This review is admittedly late, but it's been a long time coming. Grab a snack and get ready for another ranting review.
First off, I would like to mention that I was shocked, but not amazed, when I heard that this game was the worst one ever made. However, I didn't care. I attended the midnight release and was blown away by this game. I did not and do not regret my purchase of Resident Evil Six.
It would be an unfair lie to say that this game doesn't look good. It looks great, in or out of HD. The textures are crisp and sharp, the weapon details are very nice, there are cracks and crags along old walls, floors and ceilings that people may notice if they happen to be that kind of player, and the animations are quite on point.
Each character has a distinctive way of walking, just like people do in real life. There are times when it is possible to notice water or dirt on the character's skin or clothing. It is even possible to see certain items of clothing flapping in the wind or bouncing in action when the character moves about. They even put forth the effort to add special attacks for every character, I really appreciate small things like that. I have to say that there isn't much to complain about here.
Well, it wouldn't be Resident Evil without top notch, horrifying sound effects, would it? (We're going to ignore the fact that some complain about this not being Resident Evil anyway, just for the sake of staying on track.) That, it has in abundance. There are these nasty looking slimy things that generate a deadly, viral gas when shot. They sound like a mix between a squealing mouse, a wheezing little girl, and some kind of demon.
There are also these weird, squiggly guys that are pretty hard to kill. Hearing the sound of them walking is enough to put one on edge when trekking the darkened halls of a military tanker. Not to mention the way they breathe when they finally
do die. It makes one wonder if they should keep shooting or toss a nade and run.
A solid thumbs up to the weapon sound effects. From pistols and sub machine guns to knife slashes, explosions, shotgun blasts, and the whisper of a crossbow shot, this game doesn't disappoint in the least. Helicopters propellers, car tires skidding, motorcycle engines, enemies that spit fizzling acid...
The effort Capcom put into making the sounds in this game actually good, goes beyond some of the games I've played this year. I for one, have no complaints here.
Here it is. The part that matters the most. Without solid gameplay, no game can be fun. I for one, can't even tolerate a game that gives me a controller and only pretends to do what I want it to do. Fortunately, I can't say I had this problem with RE6.
No more tank controls. Good riddance. Many argue that tank controls make the game scarier, but I don't think truly scary is what Capcom was going for here. I would guess they were targeting "immersive" rather than "scary." Capcom has given the player full control over the camera, all while maintaining that over the shoulder view, which is even ambidextrous in this installment.
The movement of the character is a beautiful thing that I never want to see go away. If you're going to put me in the middle of acid spitting lizards, guys with rocket launchers, running, leaping zombies, and rabid demon dogs, then I would like to be a little more mobile than my dead grandmother. That's exactly what RE6 did.
With the addition of being able to run in any direction without changing the camera, Capcom outdid themselves by adding in a fantastic dodging system. It is quite effective, as I've used it to my advantage many times, in and out of multiplayer sessions. You are given the ability to dodge in any direction, and, to sweeten the deal, you don't have to get right back up.
This is very, very useful. Play multiplayer and get hit with a shotgun, don't get back up. Roll to the side and shoot from the ground. (Very effective when playing as Piers.) Got uppercut by a zombie? (it happens) Don't raise up only to be tackled by a dog, double tap in your chosen direction to quickly move out of harms way.
Did your clumsy pal toss a grenade with the intention of killing a group of encroaching zombies, only to miss and catch you in the blast?
Don't stand up in the middle of the crowd and be surrounded. Double tap, double tap, double tap in the safest direction and shoot from there. It works so well! You don't have to die!
Now, don't be alarmed when you read this. There is a cover system. That would immediately shatter most dreams of smooth gameplay, but don't despair. It works, for the most part. You can take cover on pretty much any wall, and it doesn't happen by accident. (I'm looking at you, Operation Raccoon City) When in cover, you can actually move along the walls, unlike in RE5 when you really, really, wanted to.
This system really helps during every campaign, save Leon and Helena's. It's good for whatever you think it should be good for, that is, not getting shot and blown up by every bullet, grenade and rocket. To make the transition from in cover to out of cover, Capcom thoughtfully allowed players to do what? Double tap and dodge out of it. Or, if behind a waist high wall, you can jump it, like in most modern third person shooters.
