At this point I'm starting to think that some of the people who love RE6 are just very, very easily impressed by explosions and wrestling moves. There are several moments in this video where the guy says "sure, the game has these very legitimate shortcomings... but look at this karate/attitude/flashiness!"
A few things I have to call bullshit on...
"People hated this game for not being RE, but they loved RE4!" Alright, Einstein. You've just undermined your own argument that "people just hate the game because it's different" by proving that people are willing to accept a different RE game if it's good. He doesn't event attempt to reconcile the vastly different reactions 4 and 6 got; obviously, there's a reason one was well received while the other wasn't. Without even attempting to address that, he just fumbles on with an argument he himself just rendered invalid.
I'll go ahead and see his incomplete thought through to the conclusion... people liked RE4 because it was a solidly designed game all the way through while this game wasn't? He admits multiple times that RE6 is flawed and has many low points, referring to one as "obnoxious," then refuses to factor that into the reception the game got.
"The game looks the part, everything is so detailed!" In reality the game was stretched painfully thin and had lower quality assets and visuals in general than most other last gen games did, including RE5. Get up close to anything and the game and the texture work is literally RE4 quality. It was a very dull game with some flash on the surface.
"Leon's campaign has great throwbacks and nostalgia!" It dredges up the past games while bringing back absolutely nothing that made them great. No exploration, on-rails levels of linearity, no puzzles, no survival, no atmosphere... but it looks like RE2 on the surface, so therefore the game is good?
"I never knew what to expect next! A mutant shark and a minecart ride, wow!" Yes, it's for him to contain his excitement over the QTE sequences he himself criticized in the introduction to his video. I honestly don't know how someone can go through the gauntlet of forced QTEs this game throws at you without becoming at least a little bored, let alone being genuinely impressed with them by the end of 4 campaigns heavily based on them.
"Combat is great! Look how flashy it is! You can slide around! It's so wacky and over the top!" Sure, it is. That means the rest of the game design suddenly isn't tedious. No amount of wrestling animations or sliding will make these dull, linear environments and QTE sequences funner to navigate.
Same old bullshit. Someone hyping RE6 on the merits of its competent controls and mechanics while ignoring how poorly put together everything else about the game was. The only tired note he didn't hit here was the "if you don't like it, you just didn't know how to play it/ weren't good at it." The one thing I can agree with is that the co-op was better implemented. It really was... but the game was far less fun to play, so it doesn't amount to much. I had a lot of fun playing RE5 co-op, but I couldn't find anyone willing to stomach more than a few chapters of RE6.
No offense to the people who love playing this, but for the love of god, stop trying to argue that it's some misunderstood masterpiece. It was a trainwreck that had slick controls.
While I'm not sure I'd consider myself in the LOVE IT crowd, I actually liked more of the more subtle and slower moments in the game, personally. Going to quote part of a post I made in the last RE6 thread:
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I wish I was awake earlier, since I think most won't see my opinion, but I'm going to take a serious throw at this.
I got a copy of Resident Evil 6 early, and I have since played it all the way through four time with four different people. I have messed around in its mercenaries and multiplayer modes a lot. I started at the very beginning of it not being to into it, then it growing on me, and it's grown on me more and more as I've played it more. Despite this, it's nowhere close to my favorite RE game, and not the direction I personally want Resident Evil to go forward.
Resident Evil 6 is a big, dumb game that shows most of its weakest elements early in. The prologue chapter is terrible, Leon's campaign (the one most will try first) starts with forced walking sections, both Chris & Jake's campaigns have some of their worst segments towards the very beginning of their campaigns (in their first two chapters). On-top of this, many people will start Resident Evil 6 trying to play it like Resident Evil 4/5 (I know I did)... And simply put, the game is not designed like either of those games, so playing it like that comes off feeling wrong and just not fun.
But I also know there was a moment the game just 'clicked' for me as I started realizing things about its design. As has been famously said, the game doesn't explain its mechanics to you, but unlike, well, EVERY other Resident Evil game out there, the game is about maneuverability. The most obvious area of this is that you can move and shoot in this game, which you can't in most other Resident Evil games, but it goes much deeper than that. You now have everything from switching weapons super fast on the fly, dashing & sliding, dodge-rolling, quick-shotting, a regular default melee attack, the 'stagger' & contextual melee attack, the counter-attack, a stamina system to balance, among a variety of other maneuvers and moves. I usually suggest people actually start practicing a little in Mercenaries before they start the main campaigns, as it gives you a bit of time to get at least a little adjusted to the controls before you're thrown right into it.
As a result, Resident Evil 6 is more an action-game about maneuverability, and this can lead into high-risk/high-reward scenarios, simple examples being things like being able to roll and slide past a giant brute enemy with a weakpoint on its back, shooting it with a shotgun as you slide on by making its giant fragile shell explode on its back, or waiting for the split second before an enemy attacks you to counter and deliver a very satisfying strike right back at them.
