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Updated Resident Evil Franchise sales (RE7 at 200K of 2M fisc year goal 3 months in)

Neiteio

Member
How I played RE6:

I once got hit by something and fell backwards and slid down a mountain for two minutes without being able to move and then turned the game off.
That's one bullshit sequence in Jake's campaign they've since fixed.

When it comes to getting knocked down in general, many people don't know you can tap the action button to instantly spring back to your feet.

Capcom's fault for not explaining this stuff, but it's there.

Also, I'll move this to the new page since I took the time to henpeck it on my phone:

RE6 is seriously so good when you master its combat and mobility mechanics and learn how to deploy them against the game's massive bestiary of ever-transforming monsters.

I'm talking situational techniques like sliding under horizontal attacks and dive-rolling sideways past vertical attacks, leaping backwards from an enemy's lunging grab while returning fire, sliding past them to drop mines you detonate once you roll back to your feet or spinning around mid-slide to shoot from below, or stunning enemies for melee with quick-shots, breaking enemy ranks with slide-kicks and shoulder-checks and running jump-kicks, or outright obliterating them with perfectly timed high-risk/high-reward counters, all of which look and feel amazing.

The monsters transform based on the way you attack them, itself adding a layer of strategy, and each enemy has multiple mutations for each limb, head, upper torso and lower torso, and they stack. Each mutation has its own unique way of dealing with it, and the escalation of so many enemy types and so many permutations swarming you requires that you fully utilize your moveset with skill for the most efficient and stylish results.

It's multiplicative gameplay in that respect, and frankly more Platinum in its tightly-controlling over-the-top action than Platinum's very own Vanquish.

I love all forms of RE, and feel they're all valid. I'd like to see them all continue, with RE6's gameplay perhaps living on in Revelations 3.
 

RootCause

Member
Revs should stick to what it's doing, and continue differentiating itself from other resi. The action RE could continue in another form, a new series, or a numbered one. It wouldn't really matter since they would all be considered canon.
 

Neiteio

Member
Revs should stick to what it's doing, and continue differentiating itself from other resi. The action RE could continue in another form, a new series, or a numbered one. It wouldn't really matter since they would all be considered canon.
I think action RE could work in Rev. It'd mainly be a matter of having access to RE6's combat/mobility mechanics for fights/setpieces, with some slower-paced exploration and backtracking in between.
 

RootCause

Member
I think action RE could work in Rev. It'd mainly be a matter of having access to RE6's combat/mobility mechanics for fights/setpieces, with some slower-paced exploration and backtracking in between.
But that wouldn't solve the problem. Replacing the only horror focused series, with action would leave us with no horror based RE.

Numbered ones for action, and Revs for horror focused. With some unique spinoff here, and there. Like RE7(fp), and hopefully REmake 2(classic style)
 

Neiteio

Member
But that wouldn't solve the problem. Replacing the only horror focused series, with action would leave us with no horror based RE.

Numbered ones for action, and Revs for horror focused. With some unique spinoff here, and there. Like RE7(fp), and hopefully REmake 2(classic style)
What I was suggesting is, the mainline numbered games should continue exploring the horror style of REVII, while Revelations maintains its pacing and tone but simply expands the combat/mobility for parity with RE6.
 
What I was suggesting is, the mainline numbered games should continue exploring the horror style of REVII, while Revelations maintains its pacing and tone but simply expands the combat/mobility for parity with RE6.

Have to disagree,
Mainline needs to be the big games with action and a budget, games like 7 should be alts or in the Revelations slot.

Revelations 2 should have been RE7 honestly.
 
RE6 is seriously so good when you master its combat and mobility mechanics and learn how to deploy them against the game's massive bestiary of ever-transforming monsters.

I'm talking situational techniques like sliding under horizontal attacks and dive-rolling sideways past vertical attacks, leaping backwards from an enemy's lunging grab while returning fire, sliding past them to drop mines you detonate once you roll back to your feet or spinning around mid-slide to shoot from below, or stunning enemies for melee with quick-shots, breaking enemy ranks with slide-kicks and shoulder-checks and running jump-kicks, or outright obliterating them with perfectly timed high-risk/high-reward counters, all of which look and feel amazing.

