNOW! LOLOLOLOL!").
I guess it's useful if you're going for high-score, but I've gotten S's ranks in Duo's just going 150 chains as quick as we could with me doing quick-shot->melee finishers and them doing the same or counters or something.
Personally I'd rank the campaigns as:
Ada (without partner)
Leon
Jake
Chris
Ada's is short to where the shit-show that is the campaign's level design doesn't hinder. The stealth sections are the only weak part there.
I honestly disagree. Dodge/evasion just got in the way of the combat for me. Half the time I'd get shot, roll. Try to get up but because I'm getting hit while getting up/rolling, I'm knocked-back->roll looped again.
Sliding is nice, but doesn't really add any substantial element to the game.
Frankly, if they dropped some of the mechanics they added, I'd be completely fine with that. Quick-shot is about the only useful one besides the melee and both of those use the combat gauge that you kinda have to use the cover system to continue to use since using those a lot will eat your "combat gauge" quickly.
Speaking of sliding, the most fun I have ever had with Resident Evil 6 is playing the PC version using the trainer that allows no-recoil, infinite ammo, no reload, and faster-firing.
Shotgun + all those cheats + Sliding into enemies as you blast them with a shotgun that shoots like a machine gun is absolutely fucking AMAZING. I wish I knew how to make proper GIFs, because the shit was beyond fucking badass. It just looks so cool.