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Resident Evil 6


MetalCaveman
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And the sky is blue.

Videogame plots are often predictable and the Zombie genre has become predictable to a fault. Its quite sad.

 

Anyone who acts weird, hurt or woozy in a zombie game or movie is or will become a zombie. You have to look 100% healthy to not be a zombie in a zombie game or movie. I think thats a rule.

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Yeah, I agree with FDS (although could you spoilertag that, FDS? Didn't particularly enjoy glancing at your post before watching it and knowing what would happen anyway.) Though I was impressed by the atmosphere, looks really great.

 

Also I don't like the look of the gunplay/ combat at all. They should have kept it slow and precise like Resi 4/5, this looks fast and imprecise. Why the fuck they would change the system for this game, I have no idea. They keep it slow when faster would be better, then speed it up when a slow pace looks most appropriate. Still, the whole thing with t-v zombies is great. I hope there are more prolonged bits of survival with them, like the gnarly survival bits in Resi 5 but slow and meandering.

Edited by kenshi_ryden
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  • 2 months later...

Bleh...

 

I think it'll take time to get use to the new item management system. I mean, if they could have kept something from RE4/5, it would be how you dealt with items. I just get this feeling that there was this motivation to make RE6 really standout since 5 was so close to 4 and this is suppose to be a big revival for the series. EDIT: Oh, and while an in-game HUD for weapons and other stuff is cool, it's not so cool when you're trying to adjust settings in an active environment.

 

Leon's stuff I liked, but nothing really happened in the demo.

 

Chris's mission was a cluster of crap piled together while you shoot retarded enemies. It's like someone vomited on the screen and you're hulking around ladders and small inclines that just have to require you to press X (or die)!

 

Jake... I didn't even finish it because I was still trying to get use to the controls, but I think if anything I'll go with the Leon campaign, then Jake's, and last will be Chris.

Edited by Atomsk88
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I loved the inventory system in 4. 5 was.....weird. Just not fun to use. The claw? fuck I never used the claw for Demon's/Dark Souls. A split second movement with my thumb from stick to d-pad to stick was how I went about using quick weapon changing during fights.

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I'd get away out of danger, try and buy myself some time, but I was always well prepared for a fight most of the time. Besides the inventory screen practically covered your view and the only thing you could do was move around, you were still pretty vulnerable, even using the claw method. But I never even used it once whilst playing the games.

Edited by excel_excel
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..but the inventory system sucks in those games. Also, I've always loved how the in-game HUD works for doing shit in Demons Souls and Dark Souls. Learn how to use the claw or get the fuck out. I hope it's similar in RE6.

It's better than having to fiddle around with an active "inventory" system while enemies are swarming to get you just to find the herbs you've picked up. There is a "health tablets" button, but I don't know what the hell that actually used, but the demo wasn't keen on teaching you anything and the loading screen controller layout would go by very quickly.

 

It's downright awkward, though I'm sure it'll improve once one plays with it more. It's simply that they wanted something different, but not everything will be for the better. Dodging for example seems useful, that is until every time you dodge you lay on the ground and the enemies I face weren't exactly willing to give you time to pick yourself up each time you "dodged."

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  • 2 weeks later...

Well, finally got around to giving the RE6 demo a shot just now and.... ugh. I guess I shouldn't be mad at Capcom, they're saving me 60 bucks after all.

 

I liked RE5 despite its flaws but what I've just played wasn't disappointing, it was downright bad. They've obviously dropped all pretense of being a horror game. I mean, even Leon's supposed "traditional" campaign felt like a clumsy action title. And then the Chris level was just plain stupid. I guess Capcom just don't know how to make these games anymore...

 

Between this and the new Splinter Cell replacing Michael Ironside... it's getting kinda disheartening to see some of my favorite series from my teenage years just start turning to crap.

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Capcom as a whole has turned to shit. If any major Japanese gaming company dies, I bet its Capcom.

I'm pretty sure Konami is closer to death. They've been very bad at marketing/releasing their games this year, and the only real ace in the hole that's still going strong for them is Metal Gear Solid.

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Ha! Not a chance. Capcom is one of the stronger Japanese video game publishers right now. They have better brand recognition both in the West and domestically than SEGA, Konami, or Techmo-Koei. The only Japanese publishers that are really in a better spot than Capcom right now are Sony Computer Entertainment and Nintendo. Capcom is sitting quite comfortably on the second tier below those two mega publishers along with Namco-Bandai and Square-Enix (though ask me again in a year or two and I might have devalued Square Enix... they've got a lot riding on Hitman Absolution and Tomb Raider. If those aren't hits then they've got a problem.)

 

Remember to separate your personal grievances with the products from a company from your assessment of their financial fortunes. The two are only very loosely related. It's very possible to be very profitable without consumer good will after all.

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Points taken.

 

You have a stamina bar for melee. If you use it too much, eventually melee will become too weak to do anything. You can really only kill about 2 or 3 zombie sin a row using melee before its completely useless except to push zombies away.

More or less, yeah. If I stagger it a bit though, I can keep on going. Or. Knife a bit then run. Cue Benny Hill. I feel like the SP equivalent of a CoD kiddie who goes knife only.

 

Gunplay wise. Its sort of annoying that I land a few headshots and they still doesn't go down. I suppose its for the betterment of the gameplay. Now, what I find to be really annoying is this: You see a "dead" body but shooting it does nothing but when you walk up to it, it'll come back alive despite filling it with lead 3 feet back. So screw us slow and careful players.

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Points taken.

 

You have a stamina bar for melee. If you use it too much, eventually melee will become too weak to do anything. You can really only kill about 2 or 3 zombie sin a row using melee before its completely useless except to push zombies away.

More or less, yeah. If I stagger it a bit though, I can keep on going. Or. Knife a bit then run. Cue Benny Hill. I feel like the SP equivalent of a CoD kiddie who goes knife only.

 

Gunplay wise. Its sort of annoying that I land a few headshots and they still doesn't go down. I suppose its for the betterment of the gameplay. Now, what I find to be really annoying is this: You see a "dead" body but shooting it does nothing but when you walk up to it, it'll come back alive despite filling it with lead 3 feet back. So screw us slow and careful players.

 

Those parts really annoyed me. Its not punishing slow and careful players, its just an old stand by of previous generation games that really should have died in the move to this generation, like invisible walls.

 

The demo was very poor at creating tension. I don't know why, I mean it should offer some sort of sense of dread, but I didn't feel anything going through that college campus in Leon's part. It just felt like Resident Evil by numbers. I really would have liked to feel that this is a place gone wrong, that we are basically moving through a college killing students who've just been turned into zombies, but there's no reason to feel anything.

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Reviews are coming in. They aren't positive, seems to be the demo really was an accurate representation of the full game.

http://www.eurogamer.net/articles/2012-10-01-resident-evil-6-review

http://www.destructoid.com/review-resident-evil-6-235326.phtml

 

What gets me about Resident Evil 5 and 6, is that, these are not good co-op games. There was an overlong QTE sequence in the Leon demo where you start a car. something that was noted in the Destructoid review of 6 is that, during this sequence, your partner just sits there, in the car, unable to do anything. There was never any time in 5 where I went 'oh wow, this is what a co-op game should be like'. Forced co-op in every sense of the word.

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I'm not one to complain about the lack of "horror" in modern games today, but it does seem like whoever had the power wanted Resident Evil 6 to be about fighting hundreds of monsters with a full-on military-grade arsenal whilst you have a sidekick, ala Michael Bay style. Having all the "AAA" trimmings and what not. But really, how hard would it have been to make RE4 + Moving?

 

I know there were many that wanted RE5 to be less like a RE4 clone, but at least it was playable. What I played in the demo was a mess of buttons and frustrating pacing where I needed my A.I. partner's permission to do anything. I can't say a whole lot given that I haven't played the game, but I still stand by my previous comment where I truly believe changes were made to the game for the sake of simply "changing."

 

I'm really bummed out because, well, RE6 had a lot going for it. Three campaigns where you get to play as Chris, Leon, and see Sherry again. Then the whole Ada Wong campaign would have been nice. Maybe I'll Redbox it to see if I can tolerate it after a day. Still doesn't mean I would get it at full price either...

Edited by Atomsk88
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