Resident Evil 6

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.

Just finished leon’s campaign and I have to say that I cannot find the same survival horror feel that I had in re2. The mutations/transformations are pretty impressive though.

Yknow one reason re1-3 felt like it had so much more survival horror in them is bc most of us were still in like JR high when them shits were out. Now most of us are adults…yknow when you get older i hear its harder for you to scare.

Seriously…I will say re2-3 had really, really good OSTs. The soundtrack is what makes those games feel creepy.

Also i cant remember who brought up this gripe about re6 concerning the cutscene to insta-death shit. Yea.thats mad annoying. If i had one major complaint with this game…its that. I mean, thats bullshit. Playing on pro the enemies are relentless and give no fucks whether your character is frozen or not

Anyone else annoyed by the fact that some games offer no offline co-op? If there’s another person in the room with a controller, why can’t I play the game with them? Why do I have to play it someone who most likely wouldn’t know what the hell they’re doing?

The first time alot of us played those games we were young, yes. But I just bought and played REmake for the WII about 3 months ago and its still as creepy and spooky as ever. Its even still scary running into hunters when you havent saved in a while.
The “tank controls” take 10 mins to master tops (which is less time than you have to invest in RE6’s controls) and its just such a great experience still. If anyone has never played it or hasnt played it in a while, find a way, and give it a run through… Its seriously amazing. I highly doubt theyll ever go so far as to bring back the fixed camera but I really wish they would for like 1 game or spinoff title. It adds so much to the atmosphere and tension… Also, not always being able to see whats coming up in the distance or around a corner is awesome. I miss how the older titles gave you an almost constant “oh shit better be careful” feeling. Pre rendered backgrounds give it more of an artistic, cinematic feel too, with the camera being placed high looking down or low looking up or near or far or from a specific vantage point to add to the ominous feeling. It had such an effect on the game but you can forget how dramatic if you havent played it in a while. I dont think alot of people talking trash on the older games or saying that they dont hold up / wouldnt work nowadays have played them recently, or in years, if ever.

On a different note I agree big time that if it wasnt called RE6 the amount of people defending it would be a fraction of what we have. To the guy who said its harkins back to 4, I couldnt disagree more. Its nothing like 4. Also I really dont like the idea of forced co op either. Reserve co op as an option and add more enemies / health increase on bosses, maybe secret areas or certain things only accessable with help from a partner, but dont force us to co op. Merc co op is great and maybe some dlc / side mission co op, but not all the time.

Unrelated note, I watched the opening and first bit of playthrough for REØ on youtube and while i can say older REs arent a ton of fun to watch other people play, I really felt the fun whoever was playing was having through that, shooting zombies on the train, etc. Alot of cut scenes in the intro were surprisingly horrific / gory as well. Alot of closeups on dead people oozing lol.

EDIT: RE6 is not survival horror as some people are still calling it. 5 and 6 imo are pretty much just action games, not enough horror to warrant the word horror as a description. 4 imo was action horror. The franchise hasnt been survival horror in a long time. Another point I want to address is how people talk about ammo being scarce in the older games and how at least 6 has that element… Ammo wasnt really scarce in the older games. It certainly wasnt plentiful but it was around. That feeling of not having enough was due to you only having 6 or 8 slots to carry things like guns, ammo, health, keys, etc, while you left the rest behind in the trunk. It only felt like there wasnt enough because it was trial and error to find out how much of which things to bring. You could carry more ammo if you didnt reserve a spot for that key you bring along “just in case you find where it goes” that you dont actually use til later in the game. You could take those extra acid rounds you found if you didnt bring that extra green herb just in case… Alot of times Id be collecting shotgun shells because I didnt wanna leave them while the shotgun was in the box because I was carrying around a crest or crank or battery or lighter or whatever. Its true tho that there really wasnt a large margin for missing shots or wasting ammo… At least thats how Ive always seen it.

Thats why I thought the genre was called survival horror, and not just horror or something else… You could only bring the items you need to survive and nothing superfluous.

The old games were great because they rewarded you for THINKING. Whether it be puzzle solving, deciding what you need to bring, deciding when to save, examining items, figuring out where to go, remebering where you left things you didnt have space to bring, etc, etc… Before we had to think, now we get shown exactly where to go with the press of a button. Planning your moves has been replaced with having to mash like animals or simply press the button the screen tells you to press. Is that all these companies think our tiny brains can handle anymore? Some of these fanboys white knighting for the game are making a serious case that theyre correct.

EDIT 2: I wonder how many people arent going to read this post because its “too long”, essentially proving the last 2 lines above to be true? Far too many Im sure.

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Just my personal experience here:

I started RE with RE4 (technically umbrella chronicles), and I loved it. Sometime later, I’d buy RE3 off of PSN to give the old ones a try. Despite the dated graphics and voice acting (the plot wasn’t as bad as some installments), it was still pretty good. The music fitted the atmosphere, items were scarce and I was always tempted to do my best to avoid enemies since I could run out so easily. There were a lot of areas I could go to so I was tempted to explore, but at the same time, was afraid of being put into a dangerous situation on the way (getting the shotgun alone nearly got me killed). And then there was Nemmy, who was even scarier simply due to the fact that he could show up at any time, and not just on story scripts. The mere THREAT of him showing up was enough to keep me on my toes.

