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No game in Resident Evil history has been as much of the black sheep as Resident Evil 6, which is near universally derided as "Not Resident Evil!" by a defensive, tightly knit group of grognards. But does it deserve to be so derided? I argue that it does not.
Resident Evil 6 is not without its share of mechanical flaws, including an overabundance of Press X to Not Die quick-time events, some counter-intuitive cover mechanics, and badly implemented skill mechanics. And it has some story flaws, like an over-use of J'avo and an under-use of zombies. But calling it "not a Resident Evil game" is going too far. Yes, the game is Action Horror and not so much Survival Horror, but this transition is both logical and internally consistent.
Resident Evil has always had its roots in Action B-movies as much as it did in Horror B-movies. Even Resident Evil has its cinematic ending where the player grabs an anti-tank rocket launcher (and what the hell was that doing in Brad's chopper in the first place?!) and blows the Tyrant to Kingdom Come with a cheesy one-liner. But the shift to an Actionized Sequel began with the original Resident Evil 2; once you got past the tense chokepoint of the initial minutes on Raccoon City's streets, you could find enough ammo to easily gun down every monster and boss in the game if you knew where to look. Resident Evil 3: Nemesis amped up the tension with the titular stalking monster and enormous array of zombies and B.O.Ws that actually replenished themselves over time, but also gave you plentiful ammunition, making "fight" almost as valid an option as "flight". Things came to a head in Resident Evil 4, which created the mechanics that underpin RE6.
Yes, the player is empowered in RE6 compared to in other games. But that's what makes it fun. Finally, after 8 games, the player can punch a zombie in the face instead of just meekly letting it bite them the moment they get touched. And anyone who's played The Evil Within and felt the visceral satisfaction of one-shotting an enemy with a Stealth Kill attack will understand the same feeling stemming from melee-killing an enemy in RE6 - the zombies are the most satisfactory, with things like axe-beheadings and stabbing them through the brain with a broken bottle.
It's also internally consistent to the characters. Yes, they were scared newcomers in the first two games. But by this point in time, each playable character (other than Jake and, technically, Sherry) has been through multiple bio-terror events. They're not scared by things the way they once were, and Capcom would be ignoring common sense and character consistency if they ignored that.
Not that RE6 isn't scary in its own right! During a firefight, there's a tension; can you manage your ammo well enough to bring down your foes before they bring you down? Zombies come at you in what feel like limitless waves, whilst J'avo force you to adapt constantly as they sprout their new mutant abilities. And that's not getting into the complete gamechangers when a Bloodshot Zombie or a J'Avo Complete Mutation shows up. There's plenty of cinematic tension, too. Roaming the halls of a zombie-infested college in near pitch-darkness, being hunted by an invisible snake the size of a bus, being stalked by Ustanak and having to hide or be killed, the chaotic panic of being caught alongside doomed civilians in the middle of the outbreak... RE6 may empower you, but it can still scare you.
If you can accept RE6 for what it is - the logical conclusion of RE's story to that point, fully embracing its campy action horror roots - then give it a shot. You might just find it's more fun than its reputation deigns to say.
Resident Evil 6 is a game I have rather mixed feelings about it. On one hand, the good things about the game is really good. On the other, the bad things are infuriating. And, sadly, the bad outweights the good.
There's a lot I can go on (like the hand-holding or the emphasis on Multiplayer) but in the end, this was my biggest disappointement. I wanted to like the game but I can't because of the bad decisions.
Note: This was before the patches Capcom made for the game. So, if you tell me if they did a lot of improvement and it's worth to replay it, you can tell me.
Okay, first of all let me say that I liked this game, though it probably wasn't worth $60. Just wait until it drops to say $40; besides, a patch is being made later that will improve the game (With such features as a partner in Ada's mode)
The game is split into 4 campaigns, each one having a different feel:
The gameplay is a bit of a mixed bag; on one hand, I really don't like the upgrade system and really wish they just used the weapon upgrades. The only really useful skill seems to be field medic (That is, if you're on 1P mode). The defense and melee boosts don't seem to help. But then, I also like the aiming; you can finally move and shoot at the same time, and it's pulled off quite well. I also really like how there are different ways to creatively use weapons; for example, using the quick-shot with the sniper rifel is useful when low on magnum/shotgun ammo.
Also, yes; Mercenaries is awesome enough to make up for Chris' campaign and then some. Just remember to taunt the enemies when you're low on stamina (Press L2 to taunt)
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