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Resident Evil 6 My In-Depth, Critical "Resident Evil 6" Review (Part 1)

Tom Simmons

Well-Known Member
Michael Bay's Resident Evil 6

THE FRANCHISE IN A NUTSHELL:

In the beginning there was a mansion, its surrounding property, and a laboratory underneath it. That was it. The game relied on mystery, environment, it's slow-paced, high tension, moody atmosphere. You had to save ammunition (the knife is your friend) not just for stronger enemies, not just in case of a horde of zombies, but because you don't know when you will REALLY need that ammunition; in fact, you were scared to use it. Hence, the genre Survival Horror was born (some people consider Alone in the Dark the first, which may be true, but Resident Evil was the first huge success). Resident Evil 1-4 relied on this Survival Horror system. Actually, it was more or less an attitude.

Yes, I did include Resident Evil 4 as a Survival Horror game because at the beginning you have a basic handgun and a janky shotgun--which belonged to a farmer, most likely--against these people that are not acting entirely normal (yet they're not zombies, which was SO refreshing--at the time) and a gigantic ogre like boss. In Resident Evil 4 there is a real sense of John Carpenter's The Thing-esque paranoia about the odd acting residence (which is essentially very true to the title "Resident Evil" in the sense that you're going against these residents that are, indeed, evil; and the Japanese title still concurs with the game, too). The deeper you go in Resident Evil 4, the less scary it becomes, but that's because you've figured out the mystery and now you're trying to solve the problem. But, the first half of the game is pure horror (the first time you go into the village is probably the scariest the franchise has ever been before and after)--and then even toward the end of the game, there are still some moments of horror that will get you.

Then there was Resident Evil 5: it was about a guy who killed a bunch of angry people infected with parasites and Star Wars' misfit monsters and Agent Smith from The Matrix made an appearance, but he dyed his hair blonde. Okay, I'm joking as you know, but that doesn't mean it isn't the truth. It was a decent action game (and Mercenaries was really fun with a partner) but not a very good Resident Evil game. This was always my comparison: If Resident Evil 4 was the Casino Royale of the Resident Evil franchise (a reboot which saved a dying franchise and breathed new life into it), then Resident Evil 5 was the Quantum of Solace of the Resident Evil franchise (gimmick after gimmick and an exploitation of the previous title's changes: what that means is that Resident Evil 5 said to itself, "Resident Evil 4 changed a lot of things, so I'm going to change even more things." A decent action game, but a horrible Resident Evil game from almost every aspect except for its dazzling graphics.

RESIDENT EVIL 6:

I thought that Resident Evil 5 was the Quantum of Solace of the franchise . . . but I was wrong.

The game starts off without explanation: Leon and an injured girl (Helena) are in a ravaged city--zombies are everywhere and a helicopter is seemingly shooting at you. You make your way through the city only for you to realize that it was just a very interactive title and credits sequence. At the end of the gameplay you see a monster's foot and Leon says something smart like usual and then we see the title--Resident Evil 6--and now you're in the menu where you can choose your campaign or its multitude of special features.

You can initially choose from Leon's campaign, Chris's campaign, or Jake's campaign, but choose wisely because once you pick one you have to see it through to the end. But, before getting into the campaigns, I'll discuss my general thoughts about the game.

The general critiques about RE6 have been quite consistent. Imagine that you have a person with ADHD that loves action movies--but is trying to throw in horror to appeal to the fan base--and is trying to put together a very elaborate plot without the necessary skill for storytelling to tell it. The game is very unfocused; you're not sure who's the main* villain--in fact, not even the villains know who the true villains are. And when you beat the campaigns, only the least important details are explained--and even worse--in mundane manners.

THE C-VIRUS (some spoilers in third paragraph): 1/5

From the very start of the franchise what interested me more than the mutants or the zombies or the ganados/majini, was the virus or the parasite used to create such monstrosities. Resident Evil was about the T-Virus (Tyrant Virus) and, if you take Lisa Trevor into consideration, the origins of the G-Virus as well. Resident Evil 2 was about the effects the T-Virus and the G-Virus (which resulted in a form of unstable biological immortality at the cost of the human soul or consciousness); Resident Evil 3--which takes place at the same time as Resident Evil 2--continued to lay down the foundation of the T-Virus, but as opposed to showing the G-Virus (which only Leon was going against), the game focused on to what extent the T-Virus could be used for biological weaponry. For instance, the Nemesis-T Type was designed by a European branch of Umbrella to prove that T-Virus test subjects could still retain most of their intelligence. And to test out this hypothesis: Go kill all the S.T.A.R.S. members in Raccoon City so we could kill two birds with one stone. Resident Evil: Code Veronica was about the T-Veronica virus (which is a little harder to explain, but it's important to know that it's a variation of the Progenitor Virus which is the basis for all the previously mentioned viruses). I'm going to skip explaining the biological agents in Resident Evil Zero because it's essentially the same as in the first game, and finally go into Resident Evil 4, which was a game changer. The T-Virus was mentioned; Luis said that he had scene a sample at some medical center: that means that the T-Virus has been ultimately erradicated from the world; domesticated, you could say. Resident Evil 4, however, brought in a new type of biological weapon--the Las Plagas. Although many of the Las Plagas experiments in RE4 were accidental and experimental--such as the big salamander in the lake; it was just a byproduct of the experimentations taking place. And then Jack Krauser (who has a previously unknown history with Leon, but was later explained in Resident Evil: Darkside Chronicles), who was previously working for Wesker, pretending to work for Saddler, actually did take a gift from Saddler--the Plagas, which he injected into himself--and became more powerful (although I think the arm injure he had obtained against Javier in Darkside was a motivating factor). At one point, he mutated his arm. The point being, all the mutations in Resident Evil 4 made sense. And then we go into Resident Evil 5: the Uroboros makes perfect sense in a biological standpoint, because such a virus would need biological matter to grow in size; but it was the Las Plagas that didn't make sense. Ricardo Irving, for instance, injected himself and became a giant sea monster . . . oh, and he just happened to be on a boat . . . how convenient.