But there's more to Resident Evil 6 than its combat mechanics. The campaign is kind of all-over the place in terms of quality, and there's a lot of it. There's four separate campaigns that only intersect for small little 5-10 segments every once in a while. You have four campaigns (each composed of 5 chapters), each one being around 3-8 hours long (all four campaigns more than easily taking over 20-25 hours to complete the first time through). It's the only Resident Evil game to not be really reworked heavily during development, so there's no fat cut, and as a result you end up with some serious highs and lows during the campaigns. I find people have radically different ideas of the best/worst parts of the campaigns, and which campaigns are the best/worst, but to give some examples of how radically different Resident Evil 6 changes itself up, even from chapter to chapter sometimes;
Leon's campaign kicks into gear in the later half of its first chapter with a 'society crumbling' scenario where you watch people all around you get eaten, cars crash, and run through buildings as the hordes grow, leading into an eventual gun-shop hold-out scenario.
This whole scenario comes after you go through a dark subway system and dodge trains by sticking to walls, and before that going through a school where the outbreak is originating from, and before that a forced walking section... I thought Leon's first chapter starts rather meh but gets better as it goes along.
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Jake & Sherry's campaign have a chapter where you go into a very brightly lit Chinese facility where they're captured, and both go through the first part of the campaign half-naked and unarmed, having to do stealth (have nothing but their fists (stun-rod in Sherry's case) as they help each other with monitoring cameras to get door pass-codes). After they get dressed, you're in an explorable mansion with multiple themed rooms trying to find emblems to unlock a door forward while taking on the enemies that spawn (collect enough emblems and get an optional weapon).
You go around, collecting medals and fighting off enemies, exploring, and ultimately get what you need... Then a fucking Tank bursts through the wall of the mansion and then comes a chase sequence and a light puzzle scenario as you defend yourself from hordes and the tank.
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In Chris' campaign, Chapter 4, you start off in a few scenarios really reminiscent of some of Resident Evil 5's later stages. You are in a ship carrier, and have to do multiple steps to set-things in motion as you deal with transforming/birthing C-Virus baby enemies, snipers, setting things into position to go to the next area, going through rooms, collecting supplies... The level design at the first half of this chapter feels very reminiscent of the factory/ship stages later in RE5. However, when you go below-deck, things change-up a lot and it begins to feel more like some darker version of the first Revelations game.
You have a sort of open-exploration area (with various rooms and twisting corridors going into each other and a dark environment) that you need to explore to get three passcodes. There's supplies to get, as well as a hidden weapon in the area, but this area has these regenerating monsters that can travel through air ducts and vents, and can regenerate their limbs... If not shot apart, their full-selves can trigger a kind of disturbing death scene that's obviously inspired by the chest-burster scene from Alien. You can't permanently defeat the enemies, only fend them-off, and you go through passenger cabins, research rooms, kitchens, and more in this segment as you collect the passcodes and then make your way out (and then experience a scene that's a direct reference to a later scene from the first Revelations game).
And to cap this chapter off, you suddenly go Ace combat-style.
Chris flies the plane and Piers shoots missiles as they take off launchers from the carrier they were just on, then Piers gets dropped off and plants explosives on the ship as Chris flying the plane has to defend him. Ultimately one of the giant enemies, the Ogromen, come into the picture and stomps after Piers on the deck as Chris and Piers have to align themselves for Piers to jump back onto the plane.
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I could go on and on, but simply a LOT happens, and its overall quality and tone are all over the place. However, the fact that literally almost any type of scenario can happen is part of the fun. You have everything from more stealth-bits and puzzles with Ada, to weird motorcycle chase sequences with Jake, to avoiding Virgin Mary statues shooting crossbows at you as you play Pop'The'Weasel in Leon's campaign.
One of the more grr areas was QTEs on release, but a post-release patch now allows you to turn off all cutscene QTEs from the main menu (just enable auto-completion or something like that).
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There's a lot more I can say, and tempted to, but I've been kind of rambling. The monsters are varied, and the way the C-Virus enemies work can make you more conscious of where you shoot enemies in some scenarios. Mercenaries is a ton of fun, especially Mercs No Mercy in the PC version (hope it's in this remaster).
I think it's a rough gem. It has some good and bad to it, but at its core there's a quite enjoyable co-op game. Not everyone will like it, it's a big dumb game, the story is weird (I don't like the general story, but then I kind of like Chris and Piers story arc, and I like Jake and Sherry), the music is pretty good with some stand-out tracks...
I think the general consensus will get more positive over time, but it's not like the best RE game, and it's a mixed quality bag in its campaign, but it can be quite a ride to play.
I ALSO WILL ADD THIS: I originally had played the 360 version on launch, and have played the PC version since then. The PC Version is leagues better, the solid 60fps help the combat a LOT in this games case, and the features that were patched when the PC version released (IE, like the camera position and distance) help a lot I feel. I HIGHLY recommend changing to laser-pointer over the crosshair RE6 default tries to make you use (you can change on the options menu).
While everyone has their choice of how to play, I personally recommend to try playing the game in this order:
Prelude Chapter
Chris Chapter 1
Chris Chapter 2
Jake Chapter 1
Jake Chapter 2
Leon Chapter 1
Leon Chapter 2
Leon Chapter 3
Jake Chapter 3
Chris Chapter 3
Jake Chapter 4
Leon Chapter 4
Chris Chapter 4
Jake Chapter 5
Chris Chapter 5
Leon Chapter 5
Ada Campaign
My two cents, will probably discuss and throw more out there now that awake.