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Resident Evil 6: Significantly more enjoyable post-patches?

Oh, I didn't know patches corrected terrible level design, player insulting puzzles, and NPCs that looked like they came from Left 4 Dead.
 
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.
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.

That's why I think that Mercs feels like the "real" game and the campaigns feel like an odd sideshow of bullshit.
 
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.
...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.

I'd still like my Mercs/Raid two-in-one game starring characters and scenarios from the entire Resident Evil series.
 
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.


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.
 
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.
Ehh? I didn't know you could do this. Leon is going to get more playing time from me. Those remote bombs are handy.
 
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.

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.
 
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.

Revelations looks to fill that void to some degree. Well, you can move and aim in Revelations, but it seems more deliberate and procedural with that whole scanner thing.

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.

Without Mikami? ;-;
 
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.

Game of the generation.

Without Mikami? ;-;
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.

They're still running with his framework for the series, but they don't even know why the series was good in the first place. The current developers should just come up with their own way of doing RE, because they're just fucking embarrassing Mikami's.
 
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.

This is pretty odd. Since for me it's the reverse.
I rarely use Quick-Shot but really enjoyed the addition of all the \


I'm playing through this game now. Chris' campaign is boring me to tears.

Apparently i'm one of the few who enjoyed his campaign the most.
For me it goes.
Chris
Jake
Leon
Ada

(Ada's wasn't bad but it sure is forgetful which to me lends it to it's lower place)
 
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.
 
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.
 
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.

It also has one of the worst "stealth" mechanics ever. If it even counts as one.

As well as a second player who doesn't even fit into the actual game design.

That campaign was frightening horrendous. It was actually shocking how undercooked that felt.
 
This is pretty odd. Since for me it's the reverse.
I rarely use Quick-Shot but really enjoyed the addition of all the /

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've been playing it recently, almost finished it up, and it isn't a bad game. It's just totally unremarkable in every respect, and there's a lot of it. At no point was I ever like, "this is good", but I've played far worse games.

Being able to increase the field of view made a world of difference. I found the game to be borderline unplayable on the default settings, which is hysterical.
 
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.

God, I hope they won't ditch it. If there's one thing that they should retain it'd be the control scheme. Fine, make the atmosphere darker, more creepy but I like the control scheme they had. I don't want to control a half-zombie with awkward 180 degrees turning anymore. Plus the AI companion is actually quite useful in this one in comparison to RE5.
 
I would probably like this game twice as much if they cut every campaign other than Ada's in half by length. I have no idea why this game needs to be 30 hours.
 
Really, if the game was more like Leon chapter 1 (bullshit deaths aside), 5, Ada 1, 4, 5, Jake 3, Jake 4, Chris 4 (seeing Jake, otherwise fuck the car-chase). It'd been alright.

Anything that isn't Twin Oaks city and China-in-City was pretty terrible, Jake/Sherry's lab escape not-withstanding. Yes, that includes the underwater lab. HORRIBLE.
 
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.
 
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. :)

Pretty much all this.

Though I do want Capcom to stop with it now and get back to the drawing board. I don't give a crap what other games are doing today. Don't want every game to be like CoD and stuff.

Hopefully The Evil Within turns out amazing and really makes them think.
 
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.

I really liked the fight atop the train, but yeah, Leon's bosses outlasted their welcome almost every time.
 
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.

I don't think Leon's bosses are all that bad.

It's Chris' bosses that I find a crime against gaming. Chris' first boss was the least fun I had playing a video game last year.
 
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.

Yeah I can understand that. Also I gotta say I 100% agree about the coup de graces. Hours and I'm still not sure how I pull them off sometimes.
 
I should probably get back to RE6 and complete the game achievement-wise. I always loved the game play a lot and I hope that people give it a fair shot considering you can get it fairly cheap now I assume.
 
It's one of my favourite games from last year. The combat is amazing, it has the best combat system in a 3rd person shooter ever. The real meat of the game isn't the kooky single player (which I liked pre patch), but it's with the bloody amazing mercenary mode, as well as competing for events using RE.net. I put 500 hrs into the game before finally moving on to something else.

Capcom had a great year in 2012 in my opinion (Dragon's Dogma and RE6), and I really feel sorry for those people who didn't give both games a try and solely based their opinion on them from the mediocre to outright bad review scores.
 