Now, in Resident Evil 6, we have the C-Virus. Unlike in Resident Evil 1-5, I have no idea what the origins are, I have no idea how its biology works (other than it is a conductor of heat in many ways); I have no idea, partially because there are no in-game documentation about this virus or the B.O.W.'s designed from it. That's frustrating, because I don't know about you guys, but in previous games I made sure I collected every single document and I read them. At the time I didn't even like reading books (now I do, but that's not the point), but I still enjoyed furthering my experience. Is it realistic that there will be documents lying around? Probably not, but it's more realistic that some of the insane, ridiculous action sequences in this game which makes the motorcycle majini in Resident Evil 5 look like Christopher Nolan realism. Does CAPCOM think we are illiterate and can't read or don't want to read? Or, are they* the ones becoming illiterate (by the way, the game does have documents, but they can only be accessed through Special Features; I read some of the documents on the B.O.W.'s and they're not really explained intelligently, and the explanation for some of them, like the Chainsaw mutant, was downright laughable--appearing that a thirteen year old fanboy wrote it without a sense of what they were writing would be perceived as humorous)?
 

Tom Simmons

Well-Known Member
The C-Virus, oh the C-Virus. The C-Virus makes zombies; the C-Virus causes zombies to become obese, causes zombies to grow strange screaming organs in their throats, causes some zombies to become Licker-wanna-bes, and causes some zombies to still wield weapons--guns and bats and golfing clubs--and to still turn cranks occasionally to hinder your process (come on!); the C-Virus causes zombie dogs--which are identical to the T-variation (but what about cats? what about deer? what about raccoons? what about birds? what about animals that escaped from the zoo?); the C-Virus creates gigantic shark mutants, mutants that are three times as large as 4's El Gigante, mutants that somehow--through a C-Virus mutation--grow a chainsaw for a hand which has its heart inside of it (I don't think Neo-Umbrella designed this one through any scientific proceedure; I honestly think it just created itself by a naturalistic evolution of the C-Virus), mutants that are ripoffs of the Iron Maiden Regenerators from Resident Evil 4, or a snake that can turn invisible; the C-Virus causes hosts who inject themselves directly to still keep their intelligence, but to grow a lot stronger and to become mutated--they're called J'avo; the C-Virus causes a J'avo to mutate into a dozen different things, ranging from Bee-headed men that can send bees at you, spider-bodied men, the growth of wings, the growth of two long legs for super jumping, the growth of explosive larvi for their entire body, and more; the C-Virus causes some J'avo to caccoon themselves and then spore new horrors--lizard things (or, you can just say its the dinosaur that killed the fat guy from Jurassic Park), bunky bohemoths with rocks for skin, flying creatures, or a swarm of insects; the C-Virus is responsible for the coolest B.O.W. since Nemesis, Ustanak, the bio-mechanic super freak . . .

But how? The game never gets into the scientific aspects of the virus. That's something that I always loved about the franchise until Resident Evil 5. Now, granted, a lot of these mutations are very cool--but hardly any of them make sense. Unless of course they went through the effort of trying to make them make sense. Why couldn't one of their campaigns have been about figuring out how ONE virus could do all these things? Another big problem is this: the C-Virus is TOO GOOD. It'll put the T-Virus, G-Virus, T-Verinica, Las Plagas, and the Uroboros out of a job. Especially since Ustanak is one of the hardest B.O.W.'s in the series. You see the problem here, don't you?

They're trying to please the fans in unintelligable ways. I'm sorry CAPCOM, I'm not that stupid. And I know there are a lot of other fans who feel the same way.

GAMEPLAY: 2/5

Those of us who were good at RE4 were probably good at RE5; both games essentially had the same gameplay mechanics, aside from RE5's clunky inventory system. Well, RE6 throws that out the window in almost every way. The gameplay is what wounds the entire game fatally. I don't mind about walking while shooting, but I do mind about the unfixed camera behind the character. It feels like I'm playing a videogame adaptation of a movie in some points of the game. The weird thing is, the creators probably thought they were helping out the player by having a fluid camera behind them at all times, but really it gives me a headache and it's hard to aim my character when I need to run somewhere. The old system had its flaws, but this new-and-supposed-to-be-improved system creates even more.

