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The animation in Resident Evil 6 is nuts

Gradon

Member
The animations in RE6 are insane, I've thought this since day one.

I have to say though I was genuinely surprised by the insane amounts of hate this game got, everyone who hadn't even played it told me it was the worst game ever. Funny, I spent over 100 hours of fun on it.

It's flawed as a "Resident Evil" game, but when people start looking at RE6 being bad because it's not a classic Resident Evil game, then they can apply that logic to RE4 and 5 as well.
 

InfiniteNine

Rolling Girl
It's flawed as a "Resident Evil" game, but when people start looking at RE6 being bad because it's not a classic Resident Evil game, then they can apply that logic to RE4 and 5 as well.

I did when I was younger! Playing RE5 made me appreciate 4 much more since I only kinda disliked it because it wasn't what I expected of it, but legitimately hating 5 made me realize I like 4 despite it's difference to the previous games.
I like RE6 more in the way I like Vanquish though which is fine but I haven't completed it yet.
 
Then they announced Sheva and co-op

Too bad, huh?

tumblr_n6fz2tUHmA1s4ygmbo7_250.gif
 

Nemmy

Member
Now I want to play Resident Evil 6 again. I have absolutely loved the direction they have been going with this franchise, I hope they keep the crazy gameplay going.

Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.

It's flawed as a "Resident Evil" game, but when people start looking at RE6 being bad because it's not a classic Resident Evil game, then they can apply that logic to RE4 and 5 as well.

What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.
 

Snuggles

erotic butter maelstrom
The animation is one thing that contributes to the combat being ridiculously fun. I feel like a broken record saying this again, but Resident Evil 6 is a fucking great game. Ignore the story campaign. It's all about Mercenaries, which alone is worth the price of admission and hours and hours of fun. All the good stuff with none of the bad. I can't vouch for the console versions, but it runs and looks great on PC, and No Mercy is the ultimate version of Mercenaries. Basically hordes of enemies swarming you non-stop. Went back to it yesterday, my heart almost exploded but I never missed a beat. That moveset makes you feel like a badass action hero.
 

vpance

Member
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.

I will laugh if they make it like Uncharted or something to appease those who got frustrated. Not that Uncharted is a bad game, but it's babby's first TPS compared to RE6.
 

Xpliskin

Member
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.

What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.

OOvKF3b.gif
 

Lernaean

Banned
A lot of things in RE6 are nuts. It's sad that too many bought it but too few appreciated it.

If Gold comes to pc, I dunno, I might actually cry.

Indeed. RE5 is not complete without Lost in Nightmares anyway.

Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.

Agreed.

What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.

And agreed. RE has been an action game ever since RE2 released for me, with RE3 and CV being the most action gamey entries of the classics.
In reality, only RE/REmake is a survival horror game, the rest are action horror.
The only thing entries like 5 or 6 are missing are some clever puzzles, otherwise the series is constantly evolving and every time the games feature some new elements. Some are good and some are not, but the series is evolving.
I personally thought RE6 is a phenomenal action game, the animations indeed are crazy, the melee system is not mature yet but it is the basis for an amazing future system and groundbreaking on its own, the sound direction was great and the designs were insane. What was missing was some really thick atmosphere to emphasise more on the horror and then it would be better received, without having to ease the combat at all.
Excellent try and i hope they know what was good about it and what was missing and we are about to get a crazy RE7.

I will laugh if they make it like Uncharted or something to appease those who got frustrated. Not that Uncharted is a bad game, but it's babby's first TPS compared to RE6.

Please, don't even joke about it.
 

-Cwalat-

Member
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.



What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.

You don't have to have implement the old prerendered backgrounds and tank controls to make a great RE game. RE4 and many parts of RE5 proved that.
 

Akiller

Member
A resident evil thread filled with positivity? Thanks gaf.



This, IMO RE5 is much, much more impressive animation wise; the animations are much tighter.

Look at this awesomeness:
yqicqn.gif


I love how he closes his fist slowly, but then the intensity just ramps up, making chris fly into a fucking rage punch.
http://youtu.be/NfQ9xGaKFiI

RE6's animations might be better technically, but I feel RE5 trumps it on presentation.

Just make a Captain Falcon skin for Chris and there it is the F-Zero action game we've always wanted.
 

Nemmy

Member
You don't have to have implement the old prerendered backgrounds and tank controls to make a great RE game. RE4 and many parts of RE5 proved that.

So what is an RE game (for you at least)? I see the phrase "good game on its own but a bad RE game" show up constantly in threads on REs 4+, but I honestly don't know what it's supposed to mean. I got the impression it's 0-CV for at least some people, which I just can't agree with.

