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YMMV / Resident Evil 6

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  • 8.8: Resident Evil 6 has received some surprisingly negative reviews from Resident Evil fans, but Destructoid takes the cake with its 3.0 score. Given the broken base, some aren't amused at the score while others wholeheartedly agree. The earliest reviewers hated the game like rats, particularly the guys at Giant Bomb and GameSpot. Since RE6 has no manual and is otherwise very bad at teaching players how to play it, it's almost perfectly designed to antagonize, irritate, and eventually infuriate first-look reviewers.
  • Annoying Video-Game Helper:
    • In some levels, you often have to run away from the enemy or a hazard such as an explosion. You will often be forced to dash/sprint as well, and the button for dashing is also the same one used for context sensitive use, such as leaping over a box when there's one near you. The game will often assume you holding down the button means you also want to leap on top of a box. Unfortunately, as soon as you get up there, if you continue holding the button down, the game will then assume you want to climb back down, particularly if Camera Screw is in effect and the camera angle changes drastically. Which means you'll sometimes jump on top of the box, only to then jump right back down where you were previously, just in time to get killed by that explosion/monster.
    • The quest marker can be see as that. For one, while it can be turned off as the rest of the hud, it remains on your game screen telling where to go, even though the game is more linear than your average Resident Evil game, tells the location of items to progress and most damning of all, reveal where a weapon appears in a certain level. It felt really hand-holding and removes all the of the charms the previous games offers.
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  • Awesome Music: The entire soundtrack, to the point it got awards.
  • Video Game Levels:
    • A lot of people skew towards liking certain missions or campaigns over others. Leon's campaign has a strong following since it reintroduces (and reinvigorates) the zombies the franchise was known for and has some pretty cool set-pieces, with Chapter 3 of Jake's campaign being the turning point for gamer and critic alike. Its generally agreed upon that Leon boasts the most popular campaign out of the four available.
    • Ada's campaign is largely considered "average"... right up until you face Mutated Carla, who easily steals the show.
    • Chris's Rasklapanje level. Every campaign has one, but Chris's manages to be by far the scariest. There's no men with guns shooting at you (Ada) or giant magma fields (Jake) to dampen the horror, and the atmosphere is much darker and quieter than Leon's. It's just you, the dark hallways, and the bloodstains on the walls...and the blue slug monstrosities out for you.
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  • Big-Lipped Alligator Moment: While not humorous, the mannequin room from Jake and Sherry's campaign certainly qualifies. The main characters never talk about the room when they enter, are in, or leave it, it's never brought up later, and while there's a Green herb on one of the shelves there's nothing else of interest in the room besides the mannequins and the "art" on the wall at the other end of the room.
  • Broken Base: Same issue as since Resident Evil 4. A large number of fans are already complaining about the apparently increased action focus and the game retaining the over-the-shoulder camera of 4 and 5, claiming this is "not survival horror." Either you think it's a good thing to have done away with wonky camera angles and awkward controls at the cost of making the games feel less claustrophobic and scary, or you welcome these things for improving the overall experience and think it's a price worth paying. That being said, steps do appear to have been taken to bring back some of the atmosphere and horror that were lacking in RE4 and RE5 in particular, so Capcom appears to have at least tried to keep both groups happy.
  • Catharsis Factor: Given what an atrocious scumbag Simmons is, it is utterly satisfying to shoot rockets at him then watching him get impaled before dying a slow and painful death.
  • Complete Monster: Derek Clifford Simmons is the National Security Advisor to President Adam Benford and the one behind the nuclear destruction of Raccoon City. Serving as the Arc Villain for Leon's campaign, Simmons uses the C-Virus to cause the zombie outbreak in Tall Oaks, the place where the President plans to reveal the truth about Raccoon City and the Bio Organic Weapons trade to the world, causing 70,000 casualties. He also forces Secret Service Agent Helena Harper to personally infect the President by holding her sister hostage, threatening to turn her into a B.O.W.; he does so anyway, and frames Helena and Leon for his crimes. Also apart of said B.O.W. trades, he oversees the creation of said C-Virus by subjecting Sherry Birkin to constant experimentation. Simmons also has an obsessive lust for Ada Wong, and when she rejected him, he would use the C-Virus to create a "perfect Ada Wong", experimenting on 12,235 women, with only one, Carla Radames, surviving, causing her Start of Darkness. Finally confronted by Leon and Helena, Simmons tries to justify his actions, only to be called out on his excuses, revealing Simmons to be nothing more than a perverted madman willing to cause needless death just to hold on to his position in power.
  • Critic-Proof: The game has received polarizing reviews from critics and fans alike. And despite not meeting Capcom's expectations, the game sold over 7.1 million copies worldwide. For the record, Resident Evil 5, Capcom's best selling game, sold 7.3 million copies, and Resident Evil 7, the game that brings back the series to its Survival Horror roots and a very well received game from reviewers and fans alike, only sold 5.1 million copies as of March 2018. This actually turns the game into Capcom's third best selling game of all time.
  • Darkness-Induced Audience Apathy: Hello, Leon's campaign. Chris and Piers' story are bad about it, too, but on Leon it just ruins the emotional impact.
    • Leon and Helena come across many different people just trying to survive the outbreak, from civilians caught up in it to soldiers doing their job. With the exception of two women in the church in Chapter 2 (who are really hard to save), every single one dies at some point. Every. Single. One. After the first 3 instances it becomes hard to justify caring about anybody you're caught teaming up with who isn't a main character. It's a little disturbing just how every single chapter expects you to care for these people, and yet by the end they just kill them off so emotionally you're detached from the situation.
    • Chris and Piers' is better about it, making clear in the flashback that the whole squad ends up dying to Carla which is why we found Chris drinking in the prologue of his story, as well every single other person who joins them in China gets killed off as well, but they make it a point of showing off how deadly an enemy is rather than trying to tug heartstrings. Then the game pulls a twist on the cliche and kills off a main character by the end, which has considerably more dramatic impact.
  • Demonic Spiders:
    • ANY zombie wielding a magnum. Despite being, y'know, dead, they have superhuman reflexes and on Mercenaries they will have no problem pulling a 180 and shooting you from the other side of the map with pinpoint accuracy- and a single hit from them knocks you down.
    • The Rasklapanje, good lord. Many players absolutely dread facing these things in every campaign after their first time meeting them. Not only are they impossible to kill permanently, more and more of them come after you the longer you stay in the area.
    • Enemies with sniper rifles. Not only they stay at a very long distance most of the time, but being hit by their shots can instantly knock you down and take out a whole block of health, even on easier difficulties. Rocket launcher wielding enemies are just as dangerous.
  • Ensemble Dark Horse: Piers and Jake.
    • He's Just Hiding: Many fans outright refuse to believe Piers is dead. IGN knew the reaction that would follow to his apparent death, warning before their video for the final Piers and Chris chapter that it could cause "table-flipping".
  • Fan-Preferred Couple: Helloooo Jake and Sherry. The yaoi shippers get Chris and Piers.
  • Game-Breaker: Perfecting the counter move can help you out a lot, depending on the situation. Against Bloodshots, the rock golem looking ones, and zombies counters are amazingly good, with bloodshots being predicable and dying instantly if you counter their leaping attack while the rest might not die instantly but a single hit after one will do them in just fine. It can also help save you a lot of ammo in Leon's campaign due to all the minor enemies being counterable, while in the others you can get a free hit in on J'avo who get too close to you.
    • Infinite ammo is an intended one, since you need to beat the game to get it.
    • In Jake's campaign, chapter 4, go to chapter sub-chapter 4-3 in chapter select. You will start out at a hallway with Jake and Sherry talking about america causing problems. After the second road block to the left, and right behind the dumpster that is right before you see people running through a street you can get 2 large skillpoint peices in travel trunks. go through the partner door at the end and the game will save these skill points. It's very easy to grind up as many as you need.
  • Goddamned Bats: Zombie dogs fulfil this role as usual. The acid-spitting zombies are another notable case- despite not doing that much damage, when in groups, they can easily stunlock you with rapidly succeeding pukes and allow any other zombies to close in and finish you off.
  • Good Bad Bugs: Break Out is a skill meant to make is easier to escape zombie grabs, as well as any other grab but zombies are the most common, but making each successful action fill up the escape meter quicker. Due to the fact that the escape meter is the exact same as the QTE meters, however, this makes so the skill works on every single quick time event that shares its action is an escape command. This is most of them in the game, meaning Break Out makes the entire campaign easier by virtue of quicktime events being easier to pull off.
    • In the HD remake, you can select where in a chapter you want to start, presumably to cut down on medallion hunt times, but the game offers all sub-chapters as soon as the main chapter is available. To get fast game completion, you can simply go to chapter select, go to the last sub-chapter available, and finish the chapter in record time. You can get infinite ammo quickly if you know what you're doing.
  • Harsher in Hindsight: Similarly to the Eastern Slav Republic's civil war in Resident Evil: Damnation, the Edonian civil war in this game is a lot more unsettling given the crisis in Crimea that erupted in 2014.
  • He's Just Hiding!: Some fans are convinced that a couple of characters who died... didn't really die. Among those are Piers, whose body is never seen.
    • The fact that it takes an astonishing amount of time to kill some bosses and their flat-out refusal to die probably accentuates this reaction. At least one of the bosses is a Blob Monster who should seemingly be able to recover from anything (it's not even killed by burning all of it up, which is how another boss dies).
    • Also consider that the strain Piers infected himself with was one of Carla's...meaning it was very likely the same one used on Simmons and Carla herself. What this means is, not only will Piers be extremely hard to kill (an explosion, at this point a normality in the RE series, is often mocked), he probably wouldn't lose his mind at all (Simmons and Carla were both just on the slippery slope to begin with). Simmons even had control enough over his mutations to turn back into a semi-normal form. Looking at it this way, Piers's sacrifice would be pointless, unless he knew beforehand that Haos would come back. This is possible, seeing how fast he reacted.
  • Hilarious in Hindsight: In Resident Evil 4, at the beginning of the game, if Leon wastes time by talking to one of the officers, he asks Leon if he forgot his makeup. Cut to the end of 6 where Leon now has Ada's makeup kit.
  • Ho Yay: Chris and Piers. The Resident Evil series has never had any shame in pairing up the muscular, manly, handsome Chris Redfield with women in almost every game, with later games in the series setting him up alongside bombshells like Sheva Alomar, Jill Valentine, and Jessica Sherowat. This however, marks the first time in the series that Chris has been partnered with a man, and notably while all the other campaign couples are male/female partnered. Piers Nivans is a younger, muscular man with a crewcut and a deep voice and an unwavering loyalty to his role model, Chris Redfield, and is the only one who can get away with calling him by name rather than "Captain". Throughout the game, Piers remains the anchor to Chris's hold on reason, and the end of the game plays up their relationship for everything it's worth. Chris deems Piers the one who will replace him heading the BSAA, to which Piers looks away and stammers that he's not ready. After Piers rips off his arm and mutates himself to save Chris, he starts pushing for Chris to survive regardless of him. Chris responds by yanking Piers close and holding his head so that they're eye to eye, and says that they are both going to make it, in a scene that tugs the heartstrings, and is also easily reinterpreted. It's also worth noting that Piers was going to be a woman early in development, but his gender was changed to avoid Unfortunate Implications about certain aspects of their relationship. We're sure some people are very happy.
  • Iron Woobie: Helena Harper and Chris Redfield. Helena lost her sister due to her mutation into a C-Virus monster, and goes Knight Templar Big Sister for the majority of her campaign with Leon. Chris has lost all of his men in Edonia and China, and is hell-bent on his revenge on Carla. At the end of his campaign, he loses Piers due to him preventing himself from harming Chris if he lost control.
  • Memetic Badass: Who's badass enough to go barehanded toe-to-toe with the Ustanak? Jake Muller, that's who! He is certainly badass enough to carry his father Wesker's genes.
  • Memetic Mutation:
    • Many a commentator notes how the "6" in the title looks like a purple giraffe. Cruder commentators have noted it looks like a giraffe getting a blowjob.
    • "I believe in Carla Radames." Turns out she really exists.
  • Most Wonderful Sound: The chime of a succesful QTE command, especially if it's a One-Hit Kill Counter Attack.
  • Narm: Check it.
  • Nausea Fuel: The Rasklapanje sausage coming out the other side of the machine in Leon's campaign.
  • Older Than They Think:
    • It's commonly thought/complained about that the "special" zombies of Shrieker, acid-spitter and Whopper are inspired by/ripped off from the Left 4 Dead franchise. Shrieker and, especially, Whopper, it's believable. However, acid-spitting zombies actually have a lineage in the series that stretches all the way back to Resident Evil 1; this is just the game where they appear most frequently, as players could sometimes go the whole game without seeing one in the older games.
    • The J'avo's random mutation mechanic may be new, but the idea of Umbrella (or a counterpart to Umbrella) producing B.O.Ws who can wield guns has been done before; in Resident Evil Gun Survivor, one late-game enemy are the "Under Takers", or "Umbrella Trashsweepers", who resemble grotesquely simian Gas Mask Mooks. They're a breed of alarmingly human-like B.O.Ws, capable of following orders from human commanders, wielding guns and using team tactics, bred by Umbrella as a tactical counter to B.O.W outbreaks on their own holdings.
