I’ve
been putting this review off for a while, I’m not exactly sure why and now I’m
showing up so late to the party that everyone’s already gone home, had enough
time to recuperate and are now at another party. But I really don’t give a
damn, I have to write this, not so much to get my opinion out, lord knows it’s
not much different than a lot of others. Jim Sterling’s review (seen here: http://www.destructoid.com/review-resident-evil-6-235326.phtml) pretty much
sums up majority of my complaints. I have to write this because I need to get
it off my chest, little discussions where I vent my frustrations with this game
just aren’t cutting it, I gotta rip it another asshole, or at least open the
wound Mr. Sterling already gave it a little wider than it already is. Never
have I been more disappointed in anything. (at least until I watched “Silent
Hill: Revelation”) When I went into this game I was expecting a fun old time,
but what I got was nothing but pain and frustration.
I’m
going to put this out there right now; I never even finished the game. I played
through Leon’s campaign, got to the end boss and didn’t even finish with that.
It’s tedious, frustrating and terribly designed. Worse still this was
apparently the best the game had to offer. If this is the best the game has to
offer than something is seriously wrong. I’m honestly happy I never decided to
trudge through the other two campaigns, or the secret fourth campaign.
The
list of problems and terrible design decisions are near endless. The new
inventory menu attempts ease of access but it’s still not as intuitive as the
attaché case in “RE4” and still not as trusty and reliable as the series’
staple menu system. Herbs are now turned into Wintergreen Tic-Tac tablets and
each Tic-Tac fills a bar of health. Rather than using the health system that
worked so well in “RE4 & 5” or the heartbeat status from previous games
“Resident Evil 6” opts for a bar system and each breath freshening herb fills a
single bar of health. I’ll give the game this, you can now use herbs on the fly
rather than having to navigate the menus or hotkey them in advance. Only
problem is rather than automatically making them Tic-Tacs and storing them in
your trusty Tic-Tac container the player instead has to go through this process
themselves. So they took a step forward and immediately took a step back. Well
done Capcom, well done! Weapons are kindly hot keyed for us this time
around, so at least there’s that.
The
worst offender of the “new and improved” real time menu system is the actual
pause menu itself. Rather than actually pausing the game Leon pulls out his iPhone
and takes a knee. Here you can set the brightness, subtitles, controls etc. While
not all that frustrating, because you can at least change the settings to your
liking during a quiet moment, the biggest design flaw is the fact that if your
controller is disconnected the game doesn’t actually pause itself. Instead Leon
takes that knee of his and the player is left scrambling to put new batteries
into the controller in the hope that they power it back up in time. When this
happened to me I was not so lucky, instead I found myself welcomed back by the
“You Are Dead” screen. What irks me the most about this isn’t just the fact
that it’s bad design, no it’s the fact that there is an actual pause screen!
You’d swear Capcom did this just to piss people off. It’s common knowledge that
the game pause itself in the event that the controller is disconnected, the
whole reason this system was even put in place was to avoid incidents like this
from happening.
When
it comes to the actual shooting –the main focus of gameplay- “RE6” seems to
have taken a step back from the fourth and fifth installments. Leon appears to
have tremors that cause him to shake his gun all over the place. No longer does
he have the steady aim of a well-trained government agent. I can only assume
this was done for sake of “realism” but it just makes Leon look like an incompetent
moron who’s probably never used a gun before in his life. Both the fourth and fifth
games had a slight shake when aiming but it was subtle and not entirely noticeable.
Weapons also kick to the sky now, as characters can’t seem to handle the kick
of any weapon they’re using, including 9mm pistols. It just doesn’t enhance
gameplay in the least –it just makes it feel broken- and whoever thought it did
should be slapped upside the head for being such a moron.
Capcom
also seems convinced that this series is still Survival Horror rather than
Action Horror so you’ll often find yourself low on ammunition. This system
would have worked in “RE4” and worked in the Professional mode in “RE5” but it
doesn’t work here. The forced skirmishes in the fourth and fifth installments
were the exception rather than the rule. “RE6” however is a straight up modern
action game where forced skirmishes ARE the rule. In that case Capcom should
have been wise enough to know that if the player is forced to expend large
amounts of ammunition at nearly every turn than ammunition should at least be
plentiful. Instead the player often has to resort to the broken melee system.
Melee is actually worth a damn for once but, like “Operation Raccoon City”, the
melee is floaty and inaccurate. It also doesn’t help that the character has a
very limited stamina, meaning that if the player runs out you’re forced to walk
around lazily, avoiding enemy attacks, until your stamina bar recharges.
The
camera and movement system is completely broken, yet another step back from the
previous two games in the franchise. Taking cover is an annoyingly convoluted
process where you have to aim, press another button, and then push the
thumbstick up, left or right in order to pop out of cover. This is a big name
game by one of the biggest developers in the world, how in the hell do they
make this kind of rookie mistake? I’ve played shitty Xbox Live Arcade games
that implement cover better than this. It’s not hard to just have the player
click a button, stick to cover and then press the aim button to pop out. Again
whoever thought this was a good idea should be slapped across the back of the
head.
The
game even manages to devalue the “surprise he’s not dead” twist with the final
boss. First he transforms into a giant tiger thing, which you kill. Then he
comes back again as a fucking T-Rex, for some ungodly reason, which you also
kill. Then he comes back again as the tiger thing, which you kill again. Hell
we’re even treated to a very cliché death scene. Then the fucker comes back one
more time as a GIANT FUCKING FLY! It wasn’t enough that Cartoon Villain Man
turns into a T-Rex but they had to make his final form a fly? A fly? Words
cannot express how utterly stupid this is.
Honestly
I don’t even want to write anymore, I’m done. Everything about this game is
fail, in every possible way. The writing is just sad, even sadder considering that
this is the worst writing in the series, and this is a series that has never had really good writing. The characters are bland action clichés that
lack any development whatsoever, the action is so epic in scale that it lacks actual impact, desensitizing the player to its visual noise in the first
few minutes. It’s also not helped by the jump cuts, close ups and shaky camera
work. It’s just done, this entire series is done! Fuck Capcom and fuck this
game!
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