And why is RE4 a great RE and RE6 a bad RE?
 
All these gifs make me want current gen HD remasters of RE5 and 6 (I played on 360).

Too bad, huh?

tumblr_n6fz2tUHmA1s4ygmbo7_250.gif

Well not saying I hated Sheva (or RE5, it's still a good game) or anything haha

I had a lot of preconceived notions of what RE5 would be in 2007, and so did a lot of people excited for it who played RE4. The final game simply did not match up to those overinflated ideals. Especially after RE4.

And whether that's ours or Capcoms fault I dunno lol
 

Lernaean

Banned
You don't have to have implement the old prerendered backgrounds and tank controls to make a great RE game. RE4 and many parts of RE5 proved that.

In fact RE5 feels and plays like a reskinned RE4, and for that alone, for not having an identity of its own i mean, is part of the weaker entries of the series (without that meaning i find any entry bad, i love all mainline RE).
At least RE6 tries to evolve the series.
No RE will ever be as good as a Mikami RE, and that's final, but from the rest if them, RE6 is a very strong entry and features some of the most sophisticated gameplay mechanics in the series and beyond.
Anyone who says RE6 is bad has never, ever tried playing it as intended, which isn't point and shoot.
 

-Cwalat-

Member
So what is an RE game (for you at least)? I see the phrase "good game on its own but a bad RE game" show up constantly in threads on REs 4+, but I honestly don't know what it's supposed to mean. I got the impression it's 0-CV for at least some people, which I just can't agree with.

And why is RE4 a great RE and RE6 a bad RE?

Good level design sets RE4 apart from RE6 along with more true gut wrenching horror elements. I can't honestly say that i've seen a more lazy implementation of QTE in a game than RE6, compared to RE4 which had some of the most memorable moments in QTE ever put in to a game. RE6 was just flawed because alot of wrong design decisions and really god awful action sequences.

If you're asking me why RE4 was great and why RE6 wasn't, you've completely missed the tone of the entire franchise leading up to RE5.
 

Ralemont

not me
Tank controls in the sense of the older iterations, i would consider the controls of RE4 and 5 as limiting but far away from tank controls.

In some sense this is just semantics, but it's only a different camera that separates them in terms of movement. Forward moves your char forward, right and left turn them in place, back makes them back up while facing forward. The same controls, but feels different because the RE4/5 camera tails you when you turn. RE6 is different in that if you hold back your character will actually turn and run back, so it's a different control scheme.
 

-Cwalat-

Member
In fact RE5 feels and plays like a reskinned RE4, and for that alone, for not having an identity of its own i mean, is part of the weaker entries of the series (without that meaning i find any entry bad, i love all mainline RE).
At least RE6 tries to evolve the series.
No RE will ever be as good as a Mikami RE, and that's final, but from the rest if them, RE6 is a very strong entry and features some of the most sophisticated gameplay mechanics in the series and beyond.
Anyone who says RE6 is bad has never, ever tried playing it as intended, which isn't point and shoot.

I think to large parts, what made RE5 such a good game is precisely the fact that it was so similar to RE4 in mechanics. I thoroughly enjoyed RE5. Wasn't as horror focused as RE4 was in many parts, but hey, it wasn't necessarily a bad attempt at experimenting with new story ideas. Some of the greatest fighting choreography i've ever seen in a game. Too many action sequences for my taste, but hey that's what i hoped RE6 would ditch. Precisely the reason i disliked it so much is because it didn't do that, instead capcom brought us the definition of Michael Bay styled videogame.
 

-Cwalat-

Member
In some sense this is just semantics, but it's only a different camera that separates them in terms of movement. Forward moves your char forward, right and left turn them in place, back makes them back up while facing forward. The same controls, but feels different because the RE4/5 camera tails you when you turn. RE6 is different in that if you hold back your character will actually turn and run back, so it's a different control scheme.

Exactly, that set RE6 apart from RE4 and 5.

I didn't really have that much problem with the controls in RE6, thought they were more freeing than anything. That was a good decision from Capcom. There was still many parts of the game controls that were iffy, for example not being able to connect with the NPCs correctly when doing some moves. Maybe that was just connections issues when playing coop.
 

Nemmy

Member
Good level design sets RE4 apart from RE6 along with more true gut wrenching horror elements. I can't honestly say that i've seen a more lazy implementation of QTE in a game than RE6, compared to RE4 which had some of the most memorable moments in QTE ever put in to a game. RE6 was just flawed because alot of wrong design decisions and really god awful action sequences.