RE4, at least kept atmosphere and a few survival elements like item management. Instead of going for more action, the RE5 and 6 should have tried to incorporate more of the older elements into the series. The very feeling of feeling weak is an amazing one because it encourages you to think more instead of just going guns blazing. And this WILL WORK modern day, because games like MGS do it (albeit in different ways).

Tl;dr RE3 was scary for reasons other than jump scares.

It’s funny saying that because my wife who is closer to the side of anti gamer had a go of 6, she is useless with the right stick and hates the analog stick full stop. But having the ability to press a button to align her view and bring up a way point strengthened her gameplay growth ten fold.

People complaining about the way point is a bit silly, it’s easy to completely ignore it

Please dont take this the wrong way but thats exactly the problem with the way point, a series this far into the game catering to non gamers leaving real gamers (IE people who buy games) with a shallow experiance. Like I wrote above the game used to be its own reward, it used to involve thinking and now it… doesnt. If youre wife or any beginner for that matter didnt have that option, sure theyd be more likely to give up if it got confusing, but if they stuck to it theyd have a richer, more memorable experiance from doing so, agreed?

We need more Sarangha in this thread.

What? difficulty through searching inside the game world? You’re just making up shit as you go along, there’s plenty of difficulty in the game that is growing the more we play, and that’s established. So?

How old are you?

Lol at the Final Fight Cody and the Fei-Long comparisons for this game. I swear if you can slap many of the baddies with punches and kicks I’m going to roll this game to the ground (I read there are some that you can’t do that too but still). I’m also saddened by the comments that if this wasn’t the RE series and something else it would’ve been looked at even more negatively however once more just by watching the gameplay I was already depressed so my expectations were never going to be that high for this game from the get go.

Anyhow, I won’t buy the game now, but instead play it off from my cousin since he’s looking for someone to co-op with anyhow, so I’ll be giving Resident Final Fight 6 a crack sometime this week. Hey, I want to be Fei-Long too :nunchuck: .

I thought for sure youd agree the more you put in and do for yourself the richer experiance you walk away with in the end… I get that you like the game and I dont but I feel this rings true for almost anything whether it be video games or other. How youre saying its not is baffling. Also, im 29 tho I fail to see what effect it has on my statement, but im interested in why youd bother to ask. You just said your wife who is a non gamer (anti gamer as you put it) upped her game tenfold with that one mechanic. It just seems too hand-holdy to me which makes the experiance a bit shallow when all is said and done plus it hurts replayability imo.

Btw im not in any way knocking your wife man I hope youre not taking that out of the point im trying to make.

What I’m trying to say to you is that the difficulty isn’t about finding your own way out of the level (which you can do without pressing the L2 button/trigger anyway) its about your performance while getting out of there. in the game there are many tools to experiment with, games throughout history have been about mental adaptability, now this game has plenty of scope of expanding that, so our main focus should be about going forward. You say the game is made too simple, so you have S rank on every mission on top difficulty?

There are plenty of gamers who buy games and who have difficulty keeping up, just because you think it’s “not cool” that there’s a button there to help you see your direction all these people shouldn’t be helped with keeping up with the flow? That way point is only a problem for lesser players

This thread is an appetizer for the DmC thread when it launches, I wonder if valaris is actually going to monitor it for only game play related talk like he said he would:rofl:

It’s retarded to judge DmC as mediocre when it isn’t even out yet. That’s exactly the kind of talk that makes the haters such easy comedic fodder for the more level headed DMC fans like myself. You can say from what you’ve seen so far it doesn’t look like a good game to you or that you’re not confident in NT for whatever reasons. Yet, to assume the game is definitively sub par before even a demo is out as most haters have done is unfiltered ignorance and fanboyism at its worst.

Also I agree that there are many people out there who aren’t as informed about the games they buy as most SRK’ers are or that long time fans of DMC are the minority. However, to suggest there are a lot of people who just want to play DmC for the story and care little for the game play is bullshit. I’m sure they exist but your tone implies that group are the only ones buying DmC. Besides the lack of maturity to admit how biased they are, the main laughable quality of many DmC haters is there refusal to acknowledge that there exist people as passionate about DMC as they are who happen to like the DmC footage shown.

I hope you don’t take this as a personal attack I just think parts of your post highlight how many gamers perpetuate the negative stereotypes about them.

Anyways back to RE6 talk, the fact that items in it are scarce actually makes me want to play it more.

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To each his own I just think it detracts more than it adds to the experiance. At the least its unnecessary. Basically, what Im saying is that even if it took the developers as little as 5 mins to implement it, thats 5 mins that wouldve been better spent working on something else. Im not gonna get too hung up on the way point thing tho. It really isnt a big deal, I can agree with you on that… It just seems so “why” to me tho, you know? Were that many people getting lost in RE5 to have to implement it? lol. Its whatever though, its obviously not gamebreaking.

Every thread needs more Sarangha.

I still don’t get what makes 6 better than 5. 5 actually has a focused designed with trading items and survival are so key. You can’t cheese your way through checkpoints and get back full health after dying for example. I liked the daytime horror aspect too. I mean for all that 6 does right there is still a lot of baggage holding it down that 5 lacked.

Also I know that babysitting Sheva was annoying but once you put her in a defensive state and gave her just a pistol and one other gun things were fine. Even in Pro mode sorta.

I’m still confused on why this game aped Dead Space’s lead system. From what I can gather the areas are straight lines for the most part. Not like there’s a big open environment to get lost in here.

Fixed that for you, sir :tup:

About this particular game: I’m getting worried that they might not even bother with a Gold edition now :confused: