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Why Resident Evil 6 is Awesome (video)

I've often wondered why HyperBitHero and TheGamingBrit seem to release their videos at the same time...
they are one and the same person 0_o.

I found the game unplayable solo, co-op on the other hand, made it slightly more enjoyable.
 
RE6 has some cool core gameplay that really works in Mercs. Which is where most RE6 support stems from. Campaign has some cool stuff too.

The rest of the game, and this is coming from the standpoint of campaign being the core of RE and not its extra content, is a bit shoddy. There's minor things like tripping and the prologue that just seem odd, and some big bugs like the AI in the Ustanak bulkhead chase. Hardly in the campaign does it feel that the gameplay is being taken advantage of, with it often trying to be presented as a cover shooter when that is the worst way to treat the game. At the same time, bullet knock downs and enemy behavior differences from Mercs make trying to use cover and play that fashion more attractive.

Add the perk system on top instead of just focusing on polishing the encounters and such, as well as the bulk of the campaign, it just feels like this bogged down bloat of a game.

That's not even touching on the absurdity of the Simmons/Carla stuff.

It's still enjoyable, and can still be probably considered a good game. But only just.

Edit: RE stories have some absurdity to them, but that's on the level of a giant lab under a minor Midwest town or Chief Irons. But it all still felt pretty grounded for what it was. Characters, with what little there was to them, weren't too melodramatic and such until CV. And like with CV, I haven't really cared for that portrayal of that universe outside of the self awareness done in 4 (which is all that story has going for it). So 6 taking all that to a new level, but trying to make it all serious in the narrative, just doesn't sit well.
 
That's all fine and well.... but enemies still shamble like they do, even when mutated they have slow and quite predictable animations....so all rolling and dodging is more form than it is function

Look at this video

Is it fun for some, sure
Does it add spectacle, you bet
Is there any viable depth, not really

I don't know how a game with more than 20 enemy types each with several unique forms of attack can be described as predictable, but hey.

It's true that the default difficulty renders a lot of the game's techniques moot, but Veteran setting or higher makes efficient usage of the dodges, counters and grounded combat essential.
 
I really enjoyed playing through this game with my brother. So i'll go and say how essential it is you play this game with someone on Coop. When trying to play the game solo it looses a lot of its charm.

I played through 5 solo and i hated it. But i should probably play it coop to get the best experience out of it, since it seems like a solid game.

The best thing about 6 tho is the different characters storylines weaving together. Fun encounters and over the top and epic scenarios. I LOVE all the enemies morphing into crazy monsters in real time. They really did a good job with that in the game.

Overall, i don't get hate for it. It was fun, and i have good memories with the game. Actually looking forward to finding someone to play the PC version of the game sometime.
 
I don't know how a game with more than 20 enemy types each with several unique forms of attack can be described as predictable, but hey.

It's true that the default difficulty renders a lot of the game's techniques moot, but Veteran setting or higher makes efficient usage of the dodges, counters and grounded combat essential.

A) The game does not throw 20 enemy types at you at once - maybe mercenary mode and even then

B) I was talking about animations being slow and predictable

Edit:

And quite frankly, reverting to the "it gets better at harder difficulties" argument is weak, if the mechanics are as top shelf as its spouted they would flow at different levels...
 
Yea that's extremely off-putting. "Charisma" lol the fuck he's the most generic mary sue that the series has seen to date and that's saying something considering the cast. It has some genuinely bad gameplay decisions that would've been alleviated had the game been much shorter and much more focused. I know the dude spends 90% of his time playing solely character action games, but to call these characters "human." I mean ffs.

LOL exactly...it's not even remotely "charismatic."
 
I'm not sure how someone can make a video about how awesome Resident Evil 6 was, while also painting Resident Evil 5 as a low point in the series. Minds boggle.
 
And quite frankly, reverting to the "it gets better at harder difficulties" argument is weak, if the mechanics are as top shelf as its spouted they would flow at different levels...
well the mechanics do flow, its just enemies die from just being shot on normal, and rarely ever get to you. Normal is definitely too easy, but a game with advanced dodging techniques is never going to shine on easy.
 
B) I was talking about animations being slow and predictable

You could apply this criticism to any videogame if you wished, since any animation is predictable once you've seen it enough times. And seeing it enough times to learn it before you suffer the consequences is pretty much the point of enemy animation in most cases.

