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Deleted member 42686

User requested account closure
Banned
Apr 26, 2018
1,847
One of the core components of RE 0, 1, 2, 3, and CVX is knowing when to fight and when to conserve ammo and find a way around. It feeds into the inventory management RE is famous for and the overall pacing of the game (at the beginning you have next to nothing and by the end you are a walking armory if you haven't been wasting ammo left and right). So yes, the ability to fight back is a core component of Resident Evil.

What about RE4 enemies dropping itens like ammo and grenades? See why you guys are running in circles? What makes RE so special at the time was a mix of things, not just one or another.
 

Kito

Member
Nov 6, 2017
3,157
I've played through RE5 in co-op 6 times with 6 different people, and for a few of them I bought them a copy to play with them (because screw split-screen), and I love every second, every time. RE5 has been the best co-op experience I've ever had with a game.

RE6, however is one of the worst co-op experiences I've ever had. I played through it once at launch, and my co-op partner had to drag me through, because it was such a bore and devoid of any satisfy gameplay mechanics, and riddled with glitches, cheap deaths, lame bosses, and terrible and goofy shooting mechanics.

One of my newer friends had never played RE5 or 6 before, so last summer, I bought us both PS4 copies of 5 and 6 to binge through over the course of a week, and we did. As expected, we loved every minute of RE5, and RE6 had us wanting to quit multiple times. It's so hard playing 6 after 5. It's like going from a polished, focused adventure to a shoddy mess of a slog. I was hoping it would have been better than I remembered, but it was worse.

Anyway, my girlfriend has never played any RE game except for 7, which we played through together at launch not long after we started dating. We're about to finish RE4, which she's loving so much, and I just bought her a copy of RE5 to play together right after. I actually thought again of getting another copy of 6 to play after 5, but after recalling the vehicle portions, the drawn-out and lame boss fights, and cheap deaths, I removed it from my cart and am never looking back.

Also, did they ever patch out the ability to dive on your back and then shuffle up stairways? That was one of the goofiest things I've seen in a game outside of Sonic the Hedgehog 2006. In fact, as far as I'm concerned, RE6 is practically Resident Evil's Sonic 2006, as they both ruthlessly broke my heart and I hate them so much.
 

Deleted member 671

User requested account closure
Banned
Oct 25, 2017
1,268
What about RE4 enemies dropping itens like ammo and grenades? See why you guys are running in circles? What makes RE so special at the time was a mix of things, not just one or another.

I'm not running in circles. Notice how I specifically said RE 0 - 3 and nor did I say that it was the ONLY component. OG RE was a delicate interplay between multiple systems and ideas that created an extremely special experience. RE 4 shifted the focus to more action based, but at the same time upped the damage output of enemies to the point where two full on hits can kill Leon at the start of the game (and specific enemies are instant kill) and enemies can take multiple headshots from most weapons and later on can even take multiple shots from a non-upgraded sniper rifle. Because of that, RE 4 is still very heavy on inventory management, positioning, and exploration.

Outlast has no inventory/resource management, does not have fight or flight interplay, does not have puzzle elements, and relies entirely on running away and using stealth (of which RE has never had stealth before 7). It was a bad comparison.
 
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Deleted member 42686

User requested account closure
Banned
Apr 26, 2018
1,847
I'm not running in circles. Notice how I specifically said RE 0 - 3 and nor did I say that it was the ONLY component. OG RE was a delicate interplay between multiple systems and ideas that created an extremely special experience. RE 4 shifted the focus to more action based, but at the same time upped the damage output of enemies to the point where two full on hits can kill Leon at the start of the game (and specific enemies are instant kill) and enemies can take multiple headshots from most weapons and later on can even take multiple shots from a non-upgraded sniper rifle. Because of that, RE 4 is still very heavy on inventory management and exploration.

Outlast has no inventory/resource management, does not have fight or flight interplay, does not have puzzle elements, and relies entirely on running away and using stealth (of which RE has never had stealth). It was a bad comparison.