How about that aiming system? How does shooting enemies feel? Well, it works too, just like pretty much everything else in this game. You can chose between a reticule, like Lost Planet, or you can use a laser, like RE4 and 5, only in this game, you get more fun out of using a laser, simply because you can choose it's color. While cosmetic in thought, it does serve some practical use. Different colored lasers are easier to see in certain areas. (Pro tip, don't use a yellow laser in China)
Capcom gets cool points for taking a page from the Nintendo DS's RE Mercenaries, letting players move and shoot. It doesn't even pull on accuracy when doing it. Shooting at enemies feels as though you are actually hitting organic tissue. Enemies react accordingly by staggering away, falling to one knee, clenching their wounded arms... But only when you're hitting organic tissue. Some enemies are quite durable and don't seem to feel much pain.
This is fine, as I've found that most every enemy in the game has a weakness, be it a certain type of bullet, a melee attack, a flash grenade, or, a good old fashioned flame purging. This makes things interesting and not monotonous. Even more so when you're scarce on supplies and you have to find the best way to take down that enemy.
You can also rejoice in saying goodbye to that "Help, I've fallen and I can't get up!" crap. No longer will you lay helpless, pathetic and dumb while a zombie mindlessly approaches you and gets on his knees to chomp away the rest of your health. You get a meter at the bottom of the screen, and if you hold off the enemy until it fills, you'll scrape your own butt off of the ground. YES CAPCOM, YES!
I know it's rough, but Capcom did not do away with quick-time events. There are complaints about this too, but as long as most players are actually looking at the TV when there is a cut-scene, (they do if they care about what's going on) they should be fine, as most quick-time events give you a generous amount of time to react. I felt that this was one remedy to the complaints about taking control away from the player.
Let's not forget yet another new addition to gameplay, abilities. These abilities are very, very useful, and you can change them on the fly using a whopping TEN presets of three abilities. (Is it three or four?) These are so useful that they may as well be mods. They cater to your specific style of play. Fight a lot of zombies? Get that zombie killer ability. Love using the shotgun?
Equip that shotgun ammo drop increase, go ahead and add that shotgun power increase while you're at it. Are you playing with a newbie to RE games? Better equip that medic ability so you can heal your partner without being close by. This list of abilities is expansive, and it takes some doing to actually unlock every one of them. This is cool, but sometimes, I wonder if we would have done better without it. But nonetheless, it's nothing to complain about, the game doesn't force you to use them.
Last but definitely not least, is the honorable mention of the new inventory system. This game is fast-paced and fully real-time. If gamers can't handle that, then I pity them. Have fun with Viva Pinata, guys. The new system allows for fast selection and use of...Well, everything. Use the d-pad to select a weapon. Up for grenades and first aid sprays, left and right for guns and your knife. (Or stun stick or bare hands.)
The way you use and combine healing is impeccable. Missing three blocks of health? Tap the bumper three times and voila. Need to combine herbs while under attack? No problem. Hit Y then rapidly smash the A button. You'll have more tablets ready for use before you even realize what you just did. (No lie, you won't make a mistake because the game makes the best choice for you. Like autocorrect, but it actually works because there isn't anything else to use there besides healing items. Herbs to be exact.)
It's never been easier or faster. I would be dead if the system was the same as RE5. Oh, one more thing. This game has weapons with alternate fire modes. Play it to find out which ones do have them and what they do. Or just Google it, whatever you want. It's a pretty awesome thing to have in a Resident Evil game.
Where did this ever go? In previous generations, most games aimed to hit a high replay value. Well, I don't know if Capcom was targeting that, as most games aim for story telling these days. But they did a fair job at giving players something to do after completing the story. They still have mercenaries mode, which is back and better than ever with the new gameplay upgrades. I don't like the levels, I will admit, but the game works, and that is what matters.
There are still things to collect in this game. Blue medallions make a return from RE4, but only to get collectables in the gallery, not cool, new weapons. There is also downloadable content, that in my opinion, should have come with the game. But who finishes games nowadays? We have the option of DLC, so whatever. It's a great money grab.
Those DLC packs feature multiplayer modes, essentially the same ones that were in RE5.
I wouldn't mind seeing a few of ORC's multiplayer modes in this game, but hey, we can dream.