  • Pandering to the Base: Leon's campaign seems designed to satiate the people who complained about the overt focus on action in the series, and puts a little more focus on resource management, and uses familiar concepts and settings from previous games. The enemy fought most in the campaign, zombies, possibly supports this.
  • Player Punch: In Leon's Campaign, when a Friendly Sniper helps you get into the church, he becomes a zombie along the rest of the people in the church except two girls. Even if you blast the hell out of Lepotitsa with a magnum before it begins spreading its gas, those two girls are the only survivors in the church.
    • Earlier in Leon's campaign, the group Leon and Helena find in the gun shop. No matter how many of them survive the bus escape, they all die. One of them being a cop on the first day on his job hit particularly hard.
      • And the soldier that helps Leon and Helena escape the C-Virus fog, makes it out alive and comes back to help out against Simmons, only to get killed when Simmons rolls the vehicle. Leon goes through a lot...
    • Chris's BSAA teammates. Chapter 3, they are all being picked off one by one. The biggest punch of them all is Piers' Heroic Sacrifice.
    • There's also the explosives expert, Marco: at first he seems to pull an Heroic Sacrifice against a boss, but survives and even laughs for the victory; soon after, however, he's turned into a monster by a virus injection, so you have to kill him. Even worse if you played Leon's campaign, Marco's dad is one of the few survivors holed up in the Tall Oaks cathedral, and he can be heard reassuring fellow survivors that his son is in the BSAA, and that any moment now there'll be an army to save them. He dies too, and father and son never know what happened to the other.
  • Polished Port: The PC version can run at framerates up to 120, plays very well on KB&M, is pretty well-optimized, and has exclusive content in the form of Left 4 Dead DLC for the Mercenaries Mode.
  • Replacement Scrappy: Let's face it, for all Ustanak's attempts to be a next gen Nemesis, it falls flat on so many levels. For instance, the Nemesis was a legit hunter who would show up at both set, and random, times. First several times through you never knew when or where the beast was going to show up, and the only real safe place was a save room, a save room that he would be waiting right outside when you were done. Ustanak on the other hand only shows up in set cutscenes and has bright red exploding barrels announce his arrival in the boss room for every fight. Once you see them, you know who is about to show up, dissipating any tension the guy might bring. He's less an unrelenting hunter out for your blood, and more a wanna be repeat boss.
  • Scrappy Level: Stated later, the game is generally gear towards two players for difficulty, none more so then during Jake's campaign running from the Ustanak through a number of vault doors, which was clearly designed to have two players taking turns at the doors, but since the AI player can't interact with objects (unless it's a team up interaction) it's up to the solo player to get past these procedurally harder to open doors alonenote .
  • Scrappy Mechanic:
    • The much-lamented cover mechanic.
    • The Skill System. Representing the abandonment of the highly popular gun customization system first introduced in RE4, this new RPG system to character progression has not made a great impression. The skills unlocked through the system are all passive in nature, none unlocking new abilities to strategize with. Not only that, but the Skill Points the system uses are acquired through searching environments rather than directly earned through defeating foes and other feats of skill. This runs contrary to the quick pace of each character's narrative, slowing down each story by forcing the player to explore environments for extra XP when they should be rushing to the next plot event. There's also the fact that instead of herbs or even ammo, you'll most likely find skill points in broken crates...not the best discovery when the player is on the verge of death.
    • The Campaign Convergence system. Though an innovative and awesome idea, the concept of different players' campaigns interacting with each other is not perfectly realized. Whenever a Convergence sequence is reached, the game slams on the brakes and has a minute-long search for another campaign that is suitable to coincide with your own. Not only is this flow breaking and interrupts the tension of the campaign, but statistically it's fairly unlikely that your game can coincide with another player's as most players just push the skip button to progress through the game.
    • Quick Time Events. RE4 and 5 had them, and this game is no exception. Leon's, Jake's and Ada's campaign especially. You can't go into one of the game's many cutscenes without having to do a long string of QTEs, and the fact that in some places, there are QTE prompts that only shows up for 2 seconds, making instant death occurring fairly often. Thankfully the game's checkpoint systems are very forgiving, and so you only need to redo the QTE sections instead of repeating the sections previous to that.