The monsters transform based on the way you attack them, itself adding a layer of strategy, and each enemy has multiple mutations for each limb, head, upper torso and lower torso, and they stack. Each mutation has its own unique way of dealing with it, and the escalation of so many enemy types and so many permutations swarming you requires that you fully utilize your moveset with skill for the most efficient and stylish results.

THIS IS LOVE


Don't be silly, nobody used the cover mechanic, it was fucking terrible.

Really not sure what they were thinking when they put that abortion of a cover mechanic in the game.

I find it kinda funny that you tried it enough to find it terrible.
LOL - I probably only used it in jake's campaign but quickly rolled slide side ways to pop shoot enemies.
 

Riposte

Member
Cover mechanic shines in one or two moments (within the entire campaign). One of those moments was the elevator ambush sequence in Chris 1: someone tosses out a flash grenade from cover and the both of you go HAM. When it comes to practicality, you are not really using it much more than you did in RE4 or RE5 (RE5 had scarier firearm users to begin with, rockets aside).

RE6 fans are inches away from Trump supporters in their rhetoric in how they treat the traditional series fans.

"We WON in sales! We're the majority! Suck it you guys who liked Resident Evil when it was, you know, Resident Evil; yes critics hated it, yes, it's dumb, we KNOW that but we LOVE it, we WON, Capcom, return to action make Resident Evil great again!"

lol you post the worst takes.

INCHES away from TRUMP

shoot them twice in the arm and grab them by the pussy to do a cool suplex


EDIT: RE6 fans are so mean, gosh
RE6 fans are un-fucking-bearable, way to shit up a thread right from the first post. You know what other game failed to meet Capcom's sales expectations? RE6. But unlike RE7, that game was critically panned.
I wanna buy you a beer.
All I want is for Capcom to just copy and paste RE6 mechanics to Dead Rising so those "Look at that AWESOME zombie punch bro" guys can go elsewhere.
Preach. Fuck RE6. Stockholm syndrome by a few won't change the fact that it's a disgrace.
So Trump-like.
 
Vanquish is on another level compared to RE6 for me, 6 doesn't even come close the greatness that Vanquish was.
I found Vanquish pretty disappointing after RE6, TBH. The game is decent, but nothing to write home about compared to Max Payne 3 and Resident Evil 6. The movement and shooting are stiff and spongy.

It's like turning Super Mario into a character action game. Yes, it might play from God itself, but at that point is it really Super Mario?
Mario 64 removed "platforming", which was a series staple, and replaced it with objective-driven gameplay in an open world. So yes. Mario is whatever Nintendo want it to be. Or, you know, it's like turning the Syndicate series into a Starbreeze FPS with amazingly tight combat. A perfectly valid decision and a darn good, if flawed, game.

It's actually the old-school fans who keep pissing in the pond. Most people who like the action focused series have no real problem with the horror games, and probably even like them as much as they do action. But it's the old guard who keeps blabbering about the generic action and dudebro shooter stuff the series has evolved to. The games still have a very unique identity and mechanics, much like Resident Evil 1 was different from Alone in the Dark despite clear similarities.
This. The negativity has always been one-sided, and it started with RE4, the game that made some people jump on the "RE is dead to me now" nonsense train.

How I played RE6:

I once got hit by something and fell backwards and slid down a mountain for two minutes without being able to move and then turned the game off.
And this is the game's fault... how exactly?

Don't be silly, nobody used the cover mechanic, it was fucking terrible.
It's a beautifully designed, extremely cohesive mechanic that slots neatly into the "aim to slide/dodge/stay on ground/take cover/etc" moveset.

QPSAuL9.gif


It regenerates stamina, protects you from projectile enemies, and shooting around corners is really well executed because your character automatically switches weapon hands. The sliding into cover mechanic is a great example of how much control the player has over their character. There is no "cover" button, yet the player never ends up taking cover when they don't want to. It's useful for some players. RE6 is great in that it has "redundant" mechanics that some players will find extremely useful depending on their playstyle.
 

RootCause

Member
This. The negativity has always been one-sided, and
An odd(and not accurate) claim considering the hate RE7 is getting in this thread. Heck, we have people saying that it's killing the series, and saying "this isn't resident evil". And you can't say those are the classic fans, because most of them liked RE7 direction.
To claim one fanbase is correct , or a "victim" is truly asinine. There is no right/wrong Resident Evil.
 