Abysmal Resident Evil game. Let's just get that out of the way. Everything about it is just wrong... story is hilariously bad along with the ridiculous cutscenes (this is what Japanese devs think foreign markets want to see?) to boot.

I like the game as it's own thing. It's just so incredibly bizarre though. Lots of things make a lot more sense in Mercenaries mode but so many things are just strange addition. Sliding, jump kicks, shooting while laying on the ground, dodging (which fails so often)... these things just have no place in most of the campaigns. All these things require some room which just doesn't happen in most situations. There is one area in Leon's campaign where you are literally in tiny room with one huge zombie taking up nearly half the room and 4-5 NPCs taking up the other half. Then more zombie's start coming in and it's just ridiculous. What am I suppose to be able to do here exactly? I can barely identify my own character at this point.

Being knocked down after taking a pull point of damage from gunfire is incredibly annoying too. Fighting gun users isn't very fun with the clunky cover mechanic that just happens to be different from ever other cover mechanic for no apparent reason.
 
The patches do make the game a lot better. The FOV fix alone doing most of that work.

Now you can actually see the area around you needed to put those combat maneuvers to use.
 
I disagree with the idea that dodging (to a lesser extent counter and slide) didn't have utility in the campaign. It was very useful. Then again, if you didn't play Professional and/or No Hope Left then what you say isn't a very good analysis of the game at its prime conditions (in other words, there isn't much reason to care about "easy mode" which is all the modes below Professional). Many enemies seem built on "high" and "low" attacks which you can avoid by switching to a prone stance and the way most of the guns work in the game is that you can completely avoid messy shooting by dodging the pattern or dodging a sniper's laser sight.
 
I enjoyed the hell out of RE6, pushing the camera back and really getting to know the combat mechanics makes it feel like a different RE game than RE4/RE5/Revelations.

I think a lot of people were disappointed in this title because they assume it was just like those games, which i cannot blame them for, but if you erase all you know and just play the game its meant to be played then people would walk away with a different opinion.

Melee attacks are basically a huge arsenal in this game, even moreso now that the camera has been fixed and you are more aware of your surroundings.

I think RE fans are just used to the idea that melee attacks are a last resort kind of thing, whereas in RE6 they are immensely powerful and very fun to use

I would not put it above RE1, 2 and 4. But i had a better time with RE6 than i did with the very overrated Revelations and RE5, because at least RE6 felt different and from a gameplay perspective more engaging and fun

None of the latest RE games are survival horror, so to put one over the other seems strange to me, but what it simply boils down to is: It is simply more fun to kill dudes in RE6 than it is in RE5 and Revelations. All have convoluted, badly told stories, forgettable characters and very little to no atmosphere, at least in comparison to the classic RE games. At least RE6 is stimulating and fun to play because its combat has some depth, while the other 2 are doing their best RE4 impression
 
RE6 should've been better but thank CAPCOM and ignorant devs from trying to make a quick buck by hollywood-ing everything. No such horror in this game. Worse than RE5! I got bored of RE6! I've NEVER gotten bored of playing an RE game. I love them all to death!
 
If I had to guess, the game was so bad initially that it lowered your expectations significantly. That made your second playthrough much more enjoyable.
 
I gave it a 5/10. Liked two campaigns, hated the other two.

I'll try it again with the patch sometime, but I have other games to play and buy at the moment. That birthday money isn't going to spend itself.
 
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.

What? No! You can plant remote bombs with it, kill flying enemies when they're on the ground after a flash grenade, hit a stunned enemy with the slide to set up a coup-de-grâce, I use it all the time, a lot more than the dodges and the regular melee actually.

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.

You don't need cheats for that :)

You can fast switch weapons or shoulder switch to cancel the recovery frames of a shotgun/magnum/whatever shot and quick-fire.
 
Me and my friend finally completed the game on professional last night. We bought it the day it came out but after completing Leon's campaign, it was tough to muster up the desire to slog through three more, lol.

Gameplay was decent, but the story and dialogue were subpar, it had every animal/insect trope as an enemy which started to get hilarious (along with their fancy names), and the mediocre vehicle segments made us both want to quit the game cold turkey every time they showed up. We both agreed this was the worst of the series.

Quality, not quantity for RE7, please.
 
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