Oh, and get this. You know how you could shoot enemies in the legs in RE4 and RE5 and they fall to their knees so you can do some interesting melee attacks? Well, in RE6 you can't shoot enemies to their knees--hence, creating less melee variety. I wonder which one of the creators said to the others, "We should definitely get rid of shooting enemies in the legs." It's a really strange decision they made that I don't understand the point of which.

And quick time events. There are tons of them, but none of them are as good as the Leon vs. Jack Krauser scene from Resident Evil 4. A lot of people have complained about this, but I didn't mind. I was just never blown away, aside from the final Ustanak battle at the end of Jake's campaign. That was innovative, I must say.

LEON AND HELENA: 4/5

Have you ever read an over bloated novel that could have been a whole lot better if the author cut out at least 25% of it? Well, that's what Leon's campaign felt like. His campaign is deliberately designed for the Survival Horror Resident Evil fan--you know, the gamers that likely hate on RE4 and RE5 because they have no Survival Horror (or a lack of); "zombies" return only* in Leon's campaign, and it also features some really cool zombie-variations (although I couldn't help but compare most of them to Left 4 Dead's super zombies). Leon's campaign starts off in an intense situation without much explanation, then travels through a zombie infested Tall Oaks, goes to a church which happens to have an underground laboratory underneath (there is sort of* a reason for this), then goes to China (which he randomly and too conveniently reunites with an old acquaintance immediately after the rough landing of the plane, which will undoubtedly make the player giggle with how unlikely the by-chance meeting really is).

Leon's campaign is the heart of Resident Evil 6. Leon knows Sherry, Leon knows Chris, Leon has a thing for Ada (who seemingly is/isn't the villain in the game), and by theory does the most important things in the game. The game's creator(s) deliberately did this because Resident Evil 4 was the most successful in the franchise.

The highlight of Leon's campaign is the atmosphere; the flaw is its overly bloated length (this campaign feels as long as Resident Evil 5 as a whole, and yet there are still two other campaigns--technically three more--to go).

CHRIS AND PIERS: 2/5

The first thing that you will ask is: what the heck happened to Jill Valentine? And who the heck is Piers? The game never answers those two questions, but it only hints at the fact that Chris never gave up the fight against bioterrorism after he saved the world from the Uroboros. It's a little jarring when we first see Chris Redfield; he's lost his memory and he acts like a depressed Tony Stark drinking and smoking himself to death in a bar in some country. Piers was his old partner and he recruits Chris back into the force (why didn't they just have Jill Valentine instead? I really don't know). Piers is one of the least likeable characters in the franchise just because of how bland he is and really has no purpose in the story or the history of the franchise. I would have at least liked some references to what happened to Jill Valentine, but I was left unsatisfied.

To say the least--and without spoilers--Chris's story is structured oddly; but, moving on from that, there is only one strength to his campaign. And that's when he and his team go into a building to chase a snake B.O.W.. It did not contribute to the plot at all (which is good, because RE6 is soooooo plot heavy that it gives me a headache); nope, Chris is just in a frenzy to chase down this snake B.O.W. at all costs (and it's no doubt a shout out to the first Resident Evil game). It's actually when Chris is walking the "screenwriters" path to keep the plot moving when I care the least about what's happening. The problem with Chris's campaign is that they--the creators of the game--forced his purpose in the game (I'd like to say more, but that would include spoilers) by giving him personal vendetta instead of just doing his job. A BSAA operative's purpose is to kill B.O.W.'s and to rescue civilians--it would have been a lot simpler if that's what Chris's purpose in the game was, instead of being so plot driven.

Ultimately Chris's campaign is a narrative mess. They tried way too hard with his personality, his past (by ignoring a lot of it), his purpose, etc.. Instead of just letting him do what he does best . . . kill B.O.W.'s and then--and ONLY then--discover what's going on in the grand scheme of things. The ONLY redemptive quality about his campaign was hunting the snake: that felt like survival horror. Although, on that note, I wish that Chris could have been able to save more of his team. There's no reward in inevitable cutscenes killing off the team. In that sense, CAPCOM is the monster, not the snake. In this Skyrim day and age, players need to be rewarded or punished for in game choices
 

