You don’t have to innovate with your sequel, but it should be your number one priority to make sure that the series doesn’t take a step backwards.
Given, the series direction has changed, and you could argue it’s for the worse. But realistically, you just can’t make a game like the first three anymore. Intentional or not, a lot of suspense came from the fact that the controls just sucked and that a walking Tofu block could aim better than trained specialists. Sometimes I think my head just blocks out some of the terrible ass writing scattered throughout the series, and I seem to remember the original having a hilariously bad opening. Which I don’t want to confirm by checking.
RE4 was a step in the right direction to me, but it made mistakes. As much as I loved the inventory system (seriously why did they get rid of this) ammo was just too fucking common for your initial play through, the atmosphere ran into some problems, puzzles were rare, scares were extremely rare, having to protect someone for nearly half the game was definitely pushing it, and QTEs were just kind of stupid for the most part (I’m actually okay with the fact they’re there, but having every one be instant death is pushing it, having multiple QTEs on top of each other with tiny windows is just annoying.) The controls were better than previous entries, but let’s be honest, they still weren’t that good.
RE5 took a bit of a step backwards, but it was still alright. The graphics and sound were a considerable improvement over 4, but otherwise just about every problem present in 4 was present in 5 and then some. Controls were marginally improved, but were still kind of clunky. Puzzles went from scarce to “that one place where you aim the light and learn the hard way that you can’t walk into it.” Scares were turned into paid DLC, exclusive to professional and only of the “shock” variety. In that some guy with an eye ball on his back will choke slam your ass as you walk around the bend in that hallway you didn’t see anybody in the first play through. Then they changed Jill’s hair color for some reason, because goofing around with the plot wasn’t enough I guess. This wasn’t enough though. Capcom decided to do forced co-op in the main story*.* They fucking love this and I have no idea why. It doesn’t make action games better, it doesn’t make survival horror better, it doesn’t make action horror better. Hate it! …well, didn’t stop me from playing with my friends a lot…
Man, I hate that buddy buddy shit. So they bring it back in RE6. Take away gun upgrades. Make everyone into Cody (or Fei in Jake’s case.) Make it so your character stops moving about a second after you stop pressing a direction. And I’m getting pretty lazy at this point so fuck it. They lowered the frame rate, and put a couple of tables outside next to some really bright ass lights. To expose the incredible work and attention to detail a 2.5D sandwich can have. I would comment on the graphics of the areas beyond these tables but I am unable to see shit otherwise. I could see stuff in pre-rendered cut scenes, but all I could really take away from them was that they probably didn’t need to pre-render them and that whoever is recording this needs to stop flying around the fucking room with his camcorder.
Basically, what I’m trying to say is. Fire all the fuckheads who made this game, and give their jobs to the people who worked on Revelations. But just remind them of three things. Put a little less back tracking. Don’t re-use levels and enemies so damn much. And keep the co-op to side stories, raid mode, and mercenaries.