Take my word for it in case you haven't played the entirety of the game (and I'm not sure you have), while they have appropriate visual/aural telegraphs much like any good action title, a lot of RE6's enemies hit very hard and fast. If you don't deploy your moveset fully and smartly, you'll either be straight up killed, or spend much, much longer ineptly blundering through encounters than you'd otherwise need to.

And quite frankly, reverting to the "it gets better at harder difficulties" argument is weak, if the mechanics are as top shelf as its spouted they would flow at different levels...

Not really, since many games these days offer a default difficulty level pitched below the game's design. Yesterday's normal mode is today's hard mode.
 
I'm not sure how someone can make a video about how awesome Resident Evil 6 was, while also painting Resident Evil 5 as a low point in the series. Minds boggle.

I have more respect for RE6 doing its own thing, rather than trying and falling short on recreating elements of RE4 for a good part of it.

I might have liked 5 more in the end. Looking forward to the summer port of it regardless.
 
A) The game does not throw 20 enemy types at you at once - maybe mercenary mode and even then

B) I was talking about animations being slow and predictable

20 enemy types at once? No. But two, three or even four, especially in Jake's and Chris' scenario where you fight against constantly mutating J'avos? Yes.

And yes, most zombies are slow and predictable. But then you also have firefighters that like you jump at you; you have Bloodshots and dogs that are way faster than your ordinary zombie. J'avos are a completely different story, since they are a lot more jumpy, some attack you from the low ground, others attack you from the air, others run randomly in circles around you, and other rushes you.

I'm not sure how someone can make a video about how awesome Resident Evil 6 was, while also painting Resident Evil 5 as a low point in the series. Minds boggle.

RE5 is a much safer game. It's basically RE4 light with few new gimmicks and a co-op, where the co-op doesn't really do much.
 
I've always thought the tps mechanics were brilliant, but TheGamingBrit also made a good point about how refreshingly devoid of cynicism RE6 really is, especially Jake and Sherry's campaign. The ending to their story I surprisingly do remember fondly years later, more so than that of many more accomplished games. It is both sweet and cheesy and it kinda works somehow, and the ending song is just perfect, like something out of 90's romantic comedy.

I mean you can't hate this. (Is that Troy Baker singing?)
 
well the mechanics do flow, its just enemies die from just being shot on normal, and rarely ever get to you. Normal is definitely too easy, but a game with advanced dodging techniques is never going to shine on easy.

Not really, since many games these days offer a default difficulty level pitched below the game's design. Yesterday's normal mode is today's hard mode.

This is just your personal opinion though isn't it.... If a casual gamer sees normal and selects it, is he supposed to have a knowledge of the history of game modes and what "normal "is these days?

How are new players to the franchise supposed to know this?

You could apply this criticism to any videogame if you wished, since any animation is predictable once you've seen it enough times. And seeing it enough times to learn it before you suffer the consequences is pretty much the point of enemy animation in most cases.

Fair enough, although with the exception of mutations there is barely any learning curve on regular enemies.


Take my word for it in case you haven't played the entirety of the game (and I'm not sure you have), while they have appropriate visual/aural telegraphs much like any good action title, a lot of RE6's enemies hit very hard and fast. If you don't deploy your moveset fully and smartly, you'll either be straight up killed, or spend much, much longer ineptly blundering through encounters than you'd otherwise need to.

Ah yes, I must not have played the game because I have criticisms about it...or I haven't played it the right way...

I've played this game, I've read the walls of texts on this very forum about the right way to play.... I still maintain that as far as combat goes its as bloated and poorly thought out as the rest of the game is
 
This is just your personal opinion though isn't it.... If a casual gamer sees normal and selects it, is he supposed to have a knowledge of the history of game modes and what "normal "is these days?

How are new players to the franchise supposed to know this?
sounds like an argument in favor of the dark souls/bloodborne single difficulty method

Normal being far too easy to make any use of the mechanics is definitely an issue

EDIT: Bloated is an odd word to throw at the combat specifically
 
I've always thought the tps mechanics were brilliant, but TheGamingBrit also made a good point about how refreshingly devoid of cynicism RE6 really is, and especially Jake and Sherry's campaign. The ending to their story I surprisingly do remember fondly years later, more so than that of many more accomplished games. It is both sweet and cheesy and it kinda works somehow, and the ending song is just perfect, like something out of 90's romantic comedy.