I found Vanquish pretty disappointing after RE6, TBH. The game is decent, but nothing to write home about compared to Max Payne 3 and Resident Evil 6. The movement and shooting are stiff and spongy.

You think the movement was stiff? That's honestly surprising - you don't have quite the degree of control you have over your character in Resident Evil 6 but there's not really anything aside from that game that's as fluid as Vanquish. (I do think that Vanquish's shooting is kind of limp-feeling, but I think the weapon variety, movement mechanics, and enemy design make up for it.)
 
You think the movement was stiff? That's honestly surprising - you don't have quite the degree of control you have over your character in Resident Evil 6 but there's not really anything aside from that game that's as fluid as Vanquish. (I do think that Vanquish's shooting is kind of limp-feeling, but I think the weapon variety, movement mechanics, and enemy design make up for it.)
If I had to describe how Vanquish feels "off" to me, I'd say that it feels like Binary Domain. It handles like Binary Domain. The shooting feels like Binary Domain in terms of floatiness and the way damage is handled.

I certainly don't think Vanquish is a bad game or anything, and I definitely see why it has a cult niche, but the (likely intentional) design choices it made don't sit right with me. This is something of a personal thing. "Floaty" is how I'd describe the game, in a word.

Didn't need to use it a lot to know it was a bad game mechanic.
How is it a "bad" game mechanic? What is wrong with its design and implementation within the game's movement and combat sytems?
 

dlauv

Member
If I had to describe how Vanquish feels "off" to me, I'd say that it feels like Binary Domain. It handles like Binary Domain. The shooting feels like Binary Domain in terms of floatiness and the way damage is handled.

Weird! I'd call RE6 and Vanquish somewhat weightless (RE6 more-so), but Binary Domain is very crunchy and satisfying in terms of shooting and enemy feedback. You like Max Payne 3 and you came to this conclusion. Kind of weird. Do you mean the aiming itself? Both RE6 and Max Payne 3 have some nice motion blur and pretty smooth control stick acceleration.

Binary Domain would easily be in my top 3 TPS games, alongside RE4 and some other Undecided.

I had to hop back on 6 after reading through this thread, my god everytime I get back into it the pure production values alone just blow me away.

I'll say.

 
I had to hop back on 6 after reading through this thread, my god everytime I get back into it the pure production values alone just blow me away.
5 looks better at times but 6 really tries to avoid the dirty/muddy look 5 went with.
 
Weird! I'd call RE6 and Vanquish somewhat weightless (RE6 more-so), but Binary Domain is very crunchy and satisfying in terms of shooting and enemy feedback.
To some degree, Binary Domain has a similar problem in my mind to Call of Duty: Black Ops 3, in that decent hit reactions can't save the fundamentally stodgy nature of shooting waves of robots followed by more waves of robots. Something about the shooting itself in Binary Domain feels off to me. Maybe it is the fact that this endless mass of robots just soak up bullets. And unlike RE6, you can't lay waste to them with slick hand to hand combat. You hunker down behind cover and shoot away until they're all dead. I find that Binary Domain simply isn't that fun to play. The game is redeemed, for me, by its sharp writing. I consider it a good game for that reason. Similar to how Half-Life 2 has pretty awful combat with dead fish hit reactions but the journey is great.

You like Max Payne 3 and you came to this conclusion.
I feel Max Payne 3 is almost perfect -- perhaps the greatest TPS game ever created -- except Max has no ground mobility. Ground mobility is an action movie staple. We all love the hero rolling out of the way of tank, or rolling out of cover and shooting the bad guy with a rusty pistol from a zillion metres. In MP3, you dodge sideways, and then lay there like a fish. You can't shimmy backwards. You can't roll sideways. It's very restrictive and having that kind of control over your character while on the ground is a great boon in RE6. I would love a game like RE6 with the fluid animation of Max Payne 3, courtesy of Euphoria. Or a game like Max Payne 3 with RE6's ground mobility.

But please, don't think I'm knocking Binary Domain. It's a good game that sold tragically poorly. I'm simply not a fan of how its combat was executed.
 