Tom Simmons

Well-Known Member
JAKE AND SHERRY: 3/5

Let me say this right off the bat. Only one element to this campaign makes it worthy of playing: the Nemesis-esque bio-mechanical B.O.W. which was designed and programmed for one thing and one thing only: to capture Jake Muller. Why? Well, if it hadn't been for most of the trailers of the game, then it would be a spoiler, but since everyone knows, it isn't a spoiler anymore. Jake Muller is Wesker's son. That's why he's important. Sherry Birkin magically finds him in a European country (she wasn't--but somehow was--trying to find him from the beginning. It's hard to explain. It goes back to a similar awkward narrative that the Chris campaign had). And she knows that he has rare antibodies that can save the world. Talk about taking it slow and letting the player discover the mystery on their own, which is a huge problem the game has in general . . . it treats the audience like everyone is a Michael Bay fan and doesn't care about story and characters, but only the spectacle and thrilling events. I think the usually-good-reviews that RE5 had sort of enforced this ideology that not-everything-has-to-make-sense-because-the-fanbase-doesn't-care-too-much-about-logic (why CAPCOM? Are you saying I'm stupid or just complacent with the mundane?)-just-give-them-zombies-and-they'll-be-satisfied. Honestly, I wish the creators took care in their story as if I was watching a Christopher Nolan film instead of a Michael Bay film. I think the Resident Evil fan base is too smart for some of the very illogical "moments"/plot elements in RE6; a lot of which are in Jake's and Sherry's campaign.

What I found most annoying about this campaign is that I thought it would answer the most questions, such as what "Ada Wong" is up to, and Jake's origins and what about the crazy awesome Ustanak B.O.W.? As cool as these questions are, none of them are really answered at all. They're half-baked ideas that never really formed.

When I played the Leon campaign, I thought that Chris's and Jake's campaigns would make sense out of a lot of random B.O.W.'s and plot events; when I played the Chris campaign, nothing was answered, so I was thrilled that the Jake campaign would answer everything. Nope. Not at all. His blood is important and that's all that you* need to know.

CONCLUSION:

There are moments in the game that are better than any moments from any of the other games. In fact, if they had trimmed anywhere from 25% to 50% of the game, then maybe this game would be just as good--if not better--than Resident Evil 4. But the problem is this: think of RE6 as a buffet, but you can't choose what you eat; you have to eat in a random--but set--order. If green beans are first, you gotta eat them. Then cheesecake could be next (AWESOME), and then . . . you gotta eat **** and snot soup (EEWWW), and then some tasty Chinese food, and then fried poop. You see, it's the highs and lows of the game which makes it so disappointing. I could have forgiven the clunky controls and awkward inventory if they cut out all the mundane aspects of the campaigns, making them more to the point, even if each campaign was cut in half. Then it would have been an amazing game.

But it's all the crap (no pun intended) that you're force to eat which makes it so frustrating at times; for instance, in the Leon campaign, there's a part where you have to chase a zombie dog around a graveyard (spooky, right? You're in a graveyard, so it HAS to be spooky--and there's lightning, too) because it has the key . . . and somehow it's smart enough to know that you need it and it runs away and doesn't attack you. And it's all the illogical inclusions of B.O.W.'s (that are cool, mind you, but without purpose) which makes me feel like I'm watching a Paul W.S. Anderson adaptation. Then there are all the pacing issues too. It's such a fast paced game that you can't stop and smell the flowers and enjoy--and be disturbed by--the horrific terrain and scary atmosphere. CAPCOM tried to do way too much. They cannot make this the scariest game in the franchise and a high octane thrill ride at the same time. They need to get off the fence and decide what they want to do. And I hope it's the former, and not the latter for the next game.

WAYS TO SAVE THE DYING FRANCHISE:

In the beginning of my review, I referenced 28 Days Later. The reason is, CAPCOM is trying to cure the franchise without truly understanding. Yes, they listened to some complaints, but ignored others. Yes, Ustanak is an amazing B.O.W.; yes, Chris isn't so bulky anymore; yes, zombies have returned (sort of); yes, they tried. But they weren't very smart in the sense that they don't understand their own franchise and they exploited beloved characters to the point of ridiculousness. Must they deliberately hire a few fans to be the creative directors in the next game? Does it need to come down to that? At this rate . . . absolutely. If they want RE7 to survive. Otherwise, there's no hope left.

Resident Evil is not Uncharted, it's not Gears of War, it's not Call of Duty, it's not a racecar game, it's not an on-rails shooter. Resident Evil, from 1-4, has always been about exploration and horror, stumbling onto a mystery and trying to solve it, and survival. While Resident Evil 5 was not a Survival Horror game, it did attempt to stay true to Resident Evil 4. It didn't take enough risks, mind you, but it didn't step backwards either (the only* gripe I have with RE5 is some of the story decisions and how Wesker could teleport).

Resident Evil 7 needs to take a step back. No they need to take a couple hundred meters back and objectively and subjectively look at the franchise. What works? What doesn't work? Horror works. Too much action doesn't. RE6 had so much environmental action to the point of predictability--such as walking across a bridge, you knew it would fall--but the thing about predictability is that it isn't scary. Actually with the environment going haywire while playing the game, it could be looked upon as a Final Destination videogame adaptation too (really). RE6 failed to understand that having awesomely grotesque monsters doesn't make it a scary game (such as being in a graveyard while there's lightning). Pacing is what makes games scary. Why were the first few games so scary? Not because of what happened, but because of what didn't* happen. In RE6 too much happened.