There is also the addition of titles, dog tags, and abilities to collect. Titles and dog tags are useless, they're cosmetic only, but I think you get an achievement for getting a lot of them. I'm not sure on that one. Abilities however...Oh boy, those abilities are far from useless.
Time to get a little personal here. I heard some nasty complaints about RE6. Camera issues, the game losing its identity directional errors, inventory system, you name it. While playing through the game on various difficulty levels, I have to say that I came to appreciate the control setup more and more.
Call me crazy, but I actually prefer the inventory system in this game. It's fast, easy, and simple. I don't have to manage my inventory and shed a tear every time I discard something that I don't need but really want, and actually end up needing later. No use for magic chests here, things have gotten too hectic.
Speaking of hectic, that brings me to wonder why I hear complaints about controls. What is there to complain about? Is it not better to do a roll, dive, or cartwheel out of the way of a giant, swinging axe-hammer (RE5) than to slowly sidestep it? The upgrade even makes sense. Level with me here, gamers. All of the characters in this game are highly trained, highly seasoned veterans of the horrors in their world.
If they moved like they were wearing Link's iron boots, how would they ever have passed basic training? I don't like to be told I'm working as a government agent on a dangerous mission, then come to find out I can't even sprint and slide or kick something in the face like the badass I'm described to be. If we went back to tank controls and slow movement, sure it would be good for the survival horror element.
But wouldn't we wonder what happened to Leon's training? In RE4, (which you know you loved) he was an unstoppable, track running, wall flipping, cultist suplexing, giant scaling, ninja like Olympic swimmer. Age wouldn't slow the guy down that much. Chris is BSAA. He kill these monster for a living. He has to be a boss, he just has to.
Jake is Wesker's son. Need I say more? Do you remember RE5? Wesker was too bossic. He dodged bullets and did flips and beat up everybody with his bare hands. He launched missiles at you with his bare hands! I don't think this game is losing it's identity because of it's action orientation, I feel like it's adding to it. It's still RE because it's the only one doing what it's doing, as well as it's doing it. Left 4 Dead and Dead Island don't hold a candle to the iconic characters and the reputable name of the series.
When it comes to zombie games, I think this game is simply evolving into something greater. I do miss the slow paced, puzzle oriented, creep-out predecessors. I do want them to make one like that again, Lost in Nightmares in RE5 was the closest it came to that. It would be a crying revolution if Capcom did another RE Outbreak with all the revamp's of todays technology and Xbox's online capabilities.
I would love to escape or just survive a zombie outbreak in some city of Capcom's choosing with a group of buddies. I would even go so far as to say I would like to create my own survivor for the whole ordeal, but again, we can dream, right? Now, what's with the complaining about the story? It's a conjoining story with character path overlaps. I thought it was pretty cool.
Honestly, in hindsight, I can't see how this game was much different than RE5. They used many of the same formulas. Quick time events within battle, car chases with shooting, action packed cut-scenes with some quick time parts, and hordes of enemies coming at you at once. They even brought back standard, slow moving, shuffle-stepping, flesh biting zombies for a time.
Yet, all this was well received in RE5, but cried and whined about in RE6. What the fish, guys? It's the same game with a few revamps! Is it what you wanted? Absolutely not, but does it suck? Absolutely not! I will admit, there were times when I wanted to tear out my hair in Ada's campaign. She just wouldn't stop talking to herself and making stupid comments. Or was she talking to ME? Either way, she was more annoying than that Ashley chick (RE4) ever was.
I can't forget to give the complainers their two points and acknowledge a huge issue with the game. I can't figure out what the flopping fish Capcom was thinking when they decided to take the camera off of you to show you that new enemies were approaching, or your partner has been gravely injured. That actually got me killed a few times. I was irate.
It was a stupid thing to do and whoever decided it was right, should be demoted and sent to work for Nintendo and make games for moms and their babies. There was also a time when I was slightly annoyed when the game forced me to walk. That was kind of annoying, but nothing to rage quit on.
Honestly though, talk to me guys. I want to know why this game was so ill received. It was a triple A title with a triple A budget. No game is perfect, but this one is pretty well designed, easily one of the better games this year. As a guy who actually enjoys this game quite a bit, I'm certain that I've missed some points where the game gets ugly. Come on, let me know in the comments. I want to hear it from you guys, personally.