5 looks better at times but 6 really tries to avoid the dirty/muddy look 5 went with.
I think Capcom were hitting the limitations of what the PS3/360 could achieve, and this hobbled them. They went with a deferred lighting system, and this allowed for incredibly complex scene lighting compared to RE5, but it came at the cost of less RAM available for other stuff. Yet, at the same time, RE6's individual levels are MASSIVE compared to RE5. They kept pushing harder and harder, and something had to give. And that something was texture quality. RE5 has pretty bad textures in places, but it never had such glaring mixtures of high and low quality assets in the same scene. China is especially inconsistent, and at some points you're essentially walking up to background assets that they somehow ended up using for nearby buildings.

0yHvWPi.png


RE5 has its share of issues, but it's not as glaring. It kinda blends into the background.

OmVNMzS.png


The trash on the ground is incredibly low resolution. It sticks out like a sore thumb.

Revelations 2 found a much better balance of asset quality. It's a visual downgrade from RE6 overall, but it's more consistent. The much smaller levels and less asset variety are part of that.

QTm3HT5.png
 

RootCause

Member
Just imagine a tv series that followed the games from pre-Zero through CV, would be amazing.
Yup, it would be awesome to see them interact with one another, and going about their daily lives(murder investigations) as it leads to the first incident.

Does Sony have the rights for movies/tv? Would be sweet if the recent funimation leads to a Resident Evil anime series. I would prefer cgi, but I think that's more expensive. It's been a treat to see the progress made in each film.

I'd love to play a game that looks like the cgi film, but that will probably take another gen, and plenty of money.
 

Astral Dog

Member
I think action RE could work in Rev. It'd mainly be a matter of having access to RE6's combat/mobility mechanics for fights/setpieces, with some slower-paced exploration and backtracking in between.
I agree ReV 3 needs better combat but part of what REV2 so liked in the fanbase (at least as well as it is) was its focus on horror and streamlined campaign, a RE6 monster can't happen again unless its mainline and it would be more like 5.
 
Yup, it would be awesome to see them interact with one another, and going about their daily lives(murder investigations) as it leads to the first incident.

Does Sony have the rights for movies/tv? Would be sweet if the recent funimation leads to a Resident Evil anime series. I would prefer cgi, but I think that's more expensive. It's been a treat to see the progress made in each film.

I'd love to play a game that looks like the cgi film, but that will probably take another gen, and plenty of money.
They have mentioned a few times they have a tv series in development, not sure of the status but it was always talked about releasing after the final movie finished.

I think Capcom were hitting the limitations of what the PS3/360 could achieve, and this hobbled them. They went with a deferred lighting system, and this allowed for incredibly complex scene lighting compared to RE5, but it came at the cost of less RAM available for other stuff. Yet, at the same time, RE6's individual levels are MASSIVE compared to RE5. They kept pushing harder and harder, and something had to give. And that something was texture quality. RE5 has pretty bad textures in places, but it never had such glaring mixtures of high and low quality assets in the same scene. China is especially inconsistent, and at some points you're essentially walking up to background assets that they somehow ended up using for nearby buildings.

http://imgur.com/0yHvWPi.png
RE5 has its share of issues, but it's not as glaring. It kinda blends into the background.

http://imgur.com/OmVNMzS.png
The trash on the ground is incredibly low resolution. It sticks out like a sore thumb.

Revelations 2 found a much better balance of asset quality. It's a visual downgrade from RE6 overall, but it's more consistent. The much smaller levels and less asset variety are part of that.

http://imgur.com/QTm3HT5.png
Yup.

The lighting is so good though especially some of the late game stuff.
 
Enemies don't react well to damage in RE6 and the guns feel weak as a consequence.
How do they not react well? What is it that people want, and how was RE6 failing to deliver it? I mean, you shoot zombies and every shot has some kind of reaction. They jerk around like marionettes. There had to be some compromise because RE4's hit reactions were too exaggerated. You could stop an entire group of enemies dead in their tracks with a single shotgun blast.

Urey5Ij.gif


And you shoot a J'avo in the ass and their ass explodes into a giant moth or some shit. You shoot their leg a few times and their leg turns into a giant monster leg.

The only thing I can think of is that enemies don't receive damage during some canned animations. This is especially noticable during the opening chapter of Jake's campaign where you find a J'avo hammering into a BSAA soldier on the ground, and he can't be damaged until he finishes his animation.

Regardless, RE6 is very much a brawler that happens to feature guns. You can complete huge sections of the game without firing a single bullet. There's even some fancy knife fighting mechanics certain characters have access to.
 
Are you serious
Of course. How is it the game's fault that you got knocked down while climbing the slope? You can see the enemies coming from a mile off. (Possibly not on the PS3/360 versions, mind you, because those were pretty blurry.) The slope is slippery so you can slide back down it very quickly to return to the bottom area. Also, around halfway up the slope, some guys arrive on snowmobiles, which you can steal.

Sliding down the slope is preferable to trudging all the way down as you search for the lost memory sticks.
 
Of course. How is it the game's fault that you got knocked down while climbing the slope? You can see the enemies coming from a mile off. (Possibly not on the PS3/360 versions, mind you, because those were pretty blurry.) The slope is slippery so you can slide back down it very quickly to return to the bottom area. Also, around halfway up the slope, some guys arrive on snowmobiles, which you can steal.

Sliding down the slope is preferable to trudging all the way down as you search for the lost memory sticks.

It's been a while since I played, but I remember not being able to see shit in that dark blizzard and wondering how the fuck I got hit. I went sliding down that slope numerous times. It was awful.

edit: I just remembered that some of the enemies were snipers crouching down. That didn't help matters.
 

mokeyjoe

Member
New life with less sales? I do expect RE8 to sell better than RE7 though. A bit of fine tuning and it could be real good. Still think FPV sucks, it certaibly didn't make the game any "scarier" if that was the goal.

GotY for me in VR though.

Of the decade actually...

But with out that it felt 'meh'.
 
It's been a while since I played, but I remember not being able to see shit in that dark blizzard and wondering how the fuck I got hit. I went sliding down that slope numerous times. It was awful.
The blizzard ebbs and flows, and the icy path up the mountain is largely sheltered from it. The game gives you a sniper rifle. Once you clear the first group of enemies that come running down the mountain towards you, they literally deliver you a snowmobile so you can drive up the hill with total impunity.

I think Jake Chapter 2 has some issues. The blizzard was probably unnecessary. They should have placed a path along the inner curve that was free of ice. And the snipers on the slope was also probably unnecessary. And in the ice caves there's a problematic door opening QTE that the AI struggles with. That's honestly the bigger issue than taking 3 minutes to run up a 30 second long slope.
 
Of course. How is it the game's fault that you got knocked down while climbing the slope? You can see the enemies coming from a mile off. (Possibly not on the PS3/360 versions, mind you, because those were pretty blurry.) The slope is slippery so you can slide back down it very quickly to return to the bottom area. Also, around halfway up the slope, some guys arrive on snowmobiles, which you can steal.

Sliding down the slope is preferable to trudging all the way down as you search for the lost memory sticks.

Whether or not you think it's reasonable, you think it has literally nothing to do with the game?
 
Whether or not you think it's reasonable, you think it has literally nothing to do with the game?
It's more on the player. Here's an example. 30 minutes after this slope, there is a chase sequence where Ustanak chases the player through a series of doors, which the player seals behind them. On higher difficulties, this chase sequence is much more difficult.

With a dual analogue controller, you can spin both sticks to close the doors faster. You can also buy an upgrade that speeds up the door closing. However, the AI partner has a tendency to not follow the player fast enough, and gets killed by Ustanak.

What this means is that on Professional/No Hope difficulty, there is a chance the player will die over and over again THROUGH NO FAULT OF THEIR OWN. Mouse and keyboard can't spin both sticks, for example. And they have no control over Jake/Sherry following them fast enough. This is plain bad design. It should have been patched for PS4/XBO.

Similarly, in China, there is a section where Chris/Piers are running along the waterfront. The problem is that some of the fire seems to magically penetrate cover. The player gets hurt despite doing everything right. This is bad design.

The ice slope is different. The AI isn't shooting through walls, there's no broken QTE, and it's simply jog up a hill where some enemies have sniper rifles -- and what do you know? So does the player. The game makes a significant concession by providing the player with a snowmobile once they clear the first group of enemies. It's not the game's fault, per se, that some players keep getting knocked down and falling to the bottom. It gave them a sniper rifle. It sheltered them from the blizzard. And gave them a snowmobile. And most of the enemies have low caliber weapons with low knockdown chance. And the slope isn't even that long. It's not like a 15 minute section of the game where you have to redo the whole thing after a single mistake.
 
Bazillion lol. Better than 5, maybe. Name three that are better than 6. I can come up with one: Vanquish

Edit: I mean look at those kick ass gifs on this very page. 6's combat mechanics are freaking fantastic.

Shooters in general?

Vanquish, RE4, RE5, Gears of War, Gears of War 2, Gears of War 3, Gear of War 4, Dead Space, Dead Space 2, Dead Space 3, Doom, Doom 2, Doom 64, Doom '16, FEAR, Crysis, Crysis 2, Quake, Quake 2, Decent, System Shock, System Shock 2, Serious Sam, Serious Sam 2nd Encounter, Serious Sam 3, Wolfenstein The New Order, STALKER Shadows of Chernobyl, STALKER Call of Pryprat, Half Life, Half Life 2, Metro 2033, Metroid Last Light, Titanfall 2, Left 4 Dead, Left 4 Dead 2, Prey 2017, Far Cry 2, Far Cry 3, Far Cry 4, The Darkness, The Darkness 2, Superhot, Bulletstorm, Halo, Halo 2, Halo 3, Max Payne, Max Payne 2, Uncharted 2, The Last of Us, Splatoon, Splatoon 2, Syphon Filter, SOCOM, SOCOM 2, Hitman, Hitman 2, Hitman 2016, Splinter Cell, Splinter Cell Chaos Theory, Splinter Cell Blacklist, Metal Gear Solid, Metal Gear Solid 2, Metal Gear Solid 3, Metal Gear Solid 4, Metal Gear Solid 5.

That is a non-exhaustive list of shooters shooters (both TPS and FPS) I'd rather play than Resident Evil 6. Mercenaries doesn't exist in a vacuum, and the combat mechanics can't save the abysmally designed campaign.
 

Neff

Member
Don't be silly, nobody used the cover mechanic, it was fucking terrible.

Really not sure what they were thinking when they put that abortion of a cover mechanic in the game.

You mean the best cover system in existence which is actually useful?

Cover mechanic shines in one or two moments (within the entire campaign).

Planting a bomb in front of the shutter door where the fat chick gets killed ("I GOTTA SAVE PETER"), while taking cover behind one of the pillars, impervious to the gobs of acid thrown by the emerging crowd of zombies as they draw ever closer until you take the entire mob out with a single button press and you're rewarded with a fountain of body chunks and pickups... never gets old.

What this means is that on Professional/No Hope difficulty, there is a chance the player will die over and over again THROUGH NO FAULT OF THEIR OWN.

I must have played through RE6 20-30 times, and the only time I ever had this happen was when Sherry didn't follow me fast enough when hiding from Ustanak in the ice cave dumpsters. By and large the RE6 partner AI is light years ahead of Sheva's, although that's probably a result of Capcom making them indestructible for the most part.
 

Stiler

Member
Disappointing, imo it is the best RE game in many years.

As a fan of RE 1 and 2 it felt like a return to form.
 
Disappointing, imo it is the best RE game in many years.

As a fan of RE 1 and 2 it felt like a return to form.

It was return to form. Almost 4 million sales isn't bad for a survival horror. I don't see any other games in genre coming close to those numbers. Trying to turn RE into a blockbuster action game is what started shit show degradation in quality to begin with.
 

Eolz

Member
It was return to form. Almost 4 million sales isn't bad for a survival horror. I don't see any other games in genre coming close to those numbers. Trying to turn RE into a blockbuster action game is what started shit show degradation in quality to begin with.

You wouldn't see those sales if it was the same game but without the Resident Evil name.
 