    • The DLCs' Survivors, Onslaught, and Predator are full of these:
      • Survivors enables quick-shot, meaning users of assault rifle characters such as Helena, Sherry, and Chris can literally hose the player down due to the stun lock, sending them into an incessant loop of being shot until they're sent into dying state and killed. Thus far, depending on the stage, they become zombies who must kill human players to be revived, but should they be knocked down, a player can toss a flash grenade and literally stun the zombie on the ground helpless for an unknown period of time unless they're killed (even controls can't break the stun). Also, those who find one of the power weapons such as a grenade launcher, combined with the now-removed "Training" skill which enables infinite ammo and grenades, for example, can toggle the camera while firing, unleashing a barrage of explosions that can wipe out a team easily. Shotgun users (Leon, Carla, Chris) can abuse this as well, along with the weapon-swap/switch mechanic, which can also kill players easily. Lastly, when a player rescues a teammate from dying state, an opponent with a remote bomb can slide in near you and place it there, abusing the invinicibility frames and waiting before setting it off. Unless another teammate comes in to interrupt the remote bomb user, it's literally back to dying status before standing back up.
    • Instant kills in Mercenaries can be the bane of some. It's not too pronounced normally, but there are a few instant kills that don't even give you a chance to revive, or ones that knock you down instantly with a chance to revive but have a lingering threat, with "Requiem for a War" being one of the worst levels in mercenaries simply due to Ogres and their array of instant game over moves, including throwing cars with wonky and generous hitboxes. The chainsaw enemy that can show up in a few others is also bad due to quick insta-knock down and the mechanics in this game being much less forgiving.
  • So Bad, It's Good: The story feels right out of a Saturday Morning cartoon and many players couldn't help but laugh at a few of the attempts at drama (Chris's campaign especially).
  • So Okay, It's Average: For some, it's a flawed but playable game and still pretty entertaining if your just looking for a fun action game. However most of the criticisms, besides some control issues, were more on the fact that it wasn't scary which is more a personal nitpick with the more hardcore fans. And that was an issue already brewing since RE4.
  • That One Level: The driving section near the end of Chris's campaign chapter 3 can feel like this when playing as Piers. Due to a combination of floaty controls, enemies constantly popping up to harass the players, the utter fragility of the car you're driving, several cheap instant deaths that are hard to telegraph for a new player, and the fact that the Carla AI blatantly cheats with its near infinite boosters, this section can be infuriating to slough through even on Amateur difficulty.
    • Chris' side has its own fair share of annoyance, as the turret aiming can be completely screwed up due to finicky driving if paired with a Piers player, or to the car swinging wildly at sharp turns when playing solo with an AI driver.
  • That One Boss: Practically all bosses in this game have very infuriating aspects to them, One-Hit Kills aside.
    • One that likely deserves mention is the Lepotitsa fight on the plane during Leon Chapter 4. On top of the bells and whistles of a normal Lepotitsa, this particular one cannot be killed with regular damage, forcing the players to maneuver around it while avoiding its Fog of Doom attack, that can be triggered by shooting at anything at all on its body that's not the head. The radius for this attack is very wide, about the same width as the bulkheads Leon and Helena must fight it in, which could lead to a Cycle of Hurting where one will keep getting knocked down by the cloud. But that's far from being the worst part of this situation, as the Lepotitsa has a grab move that's practically a One-Hit Kill, as it puts the victim into dying state with very rapidly draining health. And the cramped quarters of the fights means it will spam this grab like it's going out of style. Good luck trying to clear this section alone, as the creature will be prioritizing you over your AI partner (who usually won't help you while you're grabbed), making the part where you must pry open the hatch control box extremely irritating. Best trick to launch the BOW out of the plane very quickly is to immediately go to the hatch and do the QTE after the small cutscene is over. Unless playing on No Hope, the Breakout skill could be useful here.
  • They Wasted a Perfectly Good Character: Carla has been widely regarded as a villain of great potential, only to be disregarded for the entire game as solely Ada's clone while Simmons took the spotlight, when she was the true Big Bad of the game. Not only that, more could've been done with her, such as manipulating Leon under the alias of Ada Wong or simply having character interactions with him. It would've been interesting to see how Leon would react if the Big Bad tried to frame the woman he loved for world destruction. Also, despite that Carla has accomplished a lot more than the past series' villains, including Wesker, she definitely doesn't get the credit by many players, and instead sadly comes off as a poor excuse for a villain because of her lack of personal in-game exposition.
