Oh Resident Evil, your dusty old corpse
just doesn't want to be left alone, doesn't it? Especially not from
government appointed scientists that want to conduct experiments on the
living dead, which explains what Area 51 has really been holding!
Resident Evil started off by popularising the suvival horror genre, then
it redefined it with Resident Evil 4, and then further redefined it
with Resident Evil 5 to the point of an identity crisis. Seriously,
Resident Evil 5 wasn't sure whether to be horror or action – at least
Resident Evil 4 was more definite with its blend of action and horror.
So here comes Resident Evil 6, which makes its identity crisis even
worse! I mean, I get what Capcom were trying to do – they wanted to
figure out what we'd like so they offered up four different styles. You
either play a poor man's Resident Evil 4, a poor man's Resident Evil 3, a
poor man's Gears Of War or a poor woman's Resident Evil 4. Admirable
idea... too bad that each of them have a bevy of weaknesses.
I
could just sum up Resident Evil 6 with “you get to see all your favorite
Resident Evil characters alongside some newcomers”, but I'll make an
effort to describe the plot. You'll play as four different characters
(well, three to begin with, number four is unlocked after playing
through the others) and their campaigns begin differently enough before
they intersect with one another. Leon from Resident Evils 2 and 4
embarks on an epic quest to get to the bottom of the Neo-Umbrella Corp
and their C-virus turning entire cities into zombies after having to
kill the zombified president of the USA... alongside newcomer, Helena.
Chris from Resident Evils 1, 5 and Code Veronica does his best
impression of Max Payne by binge drinking before coming to his senses
and heading to China to stop Neo-Umbrella Corp, alongside newcomer
Piers. Newcomer Jake, who just so happens to be Albert Wesker's son, is
fleeing from the authorities during a C-virus outbreak, but finds
himself in hot butter as a monster known as Ustanak starts to
relentlessly chase him, and he just so happens to be working alongside
our old friend from Resident Evil 2, Sherry.
Yeah, this is
sounding like a really bad fanfic. There's no better way to put it; it
really feels like a bad piece of fanfiction! To call this a B-grade
action movie plot would be an insult to B-grade action movies
everywhere. Where there was potential to flesh out these new characters
and give the established ones something deeper, there instead laid
blanket situations and one dimensional characters giving you no reason
to care. It's not even charming; there are poorly validated cameos all
over the place and the new guys feel more like blank slates with vague
hints of a personality trait, like Jake being a cocky guy or Piers being
a Good Guy Greg of sorts. There was plenty of potential to validate
this story either like a nice B-grade action movie, a cheesy horror
movie or even one where the story is at least compelling. But nope, this
is post-Resident Evil 4 Capcom we're talking about here with no Shinji
Mikami in sight to direct it into something at least half decent. I
suppose if there is ANYTHING that comes across as good, it's the end of
Chris's campaign, which helps you actually care for his character,
especially after all the shit he's been through. That's.. about it.
Overall though, the story was a snoozefest.
Resident Evil 6 controls more like Resident
Evil 5 – you're either in running mode or aiming mode, but there's a
twist. See, for the first time in the series, you can move while in
aiming mode! But it seems like all the work that they put into that
wasn't put into the rest of the controls. For one thing, movement feels
touchy. To make up for Resident Evil 5's stiff controls, 6 is a bit too
loose for its own good, especially when you're in aim mode. It's like
tapping the left stick even a quarter of a fraction of a millimeter has
you moving a whole step that way, and the same thing goes for aiming
with the right stick. Speaking of aim mode, the second big issue is the
reticle moving around when you're aiming for an enemy. If you slip and
move the reticle away from the enemy, it'll try its best to stay on
there... only to slip itself back to the center at the last second.
Despite feeling more like a third person shooter, taking cover is more
awkward than a shrieking violet. You have to be in aim mode in order to
take cover... but you can't shoot whilst in cover. Why? This wants to be
a third person shooter – just let it. The final control issue has to do
with the camera. Good god, why is it so close to me!? I can't see that
much in front of me, and outside of the touchy camera, I can't see
anything to the left of me and maybe tinges of things on my immediate
right. The sad part is that people will insist that you get used to it.
No, these aren't nuanced controls like in early Resident Evil; there are
terrible, awkward and ass-backwards controls. It's not all that
rewarding to get used to them, anyway.
A lot of the decisions
made here are often at odds with themselves. While Resident Evil 6
encourages action via having millions of zombies to shoot down, you're
not given enough ammo half the time. No Capcom, this isn't survival
horror anymore; it's an action game that's full of action set pieces and
zombies. A limited amount of resources isn't a challenge at this point;
it's just tedious as all get out as you'll constantly run out of ammo
and you're never too sure if a zombie is about ready to die or if it
still has plenty of life energy left. For a game that's all about taking
an arsenal of pistols, machine guns, shotguns and rocket launchers out
to blow zombies apart, you're certainly not given quite enough to work
with. Ooh, but you're given a melee attack to compensate...
overcompensate would be more like it as you can rush up to a zombie and
kick its head off, IF YOU CAN SEE IT IN THE FIRST PLACE!!! A lot of the
time, you can rush up to a zombie and try to kick its head off, only to
maybe graze its ear or brush aside its shoulder. From there, you lose
part of your stamina meter that can be restored with tablets via the
real time inventory system. So all that keeps the melee system from
being overpowered is the stamina meter and the piss poor camera. Genius
ways to balance it out if you ask me!
God help you if you hate
quick time events, because this game is packed to the brim with them. I
suppose you should expect them throughout the whole game if you started
with Leon's campaign, as his opens up... with a quick time event.
Actions range from pressing the on screen button when it appears,
mashing the button, pressing the button at the right time as dictated by
a semi circular bar, and waggling the left stick left to right
(thankfully, rotating the stick isn't there). A lot of the events that
come out of nowhere give you a small amount of time to react to them,
and failure results in starting from the last checkpoint (about 5
seconds before initiating that sequence). It's not just initiated during
cutscenes; they also occur whenever you're grabbed by a zombie. In
general, the idea is just stupid. Seriously, why are there even quick
time events in the first place? So that fratboy douchebags and leering
sugar addicts won't get bored while watching a cutscene? Well, here's a
big middle finger – quick time events are just a cheap way to extend
gameplay time because the game itself is either chock full of cutscenes
or is probably an otherwise deathless experience. It's especially
insulting when you learn that Capcom added them in because “western
gamers like quick time events”. Really? I thought everybody hated them,
but I guess everybody praising the likes of Resident Evil 4 and Heavy
Rain equated to liking quick time events. Right now, I'm extending a
second middle finger and it's squarely on whoever in Capcom HQ
misinterpreted us.
There are a couple of salvageable parts –
co-op and Mercenaries mode. Yes, it is fun to play it with friends, and
it is fun to play through the Mercenaries mode with friends. Big deal.
Friends can play Action 52 together and have fun, but that doesn't make
it a good game. Even then, it's far from being great as there are plenty
of uninspired “puzzles” where you grab one end of something and your
mate grabs the other end. It ends with you two either moving it or
rotating it. Yawn. Also, player 1 does all the quick time events while
player 2 actually has fun either watching you fail or watching the set
piece unfold. However, with Mercenaries mode on the mind, that's
probably the best part of the game. It's a mode where you have a limited
amount of time to kill a bunch of zombies. No terrible story or lame
set pieces will get in the way of you blowing off heads, and most
importantly, YOU ACTUALLY GET ENOUGH AMMO TO GET BY! Wow, what a novel
idea! But Resident Evil 4 also has Mercenaries mode and that is a much
better game, so don't get this just for this mode... it's not worth it.
Despite what most people would tell you,
Resident Evil 6 doesn't look too good. At best, it looks like a launch
title for the Xbox 360 (boy, that was a long time ago). A lot of the
textures are there, but they don't really stand out as detailed or
crispy. They're a little sharp, but that's about it. The colors are drab
and boring, utitlizing dull shades of dull colors like brown and gray
with bits of orange and yellow for explosions. The animations are as
touchy as the controls – that is to say, they look unnatural and
jittery, so I hope you didn't want to get immersed into the game that
much... because it won't let you. Oh, and there's screen tearing out the
ass with poor lip synching to boot. At least it looks like a current
gen game, though even that's a bit of a stretch. Then again, next to
graphical Quasimodos like Dishonored and Deadly Premonition, Resident
Evil 6 goes from a mildly chubby chick with somewhat bad acne to a
supermodel.
The music works well enough within the context of it
being an action movie. It's loud, it's dynamic and it's intense, but
above all else, it's big! It's the kind of soundtrack that works well
with the fact that it's all about explosions and over the top action set
pieces that don't know anything about subtlety. In other words, it's
forgettable and nothing all that interesting because every other game
does it nowadays and this game doesn't do much if anything that makes it
stand out. It's not even all that over the top, that's how middling it
really is. The voice acting is surprisingly good – despite working with
poor, poor dialogue, they still manage to convey a decent amount of
emotion to at least try to get you into the story. While it doesn't suck
you in, it's the kind of voice acting that still works out pretty well
at the end of the day.
So overall, Resident Evil 6 is a third
person shooter that really doesn't want to be one. There are too many
mistakes made for this to be anything other than frustrating. Whether
they're clashing game design choices or horrendous controls is
irrelevant because they all make for a rather frustrating time. Even
then, that doesn't necessarily warrant the 2.5/10 I've given it – maybe a
4 or a 4.5/10 at worst. Nope, what warrants that low a score is that
this is an extremely generic third person shooter. Games like Fracture
and Inversion are mediocre, yes, but they at least have good ideas mixed
in with their mediocre brand of shooting, and I'll always think more
highly of those two than I'll ever think of the likes of this. Resident
Evil 6 wants to appeal to the Call Of Duty audience while desperately
trying to cling onto the last thread of its survival horror heritage.
Ultimately, there's nothing that redeems this game – and don't fucking tell me that I need to give it a chance! I've wasted 20+
perfectly good hours beating all of the campaigns when I could've spent
that time playing good games like Daggerfall, Deus Ex, Vanquish and
Resident Evil 4 – I don't think I can give it any more of a chance,
guys!
2.5/10 (Shit)
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