Resident Evil 7 needs to be shorter (gasp!) and to the point. There needs to be a clear cut villain or two or three (like in RE4), and a sense of exploration and difficulty. If Resident Evil 7 took some RPG elements and throw in Dark Souls-esque difficulty and strategy, it could be the greatest game of all time; but--and this is probably scary for CAPCOM--they need another reboot. They must if they want to survive, because for RE7, I'm going to be smart enough to read the reviews first, and if it's not a good game--and if it's not a horror game--I'm not going to buy it. And I consider myself a diehard fan. I've beaten Resident Evil 4 20+ times and can't think of any flaws; I played Resident Evil 5 twice before realizing it was a little bit of a disappointment; I played only the Leon S. Kennedy campaign to realize that Resident Evil 6 was simply not a great game. RE6 felt like it was essentially an on-rails game: there's no straying from the path and no sense of exploring the area. Why not have a few houses available to go through to see if there is anything of use?
 

Tom Simmons

Well-Known Member
And for the love of God, bring back the merchant. I hate "buying" things on a screen. It might not make a whole lot of sense how he can transport as quickly as you can, but at least the buying/selling process makes sense with the merchant. Also they could give him a backstory too, because clearly he isn't entirely human. And if your character learns skills, then why not have random BSAA operatives around the city which know skills that you can learn from? Maybe Erickson with a broken leg and hiding on a roof can teach you a move or give you a gun if you find him crutches in the city (but without any cookie crumb trail system to lead you the way; let the players find it themselves), and the possibilities could go on forever. Kind of like in Skyrim. And speaking of which, it needs to have a lot more RPG elements.

All in all, CAPCOM needs to slow it down for Resident Evil 7. Resident Evil fans (unless they're fans of the films, too) generally are patient people: that's why they're Resident Evil fans. In the first five or six games, there was a lot of walking around, not knowing what to do exactly; there were a lot of puzzles and a lot of backtracking. So why are the creators treating us like we have ADHD and no attention span and no intelligence at all? Seriously, Resident Evil fans don't need (and generally don't want) non-stop action; we don't need the cookie crumb trail system to tell us where to go (we like finding our own way); we like to play a Resident Evil game and have a sense of accomplishment afterward, like the effect that Dark Souls has--with difficulty comes rewarding accomplishment. Come on CAPCOM. Know who your fans are. Don't assume that we're all Paul W.S. Anderson fans. Some of us expected a Christopher Nolan-esque tale, not another Schumaker game where the characters have rubber nipples on their suits. The creator of the series mentioned recently that the fans and the creators have like two parents trying to do what's best for their kid, and that they're going to disagree with one another. Come on, CAPCOM! That's a very unfair thing to say, because we're the ones who made you successful, and we are--for the most part--flat out telling you guys that you're going too far. If the fans and the creators are like two parents that disagree with one another, then CAPCOM is trying to make our broad shouldered son into a dancer instead of a football player, which is what he does best. Resident Evil is not meant to be as ridiculous as its Paul W.S. Anderson film counterparts, end of story.

IN A NUTSHELL:

Pros:
1) Great dialogue
2) Terrifying creature designs
3) Enemy variety
4) Atmosphere
5) Really great moments
6) The partner system is fixed (although I'd prefer without one)
7) Imaginative boss battles
8) Fantastic cutscenes
9) Ustanak

Cons:
1) Inventory (a step down from RE5)
2) Melee is too convenient, and thus not rewarding
3) Controls are clunky, camera fluidity is irksome
4) Mundane tasks (chasing a zombie dog around a cemetary)
5) Forced plot (they meet up in the darnest spots)
6) No in-game documents (which would help make sense out of some random B.O.W.'s)
7) No typewriters (but it's such an on-rails game, why would it matter?)
8) No treasures (which makes buying skills VERY difficult)
9) No point in exploration (BECAUSE THERE ARE NO TREASURES OR DOCUMENTS!)
10) No merchant (come on, CAPCOM, bring the man back)
11) The C-Virus (the T-Virus has children to feed; you're putting it out of a job)
12) Too long (with too many mundane moments in all the chapters to even revisit)
- On that note, the campaigns are so long that it would be a task to replay any of the campaigns.
13) Not scary (although it had its moments)
14) Confusing plot elements
15) Too much action (seriously, this is Michael Bay's Resident Evil; I'd prefer Christopher Nolan's or Frank Darabont's)
16) Vague B.O.W. origins (a chainsaw arm, really?)


 

ADAxWONG

On A Mission...
Technically there are 'Treasures' their called 'Skill Points' their shaped like Chess Pieces.
They added a new patch of Campaign, where you can jump to a section of the story rather just starting at the beginning of the chapter.
And Jill Valentine is part of the B.S.A.A. still she does her own mission just like any other agents, they all don't need to be partners for every single on now do they?
 

Tom Simmons

Well-Known Member
Granted, it's a good idea that they got away from the Jill-Chris thing, but at the same time, the Piers randomly being an important figure in Chris's life was a little . . . too much of a leap of faith.