Oh sure, RE 0 -3. The ones I first quoted that started this:

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tumblr_nl5tnjNiYl1qdxux9o1_250.gif

And suddenly is about all lmao

About the RE4, but no sorry dude. RE4 shifted a lot, introducing reaction command buttons, stun opportunities via knifes to kill zombies, item drops and item buying, etc. So it's not just a shift, its a heavy shift that made the game a lot different. I played them and gonna repeat, felt more like a super hero action game.

Outlast does not have weapons nor fight. I never said it has, I said its deliver a better fantasy of RE then those(look the ones on the gif please). You still have to look around and find batteries for your camera. Between rounkicking and exploding the zombie's head in the process and run, I rather prefer running lol. And it's not like I said it's better than RE remake, one of my favorites(and neither that RE4 is bad).
 

ArkkAngel007

Avenger
Oct 25, 2017
4,996
Great gameplay wasted on a subpar campaign dragged down by ill fitting level and encounter design. Hell, the enemies behave different from Mercs, which was married perfectly to the game play. Campaign seemed tuned more as a shooter, actively punishing you for playing it as the action game it is. Which made it ultimately impossible to ignore.

So no, hardly "King" or whatever hyperbolic qualifier as a whole. Mercs though...I'm gonna need some towels after.
 

Jawmuncher

Crisis Dino
Moderator
Oct 25, 2017
38,506
Ibis Island
Reading the last page or so. Seems people get too focused on gameplay in a series and not the universe itself as if it doesn't have an impact on things.

You can dislike RE4-6 and what changes they made. That's fine, but they're still RE considering they fit perfectly into the lore which is still a part of the game series.

As a veteran character you're going to adapt to the horrors around you and become more capable of handling threats. I think we'd all be questioning in RE4 if Leon was still acting like a newbie who'd never been in such a situation.

I stand by everything canon from RE1 to 7 and inbetween all fits perfectly. The RE universe being so varied is one of us strongest strengths that other IPs can only wish to have.
 

Pharaoh

Unshakable Resolve
Member
Oct 27, 2017
2,675
Recently I played the Leon's campaign with my brother. This game is pure garbage, one of the worst I've ever played. I want to finish it just because it's a mainline title but I don't know if I have it in me.
 

JigglesBunny

Prophet of Truth
Avenger
Oct 27, 2017
31,125
Chicago
Just finished a replay last month and yeah, nothing is forgiven.

The gunplay is far worse than both RE4 and RE5, the narrative is even more ridiculous than usual, the level design is bland and lacks atmosphere and the QTEs are still miserable and overdone. Oh yeah, CQC is mediocre at best and entirely overrated too.

Now RE5, that's a game ya'll should be forgiving.
 
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Deleted member 671

User requested account closure
Banned
Oct 25, 2017
1,268
Oh sure, RE 0 -3. The ones I first quoted that started this:



And suddenly is about all lmao

About the RE4, but no sorry dude. RE4 shifted a lot, introducing reaction command buttons, stun opportunities via knifes to kill zombies, item drops and item buying, etc. So it's not just a shift, its a heavy shift that made the game a lot different. I played them and gonna repeat, felt more like a super hero action game.

Outlast does not have weapons nor fight. I never said it has, I said its deliver a better fantasy of RE then those(look the ones on the gif please). You still have to look around and find batteries for your camera. Between rounkicking and exploding the zombie's head in the process and run, I rather prefer running lol. And it's not like I said it's better than RE remake, one of my favorites.

Yes, the focus shifted, but it still kept inventory management, exploration, puzzles, tank controls, the importance of character positioning, etc. Yes it became more action focused, as did RE 3 where it introduced a dodge system, ammo creation, gun creation, "cinematic moments" which slowed time down for you to make a decision (run or electrocute all the zombies for example), parts of the environment can be shot to kill zombies, introduced Mercenaries, the default Easy/Normal mode makes Jill The Punisher of zombies, etc. Resident Evil has never had a set "This is what it is and it can't deviate". RE 3 is a full on action game compared to 1 and REmake with 2 serving as a middle ground with set pieces and high octane sequences yet far more "traditional" RE 1 structuring. And there are still times in RE 1 and REmake where you are forced to fight whether you like it or not.