I actually agree with most of this. I found some moments in RE6 to be on par with RE4 as far as tension goes though, and miles ahead of anything in RE5. Rasklapanjes spring to mind.
Yes, RE6 is flawed and of inconsistent quality, I never denied that. But general qualitative difference between 4 and 6 is not what I'm asking here.

If you're asking me why RE4 was great and why RE6 wasn't, you've completely missed the tone of the entire franchise leading up to RE5.

Again, what's this tone of the entire franchise?
Loneliness and claustrophobia of RE1? RE2's "everymen vs mutants" theme? A Tyrant with a rocket launcher in RE3? Leon dodging lasers and suplexing monks? Or rock punching Chris atop a volcano?
The way I see it, RE was evolving towards action right from its first sequel. And I'm not even counting the spinoffs here. So what's the common denominator I'm missing?
 

Ralemont

not me
Exactly, that set RE6 apart from RE4 and 5.

I didn't really have that much problem with the controls in RE6, thought they were more freeing than anything. That was a good decision from Capcom. There was still many parts of the game controls that were iffy, for example not being able to connect with the NPCs correctly when doing some moves. Maybe that was just connections issues when playing coop.

I agree. Once they changed the camera to always tail you, tank controls no longer made sense. RE6 is a welcome change in that regard.

Again, what's this tone of the entire franchise?
Loneliness and claustrophobia of RE1? RE2's "everymen vs mutants" theme? A Tyrant with a rocket launcher in RE3? Leon dodging lasers and suplexing monks? Or rock punching Chris atop a volcano?
The way I see it, RE was evolving towards action right from its first sequel. And I'm not even counting the spinoffs here. So what's the common denominator I'm missing?

One thing I will say that playing REmaster reminded me of is how quiet the older REs were. You can go several rooms at a time with nothing happening, there's little music, more puzzles, etc. I don't think it's as cut and dry comparing RE4 and RE6 in this case, but there's certainly a difference between REmake and RE6 in this regard.
 

-Cwalat-

Member
RE4 and RE5 use tank controls though.

Like literally.

Thought they were okay. Compared to other high octane 3rd person shooters yeah, but not compared to previous games in the series. Or atleast they didn't feel like that having the camera over the shoulder.
 

Ralemont

not me
Thought they were okay. Compared to other high octane 3rd person shooters yeah, but not compared to previous games in the series. Or atleast they didn't feel like that having the camera over the shoulder.

When people say tank controls they don't mean they are sluggish or bad, it's just describing a specific sort of control scheme. Namely that right and left turn your character instead of moving them in that direction, and backing up still has your character facing forward. That's why I said Resident Evil has tank controls until RE6. The button inputs themselves didn't change how they moved your character until then.
 

-Cwalat-

Member
I actually agree with most of this. I found some moments in RE6 to be on par with RE4 as far as tension goes though, and miles ahead of anything in RE5. Rasklapanjes spring to mind.
Yes, RE6 is flawed and of inconsistent quality, I never denied that. But general qualitative difference between 4 and 6 is not what I'm asking here.



Again, what's this tone of the entire franchise?
Loneliness and claustrophobia of RE1? RE2's "everymen vs mutants" theme? A Tyrant with a rocket launcher in RE3? Leon dodging lasers and suplexing monks? Or rock punching Chris atop a volcano?
The way I see it, RE was evolving towards action right from its first sequel. And I'm not even counting the spinoffs here. So what's the common denominator I'm missing?

RE6 took it to another level. Completely overshadowed the horror aspect of the game, whereas the previous games kept it nuanced. I'd argue some previous games didn't nuance it that well, RE5 for example.

But i won't argue with the fact that it evolved in to more action oriented style. You are completely right there. RE6 just implemented it too much and horribly.
 

-Cwalat-

Member
When people say tank controls they don't mean they are sluggish or bad, it's just describing a specific sort of control scheme. Namely that right and left turn your character instead of moving them in that direction, and backing up still has your character facing forward. That's why I said Resident Evil has tank controls until RE6. The button inputs themselves didn't change how they moved your character until then.

Well, in that sense, you're completely right. Although they did add strafe to RE5. They were headed the right way.
 
why are you trying to justify this to me as if i run capcom
i'm just saying strictly from a sales perspective it's pretty obvious why they went from survival horror to third person action.
edit:although i swear i remember reading somewhere on here that a big reason why that shift happened is because RE:0 flopped and RE4 kept on exploding though rather than REmake being any kind of a sales failure so hmm


most of the game is bad given that most of the insanely massive campaign is genuinely astonishingly terrible or marred by extreme lows in general
the core gameplay system is good but the only modes you can really go nuts with it are mercenaries and onslaught

Not trying to justify it to you in that fashion. Just that I see the action >>>>>>>>>>classic sales comparisons made time and time again that often don't take into account the steps that Capcom took in getting those games out there and known, as well as the collateral marketing from the successful RE films.