    • Piers is definitely not exempt from this as well, as fans have seemed to enjoy him. His death only served to keep Chris around and prove that the writers were willing to kill off the main characters this time, instead of keeping him alive for future games.
    • Sheva and Claire could've definitely made physical appearances in 6, but instead were only mentioned in notes. It would've been awesome to see Sheva and Piers interact with each other as both worked with Chris, and Claire's savviness when warning Sherry about her, along with seeing the two bond since they haven't been in a RE game for 12 years at the time, AND the possibility of another team up with her brother Chris which only happened previously in Code Veronica and Darkside Chronicles.
  • They Wasted a Perfectly Good Plot: Some of the ramifications of the C-Virus are immense and unexplored by this game. By far the biggest one is that it's able to customize a person's DNA and mutate them rapidly into whatever you want... including a copy of another human. There could have been an involved plot about duplicates running about, and you'd never know who was really who. Maybe next time...
    • The fact that the game's exposition and story is told through files which are unlocked by shooting hidden medals throughout the game. While RE5 did this before, there's a lot of great potential moments that could have been awesome if we can see them in cutscenes. You got the usual character backstories and info on the various enemies you encountered throughout the game, but there are files that had such moments as Claire rightfully warning Sherry about Simmons, Sheva notifying Piers of Chris' location after his disappearance, Leon's possibly suicidal attempt back in Raccoon City, hell, even Carla before her transformation to Ada doesn't get a proper cutscene introduction!
    • The Family as a Greater-Scope Villain is only mention specifically in Leon and Ada's campaign. It's reveraled through files and Resident Evil: Degeneration that they were a secret committee that bombed Raccoon City. After this, The Family isn't brought up again in Resident Evil: Vendetta nor Resident Evil 7: biohazard.
    • While the Campaign Convergence system is an awesome thing when it works, it's such a shame that there is not a moment in the game where 3 or 4 campaigns intersect one another. Who would love to see Sherry, Leon, Chris and Ada with their team (minus Agent) work together to fight HAOS, Ustanak, Simmons or Carla? Considering that a certain movie was released in the same year, it'll be a perfect moment to have RE's version of that movie's famous scene.
  • Vindicated by History: A rather downplayed example since a lot of people still hate it, but the franchise's return to its survival horror roots with the release of 7 and Resident Evil 2 (remake) meant some people decided to retry it and enjoy the game as the campy action-fest that it is rather than the horror puzzle game that it isn't. The PS4, XB1 and PC ports are unanimously agreed to be the best versions of the game to play thanks to running at 60 frames per second, fully maximizing the fast-paced combat system in a way the initial versions did not.
  • What an Idiot!:
    • When challenged by Sherry on his part in the terrorist attacks, Simmons confesses to it almost immediately. This despite the fact that it's his word against Leon and Helena's, who thanks to his plan are prime suspects, and the fact that he needs Sherry and Jake on his side at all costs. This is made even worse by the info files, which reveal that Simmons was Sherry's foster father. However, this can be made easier to swallow, due to the following. Leon is the man who saved her life in Raccoon City. Simmons is just the guy who adopted her and had her experimented on for 12 years straight. And Sherry has already made it clear that she basically has hero worship for Leon and Claire. So Simmons could either awkwardly try to defend himself and sound weak or just say "Screw it". Especially because Sherry would, at the very least, demand that Leon and Helena be captured alive and put on trial. Which would not end well for Simmons.
    • Chris, in the flashback of Chapter 2 of his campaign in Edonia, has the rookie watch the suspicious person they rescued. Finn, this rookie, loses her, she kills them all. He then leads his team head-first into danger and loses his entire second team in China. However, he's somehow still on duty after the game.
      • Well, Piers does call him out on his thoughtless behavior in-game, so there's that...
  • What Do You Mean, It Wasn't Made on Drugs?: The potential designs for everyone's alternate costumes. Everyone seems to have their version of "slutty-cop", superhero, samurai, swimsuits, or something to do with school. Special mention goes to: Leon with the Merchant on his back, Jake's fursuit, Chris looking like the Statue of Liberty, Sherry covered in worms, iron maiden Helena, and "Hard-Gay" Piers.
  • The Woobie: While not everyone enjoys the gameplay for Chris' scenario, his actions and what befalls him in this game make him rather tragic, and a lot of fans and even critics see him in a different light. If for nothing else, what happens to his platoon and to Piers makes his Roaring Rampage of Revenge and sad bitterness more palpable than Leon's claim that he "lost 70,000 people" when they confront one another.

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