And treasures. Well, let's be clear about the cinematic-movie definition of treasure: something that you actually have to find. lol. And I just didn't dig the skill points. But, then again, this was just my opinion. A very critical opinion.
 

Spyder

La Vita Nuova
I agree with some, not all, but I've replayed the game a few times. Did you play Ada's campaign? Because I didn't see a review of it, and many players think it to be the best out of all. It also ties up the other three story lines. Which is why it was originally only unlockable. But now you can play the game however you want in any order, and you may not want to finish a campaign you don't like, so Ada is unlockable from the start.

The emblem files are the most complete fillers to the story. They do explain the origin of Ustanak and the man who volunteered to become him.... But I totally agree I want documents back. I didn't even like that the game didn't pause and let you read them in peace in RE5. And they butchered the idea of the chainsaw guy he was far lame compared to my favourite villain from RE4/5.

I agree with you on most other points, the game was really flawed in comparison to past titles but I kind of got over what I wanted it to be and played it for what it is and I really enjoy it, and have played the entire thing more than a few times. It doesn't take as long or feel as tedious when you can skip from chapter to chapter and have gotten used to how it works. I still hate walking sequences though.

I love the game, but I'm kind of glad that it got bad reviews across the board because it seems from what's been happening, that it's a wake up call and someone's listening i.e. Regenerations on ps3 which I've wanted forever in just 4 months *dances*. Also all of the updates added to RE6 so far have reflected changes to what I've read in reviews. I think 7 WILL be a major overhaul, and also *gasp* a PS4 title. Fingers crossed anyway that they don't try to rush it, or that ps4 comes out as scheduled. I don't know if there's a new gen xbox planned I haven't searched anything about it...

I also think that there's a lot of story holes because there's a ton going on that can now be split off of and filled in with new games. At least I'm hoping. After all, they can only have ANOTHER new virus for so long lol. I mean there's 26 letters in the alphabet but...=p Maybe they wanna stretch this story out more? I hope at least. Maybe Claire will know more about the C virus with the work she's been doing....
 

Hel

Goddess of the Dead
Premium
Careful! Spoilers ahead.

The funny thing about RE6 is: Although Leon was featured the most in trailers and his campaign definitely appears to be the best out of the four, it's also the most useless one story-wise. Chris and Piers save the world twice, first by preventing the launch of (most of) the missiles, then by rescuing Jake whose blood is needed to save the world. That being said, Jake and Sherry’s importance to the plot is beyond debate, and Ada not only helps some of the others and eventually kills Carla, but also makes sure there will be no more clones.

But what exactly does Leon ever do? Maybe I just don't get it because I haven't played it myself, but if I was told to summarise his story, it would be like this: He spends more than half of his campaign chasing after Helena who chases after her sister, which turns out to be useless because her sister is not her sister anymore, then the two of them start chasing after Simmons, which also isn’t the most useful thing they’ve ever done because Simmons is not really a threat to the world. Carla is the real villain and the most dangerous of all, everyone wants her dead or captured or both, everyone but the game’s alleged main character who wants her in bed instead, and even ruins Chris’s chance to put an end to her game because he thinks she’s his mysterious on-and-off girlfriend… Well, it has already been said, the plot of this game is downright awkward.

There’s another thing I couldn’t agree more on: The C-virus is one of Capcom's less brilliant ideas, to say the least. Sometimes it creates zombies, sometimes it creates J’avo, or any kind of monster ranging from a human-Pikachu hybrid without a pokeball via a shapeless mess of living goo right up to a walking zoo. Who on Earth is supposed to see through that?

And finally, I have something to rant about: Could people please stop hating all of Chris’s partners who are not Jill for… yeah, not being Jill? I agree that her being completely absent from this game is somewhat strange considering the situation of the world, but oh my, Chris is an adult man and he’s not married to that woman, let him hang out with other people too. "Piers is such a bland character", well, can anyone tell me something about Jill’s great, unique, *cough* elaborate personality, other than that she’s a textbook example of Mary Sue? This is not the Piers fangirl speaking here, it’s the girl who already witnessed this "You’re not Jill!!!" hatred towards Sheva, and who has no doubt that these characters would have been received in a completely different way if they hadn’t dared to steal Jill’s place by Chris’s side. I guess the only reason why Revelations’s Jessica is not as unpopular is that Jill is still the main character of that game.
 

Spikeyroxas

Pencil Artist
Premium
I love this games story and controls.
The only gripes I have with them though are:

The fact that none of them found out there was a fake ada (Carla) except ada herself.
Even Leon at the end of his campaign had him saying "what are you, why are you helping us?"

Jake and sherry were captured by Carla but they never saw her again after, would they not wonder / care about where she is or what she was gonna do next?

I thought this was going to be a direct follow up from revelations, not just 4/5 (since the post-credit film at the end of revelations shown the T-Abyss virus with a "6" in it. What happened to Jessica and Raymond too? Did they lose their jobs when Tricell was closed down?