RE 6 is different, yes. It still keeps the importance of positioning, inventory management (Professional will kick your ass if you waste ammo), puzzle elements, etc. Revelations 2 actually takes out drop ammo (pretty sure Revelations 1 did but it's been a while since I've played it). Again, each RE is different with REmake and 1 being to most similar (for obvious reasons) while keeping the same core elements. Whether or not you like the expression of those core elements is besides the point. Saying "You have to look for batteries" is hardly the same thing.
 

Deleted member 42686

User requested account closure
Banned
Apr 26, 2018
1,847
Reading the last page or so. Seems people get too focused on gameplay in a series and not the universe itself as if it doesn't have an impact on things.

You can dislike RE4-6 and what changes they made. That's fine, but they're still RE considering they fit perfectly into the lore which is still a part of the game series.

As a veteran character you're going to adapt to the horrors around you and become more capable of handling threats. I think we'd all be questioning in RE4 if Leon was still acting like a newbie who'd never been in such a situation.

I stand by everything canon from RE1 to 7 and inbetween all fits perfectly. The RE universe being so varied is one of us strongest strengths that other IPs can only wish to have.

I don't think this has much to do with the lore, but ok.

As a "veteran" player myself, waste my money on things like RE4 or RE5 really gives you a different feeling. And it's not even about the character that has improved over the series, becoming more experienced in the process. I can totally buy the fact that a work out Chris could deliver a tons of punches. Just not in the gameplay, that gives you a totally different feeling.

Yes, the focus shifted, but it still kept inventory management, exploration, puzzles, tank controls, the importance of character positioning, etc. Yes it became more action focused, as did RE 3 where it introduced a dodge system, ammo creation, gun creation, "cinematic moments" which slowed time down for you to make a decision (run or electrocute all the zombies for example), parts of the environment can be shot to kill zombies, introduced Mercenaries, the default Easy/Normal mode makes Jill The Punisher of zombies, etc. Resident Evil has never had a set "This is what it is and it can't deviate". RE 3 is a full on action game compared to 1 and REmake with 2 serving as a middle ground with set pieces and high octane sequences yet far more "traditional" RE 1 structuring. And there are still times in RE 1 and REmake where you are forced to fight whether you like it or not.

Item management in RE4 resolves basically in adjust the position of the item in your inventory and paying later to expanding them.

It's good that you mentioned RE3, because it's my example of sticking with the mechanics and improving them. Dodge and and pushing zombies aside is not a super cool looking action movie and neither give you glories of kills. Is something that came even from the other post, this gives you the sense of Jill facing zombies in the past and now shes more experienced to face them. This is not a "hey let's just ctrl+c from previous and leave them be", it's a straight up picking the elements from previous titles and improve them.
 
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Oct 28, 2017
1,916
I still can't believe that some people at Capcom looked at the worst parts of RE4 and said: let's make the next 2 games like that from begining to end.
 

Jawmuncher

Crisis Dino
Moderator
Oct 25, 2017
38,506
Ibis Island
I don't think this has much to do with the lore, but ok.

As a "veteran" player myself, waste my money on things like RE4 or RE5 really gives you a different feeling. And it's not even about the character that has improved over the series, becoming more experienced in the process. I can totally buy the fact that a work out Chris could deliver a tons of punches. Just not in the gameplay, that gives you a totally different feeling.

That opens up its own can of worms though. Since then you have a character who can do these things but isn't allowed to. Which pushes you to use "new" characters. But trying to make every RE a new character to save from the "overpowered" status where veterans are then only story elements does a disservice too.

This all comes back to RE just being mismanaged in certain ways. We should've been having back and forth action and horror and more things in-between. Rather than just one or another.
 

Rhaya

Member
Oct 25, 2017
888
My only complaint is that that there is very little difference of gameplay.

The 3 campaigns should have played more like this :

Leon : horror. (Seriously, Leona campaign starts out so well with it only to throw it away later in Michael bay's exploding highways.

Chris / piers : action shooter.

Cheryl/weaker:stealth combat.
 

Deleted member 42686

User requested account closure
Banned
Apr 26, 2018
1,847
That opens up its own can of worms though. Since then you have a character who can do these things but isn't allowed to. Which pushes you to use "new" characters. But trying to make every RE a new character to save from the "overpowered" status where veterans are then only story elements does a disservice too.

You have to control the character and make it feel balanced. Because again you give the player a totally different feeling when playing. RE3 for instance, Jill is experienced yet doesn't sounds forced. In contrast, Chris looks weird punching a big boulder(and how about fighting Super powerfull Wesker). You're a prime example of this, wishing to do super cool movies against Dinosaurs. Nothing against this though.
 

Slash SeveN

Member
Oct 25, 2017
58
Just finished a replay last month and yeah, nothing is forgiven.

The gunplay is far worse than both RE4 and RE5, the narrative is even more ridiculous than usual, the level design is bland and lacks atmosphere and the QTEs are still miserable and overdone. Oh yeah, CQC is mediocre at best and entirely overrated too.

Now RE5, that's a game ya'll should be forgiving.
I'm with you. I'm currently playing 6 because I skipped it due to the initial reaction, picked it up again due to threads like this one popping up on resetera. I don't get it.
I really enjoyed the gameplay from 4 and 5. I love it being slower paced, deliberate, the close-up third person camera so you really need to be aware of your corners and being surrounded. I thought it was a neat way to keep the horror elements of those games while still making it play like a decent shooter.

I see people talking about how the gameplay in 6 is better, but as I play through it I'm left wondering... how? I've heard something about hand to hand, but I don't grasp that, maybe too early in the campaign? My problem is they've lost detailed elements in 4 and 5 that I found to be actual improvements, like zombies physically reacting to being shot in various body parts. Instead, enemies feel like cardboard cutouts absorbing bullets. Eventually you fill them with enough of them that they slowly start to bend over and die by going into one of a few animations, but you're never really sure when you reached that point because they're always animating in a deliberate slow manner, sucking up your bullets anyways. And about that slow movement, I've found that on normal in campaign, I'm kinda free to do whatever. Run past the zombies, ignore the zombies, whatever. The hardest part of the campaign is just getting lost or not knowing what to do, but I haven't seen anyone defending the campaign design anyways, so...

I see a lot of talk about mercenary mode, so maybe that's where the game shines, and the combat makes sense? Which is too bad because I've never been interested in the action score-based zombie experience, even in 4 and 5.
 

Camstun187

Banned
Oct 29, 2017
2,166
China
I'm in a topic where a good number of people are praising RE6, with some even saying it's better than 4.

Fuck.

This sucks.
 

Shozuki

Member
Mar 5, 2018
182
I think I'm inclined to agree that while mechanically it's good, the rest of isn't.... I'm a HUGE Resident Evil fanboy, but I'd rather pretend RE6 didn't exist...

I much preferred RE4 and 5, though I prefer the survival horror games much more, hence can't wait for RE2
 

Vicious17

Banned
Oct 29, 2017
2,293
I don't remember doing roundhouse movie kicks on RE either so...



It's terrible because of convenience? Because I played all those action movies RE and can clearly say that Outlast felt more than RE than those, even though so glaring aspects made those different.

What? No. It's terrible because RE has always been more Action Horror than pure Horror. You could always fight back. Outlast isn't an RE game.
 

Iori Loco

Member
Nov 10, 2017
2,288
I'm with you. I'm currently playing 6 because I skipped it due to the initial reaction, picked it up again due to threads like this one popping up on resetera. I don't get it.
I really enjoyed the gameplay from 4 and 5. I love it being slower paced, deliberate, the close-up third person camera so you really need to be aware of your corners and being surrounded. I thought it was a neat way to keep the horror elements of those games while still making it play like a decent shooter.

I see people talking about how the gameplay in 6 is better, but as I play through it I'm left wondering... how? I've heard something about hand to hand, but I don't grasp that, maybe too early in the campaign? My problem is they've lost detailed elements in 4 and 5 that I found to be actual improvements, like zombies physically reacting to being shot in various body parts. Instead, enemies feel like cardboard cutouts absorbing bullets. Eventually you fill them with enough of them that they slowly start to bend over and die by going into one of a few animations, but you're never really sure when you reached that point because they're always animating in a deliberate slow manner, sucking up your bullets anyways. And about that slow movement, I've found that on normal in campaign, I'm kinda free to do whatever. Run past the zombies, ignore the zombies, whatever. The hardest part of the campaign is just getting lost or not knowing what to do, but I haven't seen anyone defending the campaign design anyways, so...

I see a lot of talk about mercenary mode, so maybe that's where the game shines, and the combat makes sense? Which is too bad because I've never been interested in the action score-based zombie experience, even in 4 and 5.

The game is notorious for not telling you how you should be playing it. The hand to hand is kind of okay, never understood all the hyperbole behind it or a reason to call it the greatest of all time. Basically, the idea is to set up the enemies for melee finishers by combining shooting and punching, the punching is done with the right trigger and consumes stamina, there's other actions like stronger shots done by pressing both triggers at the same time iirc, which stun enemies (but don't leaves them ready for finishers) and serve as group control, and a slide kick done by meleeing while running iirc. The other part of the melee combat are the counters done by pressing the melee button at the right moment (there's a prompt) when a monster attacks, this one deals huge damage and doesn't consume stamina, an easy way to cheese it is by pressing the left trigger to aim at an enemy and when you see it reeling for an attack stop holding the aiming trigger and spam the right trigger, during the brief moment when you stop aiming your character will be unable to shoot or do a regular melee attack so the only possible action is to counter.

And I'm all the way there with you on the opinion that enemies just absorb your bullets, which in turn makes the guns feel weak. Is so depressing using the Hydra and having it fail to kill even the most basic zombie.
 

medyej

Member
Oct 26, 2017
6,439
Probably second behind Vanquish. Max Payne 3 maybe at 3rd place.

RE6 is too bloated for it's own good. A lot of shit could have been cut and it would've made the game pace feel a lot more natural. I really like the game but I can never get any friends to stick with it in co-op.

I used to put Vanquish above it, but after the replaying it when the PC version released I realized I missed the sheer enemy variety and scope of RE6. You are right about it being bloated though, the campaign is simply too long and cutting out some chapters would have done wonders for the reception of the game.

Still, I love replaying RE6 because the combat system and enemy variety just make it flow really well.

It's sad but to this day nothing has matched RE6 enemy variety and design. The J'avo alone are some of the coolest enemies put into a shooter, the way they can mutate a bunch of different ways and make the encounter change entirely is still great.
 

Radd Redd

Member
Oct 27, 2017
8,007
I bought RE6 in the current PS Store sale and will be doing my first playthrough soon. It's the only mainline RE game I haven't played yet. I don't mind it's even more action and less survival horror, RE5 was an enjoyable entry for me. :)

It's...different from RE5. Think of it like The Matrix with some COD and a sprinkle of RE thrown in for funsies.
 

Slash SeveN

Member
Oct 25, 2017
58
The game is notorious for not telling you how you should be playing it. The hand to hand is kind of okay, never understood all the hyperbole behind it or a reason to call it the greatest of all time. Basically, the idea is to set up the enemies for melee finishers by combining shooting and punching, the punching is done with the right trigger and consumes stamina, there's other actions like stronger shots done by pressing both triggers at the same time iirc, which stun enemies (but don't leaves them ready for finishers) and serve as group control, and a slide kick done by meleeing while running iirc. The other part of the melee combat are the counters done by pressing the melee button at the right moment (there's a prompt) when a monster attacks, this one deals huge damage and doesn't consume stamina, an easy way to cheese it is by pressing the left trigger to aim at an enemy and when you see it reeling for an attack stop holding the aiming trigger and spam the right trigger, during the brief moment when you stop aiming your character will be unable to shoot or do a regular melee attack so the only possible action is to counter.

And I'm all the way there with you on the opinion that enemies just absorb your bullets, which in turn makes the guns feel weak. Is so depressing using the Hydra and having it fail to kill even the most basic zombie.
That a) sounds much better than I expected and b) sounds like a completely different game than what I'm playing. I'm gonna go back and see if I can make any of this work. I'm not sure I've ever even clued into any cues that zombies give for a finisher. Do they behave differently, or do I just have to wait for a trigger prompt? If it's the latter, doesn't seem like an ideal way to signal that either, still really wish the zombies would react to impacts and guns.

That was a really good friendly explanation though, thank you!
 

Iori Loco

Member
Nov 10, 2017
2,288
That a) sounds much better than I expected and b) sounds like a completely different game than what I'm playing. I'm gonna go back and see if I can make any of this work. I'm not sure I've ever even clued into any cues that zombies give for a finisher. Do they behave differently, or do I just have to wait for a trigger prompt? If it's the latter, doesn't seem like an ideal way to signal that either, still really wish the zombies would react to impacts and guns.

That was a really good friendly explanation though, thank you!

I think every enemy has a tell before they attack. The sequence should look something like this:



Its just question of observing and learning enemy patterns. A little of a tangent but sometimes normal zombies look like they are preparing for an arm swing and they just fall over, lol.
 

Yurinka

Banned
Oct 30, 2017
1,457
Can people seriously stop with this disingenuous "cycle" garbage that people spout for literally EVERY video game series
No, it's good to spot haters who keep spreading shit and derailing threads of games they didn't even played because sometimes aren't even released.

Hopefully it helps to prevent them to continue killing games or series they sometimes even didn't play with their garbage post.
 

Biestmann

Member
Oct 25, 2017
7,413
Played through it again with my girlfriend earlier this year and had a good time. It is a shit game though, there is no denying that. However, I'm a big shipper of Sherry and Jake, and also Chris and Piers. That part of the game will always be a treat.
 

looprider

Member
Oct 27, 2017
944
Dammit Era get out of my head.

I just picked this up last night on the psn sale. I played it on ps3 and had a blast, so I'm loving how much better it looks and runs.

This is basically the b-movie equivalent of a video game. There's jank and the plot is dumb. Way too many QTEs. But I find the gunplay solid and it's a fun time. I easily sunk 3 hours into this monster in the AM and it flew by.

And Leon's hair is so on point.
 
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BadWolf

Banned
Oct 25, 2017
12,148
. You are right about it being bloated though, the campaign is simply too long and cutting out some chapters would have done wonders for the reception of the game.

If you take it as one whole then sure but if you look at it as four campaigns to vary your re-plays then it's great.

Whenever I return to the game I pick a campaign and have a blast playing through it. The next time I pick another.

It's great for variety instead of playing the same campaign each time (ala Vanquish).

The chapter select is really good too and easily lets you skip portions of a chapter you don't like (if Bayo had this then we would have been able to skip the harrier etc. garbage).
 

dlauv

Prophet of Truth - One Winged Slayer
Member
Oct 27, 2017
11,513
It's kind of annoying that there's a narrative of detractors not "knowing how to play it." That's true for some, sure, and it's true that some people who like the game don't know how to play either. But knowing how to play didn't really make it much better. It's not that deep and it's extremely repetitive. The enemies don't give you much to do, so the campaigns are a total wash. It's only when you're in the thick of it, in No Mercy, that it becomes kinda fun - where your ability to move is put to the test. But even then, like, I don't understand how you could stay hooked for 200+ hours. Between each match taking 5 minutes to get interesting, and S ranks being super easy, it gets stale. Is it because you can roleplay power fantasy as Wesker's son? Or Chris?
 
