Resident Evil 6

Capcom defined and perfected survival-horror games in 1996 with Resident Evil. Since then, there have been several sequels that have lived up to the Resident Evil standard and in 2005 the franchise took a drastic, but fun turn towards action-horror with Resident Evil 4. Does Resident Evil 6 meet the high standards that its predecessors established?

I can’t believe it’s been 16 years since I played Resident Evil (I’m so old…but wise?). I opted for a Nintendo 64 to play Legend of Zelda (no regrets there!) so I had to rent the Playstation from Microplay for the weekend to play Resident Evil. Looking back at the graphics now – the game looks like a joke! But back in the day, I had to play that video game with the lights on, otherwise the controller would fall from my hands due to all the trembling and sweating. Resident Evil was a terrifying game due to the great music, atmosphere, and even the controls contributed to the fear. The control-system made it feel like you were moving a tank, but that’s what made it scary! You couldn’t move quickly even if you wanted to. Instead, you’d have to tread slowly and that’s what created the suspense.

Then 2005 hit and Resident Evil 4 traded survival-horror for action-horror. You can run, aim, and kick! I personally didn’t mind the change. I appreciate both styles for what they are. However, this drastic change divided the fans – the horror-survivalists vs. the action-horroristsistisists. Resident Evil 5 kept the action-horror but added an AI partner. Again, some people loved it while others hated it. Thus, Resident Evil 6 was meant to satisfy everyone! Well for this loyal fan, it certainly didn’t satisfy my hunger for human brains – I mean for a fun video game…haha…ha….ha…..mmmmmm….brains.

Graphics: 9/10

Let’s start with what worked. Like Resident Evil 4 & 5, Resident Evil 6 delivers beautiful, bright, crisp, and smooth graphics. It doesn’t matter if its gameplay or cutsceneces, the visuals are spectacular. Even though the visuals are one of the best aspects of the game, there’s still a problem! For some levels, it’s incredibly dark! To the point where I could barely even see where I was going and this is with all the lights turned off in my home, TV screen was set to maximum brightness and gameplay visual was set to the maximum brightness! I can’t even imagine what would’ve happened if I didn’t max out the brightness. In any case, Resident Evil 6 offers amazing eye candy.

Co-op: 8/10:

Unlike Resident Evil 5, your AI partner will follow your commands 98% of the time. There have been a few encounters where I caught my AI partner running in a corner when I told him to follow me but this doesn’t compare to Sheva from Resident Evil 5 smacking me with the stun rod or going through ammo as if we had an unlimited supply or completely missing enemies. Co-op with actual human beings obviously offers a far better experience than playing with the AI and I don’t care what other hardcore fans say – I love co-op. Sure – it makes the game less scary because you always have back up, but it allows for other experiences during gameplay such as cover-fire, melee attack combos and my personal favourite – reviving each other from near death.

One of the best aspects of the co-op is relying on your partner. Resident Evil 5 understood this aspect since you shared ammo with your partner. Not only could you give your partner ammo if they’re low, you could even give them healing herbs or first aid sprays. In Resident Evil 6 each person gets their own ammo and keeps their inventory to themselves. This isn’t a huge setback but just being able to share supplies with your partner just made the co-op more enriching. So why take it out? Why!?

Gameplay: 6/10

Instead of keeping what worked from Resident Evil 4 & 5 and introducing new and better aspects, Resident Evil 6 excluded what worked from Resident Evil 4 & 5 and introduced new aspects that are just clumsy and frustrating. One of the best aspects from Resident Evil 5 was the weapon management system. Essentially, you would assign different weapons to the D-pad arrows. For example, by pressing the up arrow on the D-pad you could equip your character with a shotgun. With the simple press of the down arrow on the D-pad, you could switch to a sniper rifle with ease. Resident Evil 6 decided to make you scroll through your weapon inventory with the left and right arrows on your D-pad. Thus, not only would it take me a few more seconds to switch from a shotgun to an assault rifle, 40% of the time I’ll actually equip the wrong weapon because I have to scroll through my inventory and that’s how I get millions of flying bugs attacking me (yes – one of the enemies is a bunch of flies).

Cover Sytem:
Uncharted is not a ground-breaking franchise by any means (here come the Nathan lovers) but the games are ridiculously fun. One of the best aspects about the Uncharted Games was the control system – simple, fluid, and responsive. When you want to cover from gunfire, you press one button and then aim when needed. Resident Evil 6 provides a cover system but instead of it being fluid and responsive, its complicated and just downright annoying. I don’t remember it by heart because I avoid using it, but I think it involves moving to an object, pressing a button, and then press & hold & release the aim button to fire…something like that. Basically the cover system in Resident Evil 6 causes more grief than anything and unfortunately for some parts of the game, a PROPER cover system would be handy.

Such a simple but vital part of any video game. Unfortunately with Resident Evil 6, they made a mess of it. For most games, whenever the game says, “Saving…do not turn off system” it means, you’ve saved your spot and if you die or decide to play later, you’ll start at this point. When Resident Evil 6 says, “Saving” it doesn’t mean that at all. It just saves your stats (it records how many times you’ve died, your current accuracy percentage, etc.). If you die, sometimes you don’t start at that spot or worse, if you decide to play later, you do NOT start at that point again. Instead you’ll start somewhere prior to this spot. Why does it, “saving” if it doesn’t really mean this!? I force myself to complete chapters (which can take well more than an hour depending on the difficulty) just to ensure my progress has been saved. I’d rather carry ink ribbons and find typewriters and save than use this misleading save system.

The worst part of this game is the feeling that it tries too hard to be something special. Instead of sticking to survival-horror or just action-horror, you get to play as 3 different characters and each character has a different feel to their chapters. Leon’s chapters stick to survival-horror while Chris’ chapters clumsily stick to action-horror. Thus, when you switch to different characters, you’re thrown off due to the change of atmosphere and tone. Resident Evil 6 also introduced ridiculous action sequences with running from collapsing bridges or explosions, or car chases, or air-plane bombing and they all feel unnatural, clumsy, and just desperate! Basically, the game tries too hard to be special and just comes off as…irritating, annoying, frustrating, and…ARGGGHHHKLFDAKLKLS!

Overall: 6.7/10

Despite the setbacks and flaws the game is still fun, 70% of the time. It’s definitely worthwhile if you’re going to play with a friend and if you’re a hardcore Resident Evil fan. If/when there’s Resident Evil 7, please…just please…pick a tone and stick to it. You can’t satisfy everyone so don’t bother trying!

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  1. E3 2017: Who Won? » Not Enough Nerds says:

    […] annual memberships in order to play online. However, I personally enjoy co-op narrative games like Resident Evil 6 or Dead Space 3 and EA’s A Way Out looks like a lot of fun. You partner up with a buddy […]

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