With all the technology they had (super phone cubes, video calling anywhere and satellite tracking, why the hell was "Ada's birthday" filmed on a VCR?!?????
 

Spyder

La Vita Nuova
Capcom was definitely feeling the "not Jill!" heat, which is obviously why we're seeing Regenerations across consoles. Like when CVX was ported to PS2.

RE2 had massive holes as well. Claire came to the town to find her brother who we met in the first game. She never does, and we never really know what happened. Then RE3 follows Jill who didn't tie anything with Chris and Claire together. Claire fans are left hangin and CVX ties things together and keeps Claire fans happy, but it's been a while for her too.

So I think RE6 tried to start making everybody cross paths, and it just became a gong show of drama with the characters. They spent absolutely no time developing the "horror" part of the story, which was the Cvirus, how it worked, what it was doing to people, etc. It was mostly about a war using BOWs. No documents, no chance to feel what was going on behind the scenes, and way way way way waaaay too much going on otherwise. I had to play it a few times to really "get it" and it's still pretty farfetched.

It's always supposed to have a lot of holes, but the dramatic story needs to be majorly streamlined and the C virus needs to be way more intricate, thought out, and developed. I found myself not even paying attention to the drama it was so all over the place. In terms of drama RE6 could have easily been 2 or 3 games. Even more if they had split the first half of the game into a well developed separate from the China part. For each campaign lol.

With all the technology they had (super phone cubes, video calling anywhere and satellite tracking, why the hell was "Ada's birthday" filmed on a VCR?!?????
lmfao. I'd choose the nice lil holographic cube any day if I had enough money to make clones and destroy the world =p.
 

013

Well-Known Member
Well, I don't think Jill is anymore mary-sue than any other RE star, But I liked Sheva and I liked Piers. I think most of the Sheva hate comes from, 1. She supposedly had bad AI (Which is a silly reason to dislike her.) 2. She was rumored to be forced because of the racial issue. 3. She killed Wesker when it should have been Jill. (I agree with this, but I don't hate Sheva for it.)

I think people also have a problem with new characters doing things or having positions that the classic ones deserve or should have had. (Like Piers finding Chris.) Not always something personal toward that character. Like for example, if Steve Burnside came back, imagine if it was some new girl or Helena that the game revolves around. It should be Claire, it makes the most sense that way.

As for Leon, yeah his story could have been, should have been stronger, but I don't expect every character to have the spotlight at all times in every game. :confused: With that said, all of the story campaigns where passingly enjoyable to me, except for Ada's.

I liked the introduction of the new virus. There is only so much one can do with the old viruses we have seen them all at their maximum potential. We don't want the same monsters coming back now. Although I would like better explanations.

I had an issue with some parts of the stories. Sherry said that Leon and Claire were her best friends, now I didn't expect Leon to be all like, "Holy s**t Sherry OMG you're SAFE!!!" *tackles to the ground* But seriously, Sherry was missing for six months and Leon just acts like he saw her yesterday. No indication that he knew she was missing for six months.

Another bug, Sherry meeting Chris for the first time...Really? You mean to tell me she's best friends with Claire who goes out of her way to see her in incarceration for years yet Sherry has never even seen a picture of Chris? The brother she's so close to that she abandoned Leon and Sherry to go look for. -_-
 

Hel

Goddess of the Dead
Premium
Well, I don't think Jill is anymore mary-sue than any other RE star

Sure, most heroes in most stories have those tendencies, but my problem with Jill is that she has nothing else, which is sad because I see a lot of potential in her character that isn't used. (To be honest, I see that in most RE characters, but Jill is an extreme example in my opinion.)

I think most of the Sheva hate comes from, 1. She supposedly had bad AI (Which is a silly reason to dislike her.) 2. She was rumored to be forced because of the racial issue. 3. She killed Wesker when it should have been Jill. (I agree with this, but I don't hate Sheva for it.)

That's definitely right, but it's not what I mean. Sheva wasn't hated only for not being Jill, but it definitely was one of the reasons, and the silliest if you ask me. Even the "Sheva is stupid because of her bad AI" explanation makes more sense, although not much. (And I have to admit that I recently developed some hatred for Rebecca because of my inability to create a proper Sim model of her, which is just as silly, but sometimes it happens, even to me. :D It won't last long, though.)

Anyway, sorry if I came across as angry or something, I'm not accusing anyone in particular of being a "You're not Jill!!!" racist, but I felt some vibes of it here and had to finally state my opinion on this subject.

I think people also have a problem with new characters doing things or having positions that the classic ones deserve or should have had.

And I have a problem with people not even giving those new characters a chance to become new "classic" characters. Again, I'm not talking to or about anyone in particular here, and I agree that the developers have a tendency to throw too many new characters in every new game, ignoring that there's quite a bunch of "old" ones whose stories could have been continued instead. But on the other hand, once they're there, we might as well accept them.
Then there's the problem that people don't think things through. They want their beloved Jill in Piers's place in RE6? Fine, but then they must also accept that, considering the ending of Chris's campaign, it might be her last game. The thought doesn't bother me, since I wouldn't miss Jill. But what about the others?

I liked the introduction of the new virus. There is only so much one can do with the old viruses we have seen them all at their maximum potential. We don't want the same monsters coming back now.

Well, the C-virus is pretty much a mixture of the old viruses, considering all it can do. I don't see a great difference between RE6's and the classic games' zombies, or between the J'avo and the armed Majini. So, instead of introducing a completely new virus that doesn't make sense, why not spread some of the old ones at the same time? And there don't have to be the same monsters all over again if the developers are creative. For example, we've seen T-virus dogs, but not cats. They could be similar to Hunters with their long claws, high running speed and jumping ability, but much smaller and perhaps not as dangerous.
There are countless possibilities, Capcom, just use them! Why do I need T, G, C, Veronica, Abyss, Las Plagas and whatever the parasite that spawns Majini is called? It's basically the same question as: Why do I need so many new characters?
 

masterfortesque

Well-Known Member
The funny thing about RE6 is: Although Leon was featured the most in trailers and his campaign definitely appears to be the best out of the four, it's also the most useless one story-wise.

Perhaps that's the reason why it's the best. Chris and Jake are way more busy and Hollywoodish while Leon roots to the more classic themes of suspense and slow pace. Ada had her moments, but her campaign was more like All-Stars copy&paste set of situations and the china part with all the grappling and chainsaw monster really bored me.


"In the beginning there was a mansion, its surrounding property, and a laboratory underneath it."


That wonderfully sums up everything I feel. IMO the root problem is the linearity and straightforwardness of the new games. And the thing is Capcom could still do a more actiony game, but they don't have to make it a scripted pipe where everything from items to inventory is condenced into that small space.

I mentioned somewhere that I wish the next game takes place in a semi-open Neo-Umbrella or such (Personally I hate the name Neo-Umbrella) complex. Arkham Asylum, Dead Space, Metroid, Dead Rising and many other games have story-oriented yet open game design. RE6 did a decent job allowing customization, but in RE7 they could take it further and allow us to toggle waypoints (you can do it now but waypoints are useless with this linear game), inventory system and other small details to our liking. I hope they add a real New Vegaslike Hardcore mode that really changes gameplay instead of just having difficulty levels that give enemies more health and damage.

The issue is at what point things start to step on Dead Rising's toes. As it is, Dead Rising has become my new favorite zombie game. It demands exploration and planning instead of just steady aim and at level 1 after going on for a couple hours without saving things can get really hairy and exciting. I really hope RE7 can do that again.
 

013

Well-Known Member
Anyway, sorry if I came across as angry or something, I'm not accusing anyone in particular of being a "You're not Jill!!!" racist, but I felt some vibes of it here and had to finally state my opinion on this subject.
Lol, it's cool.

Then there's the problem that people don't think things through. They want their beloved Jill in Piers's place in RE6? Fine, but then they must also accept that, considering the ending of Chris's campaign, it might be her last game. The thought doesn't bother me, since I wouldn't miss Jill. But what about the others?
I think there is a misunderstanding in that common belief, I think I can safely speak for a lot of Jill fans when I say it's not that we wanted her to be the star and main focus of the game, it's just that it is very odd that she did not even at least get a mention considering the circumstances and the bond that Chris and Jill share. Its just like what I said in my last post, the fact that Leon didn't show that he knew Sherry was missing or that Sherry didn't already know Chris is weird. Lazy and awkward writing.

And quite honestly I don't mind a classic character dying as long as they go out on some gangster s.h.i.t like Piers did. Piers won a trophy for one of the best RE character deaths if not THE best. Let's face it they're all gonna die, retire, or be rebooted, let them go honorably.


Well, the C-virus is pretty much a mixture of the old viruses, considering all it can do. I don't see a great difference between RE6's and the classic games' zombies, or between the J'avo and the armed Majini.
Ah, I should have been more elaborate. By the same monsters I meant the ones that are distinct to that particular game. Like Ubstivo or the farting booby monster. Those centapied things in RE4 that eat your head. I didn't mean basic monsters like zombies or las plaga host.

As for differences I think C-virus zombies seem a little more in control of their consciousness. And J'avo seem smarter.

For example, we've seen T-virus dogs, but not cats. They could be similar to Hunters with their long claws, high running speed and jumping ability, but much smaller and perhaps not as dangerous.
Lol, just imagine little zombie cats jumping onto your face that trying to claw your eyes out. XD



There are countless possibilities, Capcom, just use them! Why do I need T, G, C, Veronica, Abyss, Las Plagas and whatever the parasite that spawns Majini is called? It's basically the same question as: Why do I need so many new characters?

I do agree that Capcom's choices are endless, but I don't mind new stuff as long as it is done properly. After all, the scientist behind it are always gonna want more or want to improve their stuff, work out the kinks and the flaws. Btw, I believe that Majini's are made from type 2 plagas if I remember correctly. :D
 
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