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demondance

Member
Oct 27, 2017
3,808
All the posts talking about it being the natural evolution of RE4 gameplay... I dunno about that. This game felt like it should've been some kind of spiritual successor to Die Hard Arcade or something. It's so squarely focused on using weapons just to stun enemies for the real show, the melee attacks. It like straight up inverts the RE4 formula which was absolutely about the shooting and had melee as hype finishers or for simple crowd control so you could get back to, y'know, shooting.

If this was a 10-15 hour game with level design more like the bits they cut out for the Mercenaries mode it'd probably be a classic. Instead it's this really repetitive, bloated 30+ hour game that mostly doesn't appear to have level design that considers how it actually plays.

Ultimately I really like RE6 and I'll defend it as having some of the most fun action game mechanics around. I have zero love for the campaign and how it was presented.
 
Oct 31, 2017
14,991
No, it's good to spot haters who keep spreading shit and derailing threads of games they didn't even played because sometimes aren't even released.

Hopefully it helps to prevent them to continue killing games or series they sometimes even didn't play with their garbage post.

How does this apply to "cycle" nonsense? It's a really dumb thing to say because it implies that everyone who hates X game had a change of heart when the sequel released, which is untrue and stupid
 

GeeTeeCee

Member
Oct 27, 2017
846
I really wanted to like RE6 (I absolutely loved playing RE5 in co-op), but apart from the opening few segments of Leon's campaign (the University town), I found the rest of the game to be an absolutely miserable experience with so many set-pieces that go on for far too long. I guess it just wasn't quite the game I was after at the time.
 

lowlifelenny

Member
Oct 27, 2017
1,408
cutting out some chapters would have done wonders for the reception of the game.

Only thing I'd remove is the shared multiplayer sections so that only one of each is available across all four campaigns. Replaying them so many times is kind of a drag because they're pretty long.

Otherwise the game is fantastic as is.


RE6 has the best counters in gaming. That glowy circle of success along with that SHWISSSSHHHH noise- it's incredibly satisfying.
 
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Schlauchkopf

Alt-account
Banned
Aug 20, 2018
659
That a) sounds much better than I expected and b) sounds like a completely different game than what I'm playing. I'm gonna go back and see if I can make any of this work. I'm not sure I've ever even clued into any cues that zombies give for a finisher. Do they behave differently, or do I just have to wait for a trigger prompt? If it's the latter, doesn't seem like an ideal way to signal that either, still really wish the zombies would react to impacts and guns.

That was a really good friendly explanation though, thank you!

I always recommend this Let's Play to show how to properly play the game.



Not only does it do a good job of showing off the mechanics of the game over the course of the playthrough. He also shows how to deal with some of the bullshit the campaigns can throw at you.
 

KamenRiderEra

Member
Oct 25, 2017
2,153
The FOV is so so short that I can't even apreciate the mechanics. And the rest of the game (level design, QTE absurd setpieces) are irredeemable trash.
 

bender

Member
Oct 27, 2017
485
The only Resident Evil I've never played. I just didn't care for the demo. It's on sale on PSN so I might as well check it out.
 

John Caboose

Member
Oct 26, 2017
2,200
Sweden
One of the absolute worst games I played last generation.

The only RE games I've played are 4, 6 and 7, in that order.

4 was great and I enjoyed it thoroughly, 7 was pretty damn amazing until the trash-tier final part (the boat). 6 was just trash start to finish. Hated playing it. It wasn't even "so bad it is good" it is just bad.
 
Oct 28, 2017
16,780
RE6 is a Resident Evil game. It's not shit because it isn't a Resident Evil game. It's shit because it's shit.

Just like Code Veronica.