Was Onslaught on disc content or added later? I don't remember it unfortunately. Similar to what Rev2's Raid mode is?
We had a intersting analysis in the Capcom 5 thread a few weeks ago. RE was really on the decline sales wise on both PS2 and GC until the movies and RE4 pushed the action change.

Wasn't the consensus throughout the media and a lot of players at the time that the series was stagnating? It did need a change, no argument there. Just expanding the scope on how RE5 came to be such a massive leap in sales in comparison to its predecessors.
 

Curufinwe

Member
Better than Resi 4, and I fart on anyone who disagrees.

It's like a humungous action film with an infinite budget, multiple main characters and countless insane set pieces. The hate it gets baffles me.

Shooting enemies is not nearly as fun as it is in RE4.
 
Just played some of this in coop tonight and still think its one of the best cooperative action shooters around. The basic action is just so fun to come back to time and again, especially on PC where the high framerate just makes it feel so damn good.

All the systems, the melee, the counters, the headshot setups, the dodging, everything just makes it such a fun game to fight in. So many people missed out on this game due to awful reviews that played it like gears of war.

And yes the amount and quality of animations is top notch. The sheer variety in this game is nuts, it has more enemy variety in one campaign than other games have in total. I don't think there has ever been an enemy with the battleground-changing dynamics as the J'avo and how they can mutate into so many forms based on how you attack them, or turn into a chrysalis and become an even tougher BOW. All with unique counter animations and kills.

As for the 'its not survival horror' complaints, I kind of don't care about that since Resident Evil hasn't been survival horror for over a decade now.
 

Seyavesh

Member
Not trying to justify it to you in that fashion. Just that I see the action >>>>>>>>>>classic sales comparisons made time and time again that often don't take into account the steps that Capcom took in getting those games out there and known, as well as the collateral marketing from the successful RE films.

Was Onslaught on disc content or added later? I don't remember it unfortunately. Similar to what Rev2's Raid mode is?
that's fair, but i just see that as a given when making the comparison regardless

also onslaught was added later. it's a vs. mode deal that is best summarized as "battle tetris except with RE6"
watch some footage to see what it's all about 'cuz it's seriously pretty neat

meanwhile:
CrMIhQM.gif

hBFZQnU.gif

IaDC7n0.gif
 
I loved re5

Could not finish re6

I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.

I know this game has a defense force but the game is basura
 

Fezan

Member
I loved re5

Could not finish re6

I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.

I know this game has a defense force but the game is basura

I had the same issue as you. then i came to know that you have to use malee as much as guns to get the right balance specially in leon campaign
 
I loved re5

Could not finish re6

I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.

I know this game has a defense force but the game is basura

Handguns are the best though :D Anyway that should be enough as the final boss you only need to kill random zombies to use their bodies to damage him, that's why they keep spawning in.
 

Jac_Solar

Member
It's pretty cool, but it's more or less just fancy QTE - a single button will activate different animations depending on the context. It's more like a rhythm game in the sense that you need to time a single button press for a variety of different animations.
 
I loved re5

Could not finish re6

I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.

I know this game has a defense force but the game is basura

All I got from this is that you played RE5 as a shooter as well.

*shudder*
 

jowell24

Member
The kind of effort put into RE6 with the animations and contextual actions is one of the main reasons I enjoy playing Assassin's Creed Unity so much.

A lot of people won't really notice or appreciate these things as much unless they know how to activate those particular animations or what context is required
 

Seyavesh

Member
I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.
bullets? who said you need bullets?
QD400mq.gif


but really, that's not too strange given that pretty much all but chris's final boss are designed exceptionally poorly
 
Alright, made a few changes in the options (increased fov, moved the camera as close as possible to the character while aiming) and the gameplay feels a bit tighter now. Specifically I seem to be lining up with melee attacks more easily now. Being able to elbow enemies behind me had been helpful as has dodging more in general. Been using the stagger -> follow up quite a bit.

Still not good with sliding and all the stuff you can do on the ground, but I guess practicing in mercenaries will help that.

Just passed Leon's chapter 3. I think that the
shark fight and plane segment
are going to be memorable.

I don't really mind the QTEs so much, but the ones where they make you mash a button like it's a MGS torture sequence are pretty annoying.

Also, someone at Capcom loves turning cranks.
 
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