I love how their story ends with the reassuring safety and closure of them flying through a tunnel at 400 fucking miles per hour with a giant fireball chasing them.

And then that song!

Cheesy RE camp at its finest. I hope it never dies.

How are new players to the franchise supposed to know this?

They aren't, sadly. And it's a problem I'm by no means immune to. I've restarted many new games because I found the default game too easy, or the hard mode too hard. Then again, it's probably just as much a trial and error situation and an ordeal of taste as it ever was. Then again, if I played a game on its default setting and found the techniques within seemingly superfluous, I might consider bumping up the challenge a bit.

Ah yes, I must not have played the game because I have criticisms about it...or I haven't played it the right way...

They're criticisms which are easily countered, and you seem to be basing your criticism on a video which doesn't even begin to accurately represent the entire game, so you can see how it'd be easy to jump to this conclusion.

Of course, your opinion is as valid as anyone's, but your criticism lacks foundation.
 
I spent twenty hours on RE6. Not a single minute was worthy my time or money... except maybe
the one where a bomb was dropped on the city Leon escaped from
which was reminiscent of the Raccoon City incident.
 
I love how their story ends with the reassuring safety and closure of them flying through a tunnel at 400 fucking miles per hour with a giant fireball chasing them.

And then that song!

Cheesy RE camp at its finest. I hope it never dies.

While I actually am fond of the Jake/Sherry ending, my favorite campy part of Resident Evil recently would be the build-up to the true final boss in Revelations 2 *Major Spoilers* especially
the part the helicopter onwards
.
 
This is just your personal opinion though isn't it.... If a casual gamer sees normal and selects it, is he supposed to have a knowledge of the history of game modes and what "normal "is these days?

How are new players to the franchise supposed to know this?

This theoretical "casual" gamer should probably be playing on Normal regardless.

Game's being tuned to be too easy on their default difficulties is an issue for the enthusiast crowd that play a lot of games, not for someone who picked up RE6 out of mild interest and brand recognition.
 
I love how their story ends with the reassuring safety and closure of them flying through a tunnel at 400 fucking miles per hour with a giant fireball chasing them.

And then that song!

Cheesy RE camp at its finest. I hope it never dies.


It's amazing.

Jake and Sherry's little story is somewhat how I would imagine a (more over the top) movie focusing on Han Solo and Leia would turn out.
 
Playing through is at the moment with couch coop and I am having a blast. It just throws more and more ridiculous situations at you non-stop while you are suplexing enemies and sliding all over the map. I really don't get the hate but I guess the launch version was way worse.

Being a good action game doesn't automatically makes it a good RE game.

Its a good game and it is a RE game. Doesn't that make it automatically a good RE game?
 
sounds like an argument in favor of the dark souls/bloodborne single difficulty method

Normal being far too easy to make any use of the mechanics is definitely an issue

EDIT: Bloated is an odd word to throw at the combat specifically

Indeed it does, BB/Dark souls kind of goes too far and can be off putting

I used bloated in a derogatory context, a more positive perspective would be to say it has a broad spectrum

*snip*

They're criticisms which are easily countered, and you seem to be basing your criticism on a video which doesn't even begin to accurately represent the entire game, so you can see how it'd be easy to jump to this conclusion.

But of course, your criticisms are as valid as anyone's.

The video I linked was just an example, is that not a fair source for my argument, what would be adequate source material?

As for the video I linked, Do enemies have different attack sequences in campaign mode vs mercenary mode? How is their behavior not representative of their behavior throughout the game?

Outside of the story my main critique is leveled at the perceived notion that RE6 has this god like misunderstood combat system.

It's fun, it has a ton of variety but lets not set it on some pedestal.

This theoretical "casual" gamer should probably be playing on Normal regardless.

Game's being tuned to be too easy on their default difficulties is an issue for the enthusiast crowd that play a lot of games, not for someone who picked up RE6 out of mild interest and brand recognition.

Agreed.
 
The controls are great. I love the freedom in movement I have when I'm endlessly shooting at the same boss for twenty minutes. And when you get to shoot waves of enemies in a room before sliding into the next empty room with waves of enemies? Perfection.
 
The video I linked was just an example, is that not a fair source for my argument

No, not really.

For one thing, as I mentioned, there aren't a lot of enemy types in that video, and they aren't doing much. Enemies are naturally much more active, aggressive and damaging on Veteran, Pro and No Hope Left modes in the campaign. In fairness, that guy playing is very good and clearly knows the game well, but there's nothing terribly demanding going on.

For another thing, Mercs is basically a series of wide open spaces, so you're rarely forced into proximity with enemies, meaning you rely less on dodges/slides to avoid stuff. You use it more as a means of traversal and zoning (although this is also a legit strategy of the campaign). Any time you get up close and personal in Mercs, it's usually by choice rather than circumstance. You'll see a better standard of play from non-NG+ campaign S rank videos, although they are rare.

It's entirely possible to play and finish DMC4, Bayonetta, Vanquish, W101 and so on without dipping into every facet of combat, and these are praised as some of the deepest action games ever made.

Depth in gaming isn't defined by mandatory comprehensiveness, in fact more often than not it's entirely optional, but the benefits of experimentation and practice are as palpable and worthy in RE6 as any other grade-A action title.
 
Enemies are naturally much more active, aggressive and damaging on Veteran, Pro and No Hope Left modes in the campaign.

Even on Normal enemies are more aggressive, do more damage and have more health than in Mercenaries. Most (if not all) normal enemies die after a single melee move or counter in Mercenaries, which is not the case in the campaign.
 
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.
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"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 hard 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.
 
There was nothing awesome about that game.

The Leon campaign was okay, but what I played of the rest of it, and what I could stomach of it, was a mess. Especially that big monster fight in the town square.

Awful, awful stuff.
 
He make a good case.

There was too much filler in the game though, that wore me down. The level design was also very plain and lifeless.
 
It's a dull, terribly paced shooter. After 4 (and 5, which does Action really well) it's just a complete disappointment. RE7 would have to change everything to get me back into the franchise.
 
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:

---

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;

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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).

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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.

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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.

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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.

---

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).


...


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.
 
It's definitely better than I thought it was when it first released.

DG is definitely onto something about the focus of the game. If you embrace the action elements, focusing on mobility, the mechanics really can be a lot of fun. I think the improved framerate of the current gen remasters compliments this gameplay style perfectly.

I think the massive scale (multiple continents, four campaigns) was hard to pace well, and it shows. I also think that some encounters don't really lend themselves to making the most of the new mechanics--it's hard to suplex a guy with an assault rifle from fifty yards away.

The QTE's are still dumb, but at least most of them can be skipped now.

The game is a blast co-op--not as good as RE5, but for my money nothing is.

I definitely consider it worthwhile. I've enjoyed all the mainline Resident Evil games, and, while RE6 isn't at the top, it's not at the bottom either.
 
I'm playing it now (PS4 version) and I love it, just making my way through the Ada campaign.

This game gets war too much hate, it's typical cheesy Resident Evil. Yes it's more action orientated but it does have its cool moments like the stealth snake.

I'm in the same boat. I put it off for many years due to the negativity and if it hadn't re-released on PS4 I probably would've never played it but now that I did i think to myself why didn't I play it sooner.

I'm currently finishing Professional in Jake's campaign with Ada to follow. Plan to 100% the DLC trophies as well.
 
I've often wondered why HyperBitHero and TheGamingBrit seem to release their videos at the same time...
they are one and the same person 0_o.

I found the game unplayable solo, co-op on the other hand, made it slightly more enjoyable.

Yes we are, that's why we both take forever to release videos. I'm actually working on 2 at once.
 
I love this game and i'll defend it to the death. The campaigns aren't "great" by any stretch but they're dumb fun. It's like watching a popcorn flick and there's nothing wrong with that at all. I can understand why RE fans might hate it though. I like all of the campaigns but each of them have highs and lows.

Chris' is actually one of the best in my opinion as it allows you to fully utilise moves. Granted, people get annoyed at the "knockback" from bullet fire but if you hold X while moving the directional stick backwards you do a really quick recovery. Again, the game really should've explained these vital things but it never does. That's one thing I absolutely cannot defend with this game, the lack of a real tutorial. The prologue is absolutely useless and out of place.

I'd rank the campaigns - Leon, Chris, Jake, Ada.

Jake's has some really terrible moments but also some fun parts. Ada's is great to start off with but begins to go downhill the further you go.

However, the combat absolutely does have depth. It's about diving and dodging. Countering at the right minute and using your characters mobility to stun enemies for stronger finishers.

E.g. you could just kick an enemy three times to set up a finisher but that would drain your stamina a lot faster and leave you vulnerable. Better method would be to shoot the enemy once in the face, slide into them to stun them and then insta kill them with a finisher. Or better yet, you can just try and counter as much as you can and then back off and use a shotgun for crowd control when things get hectic.

Also, the PS4 version of the game has made a few minor changes. Leon's boss battle is no longer a bullet sponge and goes down in the amount of time you should expect of a boss. Chris' final boss still sucks but that heavily relies upon whether or not the person controlling Piers knows what they're doing.

And the PS4 version also includes Mercenaries: No Mercy which was previously only exclusive to the PC version. It throws a lot more enemies at you and is incredibly hectic but absolutely exhilarating. I recommend everyone give it a try. It also runs at 60FPS.

So overall, I do think this game gets a lot of undeserved flack. The campaigns are inconsistent and have moments which are really bad but you have to look at the game as a whole package. You have 4 campaigns which have varying quality but are not terrible all the way through, at least not in my opinion and you get mercenaries which is fantastic. Again, the next gen-versions include all additional DLC such as survivors and onslaught. Both of which are also great if you learn the ins and outs of the game.

I love this game for what it does well and I wish it had more focus in parts but yeah, I always go back every now and then for some mercenaries.
 
RE6 was a fast paced co-op action game badly shoehorned into a survival horror franchise, for some reason.

Because the game before it was the best selling game of the series, and they were following the lead from the type of game it was. There's the reason.
 
"trying really hard to hate resi6"

lolno

I actually went into 6 pretty optimistically because i loved ORC and RE5. It was just a dull boring story with forced action sequences
 
When did we get away from the "black bars zooming in to indicate non-interactivity" thing?

The Order 1886 did it with black bars all the time, RE6 would just wrest control from you for a scene.

Very jarring and the number one sin of this generation so far. This was the thing I disliked most about RE6. Otherwise I pretty much agree with OP and the video.

EDIT: I did join in making fun of the logo design, tho
re6boxmotion2neogaf.gif
 
I don't like Resident Evil (except 4) and I love action games and I didn't like six at all so I don't know where this "good action game" stuff is coming from
 
It's a dull, terribly paced shooter. After 4 (and 5, which does Action really well) it's just a complete disappointment. RE7 would have to change everything to get me back into the franchise.

This is basically where I'm at. I felt like RE6 was the Die Another Day of the franchise. Similarly to how the Bond films started to get extra silly with invisible cars and surfing tidal waves, and they consequently rebooted it, RE has gotten extra actiony and all-over-the-place for my taste since 5. Personally I'd like to see a full-on reboot. For the folks who liked 6, maybe create a spin off series or something that builds on that gameplay.
 
This is basically where I'm at. I felt like RE6 was the Die Another Day of the franchise. Similarly to how the Bond films started to get extra silly with invisible cars and surfing tidal waves, and they consequently rebooted it, RE has gotten extra actiony and all-over-the-place for my taste since 5. Personally I'd like to see a full-on reboot. For the folks who liked 6, maybe create a spin off series or something that builds on that gameplay.

6 is over-the-top but it's not Die Another Day tier.

The game has many problems, but mechanically it's solid. Now it all depends on how they approach its many problems.
 
Forgive the editing, but... you should listen to yourself.
I love this game and i'll defend it to the death. The campaigns aren't "great" by any stretch...
...
Jake's has some really terrible moments...
...
Ada's is great to start off with but begins to go downhill the further you go.
...
The campaigns are inconsistent and have moments which are really bad...
...
So overall, I do think this game gets a lot of undeserved flack.

rmdSx.gif
 
This is basically where I'm at. I felt like RE6 was the Die Another Day of the franchise. Similarly to how the Bond films started to get extra silly with invisible cars and surfing tidal waves, and they consequently rebooted it, RE has gotten extra actiony and all-over-the-place for my taste since 5. Personally I'd like to see a full-on reboot. For the folks who liked 6, maybe create a spin off series or something that builds on that gameplay.

Or maybe create a spin-off for people who don't like RE6 since the huge sales from RE6 (and RE5 before it) show they are the clear minority. Since we're excluding and isolating people and all, you know.
 
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