System Shock, System Shock 2 ... Half Life, Half Life 2 ... Splinter Cell, Splinter Cell Chaos Theory ...
I can agree with some of the games in your list, but these are genuinely badly designed games in their respective genres. Splinter Cell 1-3 are a textbook example of how not to design TPS gun handling. Half-Life 2's hit responses are absolutely atrocious, and the AI falls into the "this isn't fun" trap. Granted, those games are redeemed by other aspects,
the combat mechanics can't save the abysmally designed campaign.
RE6's campaign(s) are for the most part quite well designed. They're varied, fun, and when you occasionally hit a poorly designed section, it generally lasts a few minutes at most. One of the things that gets ignored is how RE6's encounter design is actually very good. Unlike Mercenaries, the campaign(s) put you in positions where you're forced to use every tool at your disposal to stay alive. By taking a scattergun approach, RE6 displeases people who want the same gameplay on a loop for 20 hours, as we saw with RE4, but variety is the spice of life.

Basically RE6 pairs sublime gameplay with solid to passable level design adds some set pieces that are sometimes a bit janky but fortunately in a way that rarely becomes frustrating, and then tops the whole thing off with some very sincere and well executed storytelling. RE6 definitely wallows in melodrama, and it hides major plot points in documents many players never bothered reading, but the overlapping nature of the narrative is really well done. And it never gets repetitive. There's always something new being thrown at the player. And the skills you acquired playing the zombie half of the game are significantly flawed when playing the J'avo half. That's awesome. You have to adapt to a whole new way of playing, unlike a lot of TPS games where you play 30 minutes and you've seen everything the game has to offer. Heck, each new character has a unique HUD with a unique mobile phone GUI that has unique button sounds.

Additionally, Resident Evil 6 has style. Everything from the slick animations to the character outfits the incredibly moody and atmospheric lighting oozes style.

BQNMgr0.png


However, I do understand where you're coming from. The game isn't to your tastes. For example, Doom 2016 has really great combat. But the level design is terrible. The music is annoying. It's so painfully repetitive that I'd rather play pretty much anything else. It just doesn't gel with my taste in games. However, for my part I understand that the qualities I dislike are tolerable or even embraced by other people. Some people genuinely believe Doom 2016 is a great game. And I respect their position. Understand why they feel that way.

I must have played through RE6 20-30 times, and the only time I ever had this happen was when Sherry didn't follow me fast enough when hiding from Ustanak in the ice cave dumpsters. By and large the RE6 partner AI is light years ahead of Sheva's, although that's probably a result of Capcom making them indestructible for the most part.
The ice cave is the only spot the AI tends to bug out. Also, the AI wasn't balanced correctly for the plane sequence on No Hope, so sometimes the AI partner struggles to protect you.
 
How is it a "bad" game mechanic? What is wrong with its design and implementation within the game's movement and combat sytems?

It feels clunky to use, the controls in RE6 always felt a bit off, compared to 4 and 5 or other 3rd person shooters, the game has always been a bit rough around the edges. It's not the worst game of it's kind but it certainly lacks the polish of better games like Gears of War or Uncharted 4.

You mean the best cover system in existence which is actually useful?

No, I really don't.
 

Angel_DvA

Member
RE7 is a short dull game overall, everything that happened in the mansion was god like, especially in VR, everything else was super meh.
 
. Splinter Cell 1-3 are a textbook example of how not to design TPS gun handling.

Because they are not shooters, and I don't even understand why that person mentioned them. Gunhandling is shit on those games because you're not supposed to resort to them, unlike the later entries. I mean, the whole list was terrible since it listed so many games that are vastly different from Resident Evil. I get comparisons with Gears of War, Uncharted and Max Payne, but SOCOM? Hitman? System Shock? Splinter Cell? What the fuck.
 
Because they are not shooters, and I don't even understand why that person mentioned them. Gunhandling is shit on those games because you're not supposed to resort to them, unlike the later entries. I mean, the whole list was terrible since it listed so many games that are vastly different from Resident Evil. I get comparisons with Gears of War, Uncharted and Max Payne, but SOCOM? Hitman? System Shock? Splinter Cell? What the fuck.

Fair enough. Gears of War, Uncharted, Max Payne, Vanquish, and every other shooter I've played immediately compareable to RE6 is superior to it. Those others are all still better though.

List of immediately comparable games I think are worse than RE6:
- Operation Raccoon City

Although that's at least kind of fun in how trainwreck-y it is, so meh.

RE6's campaign(s) are for the most part quite well designed. They're varied, fun, and when you occasionally hit a poorly designed section, it generally lasts a few minutes at most. One of the things that gets ignored is how RE6's encounter design is actually very good. Unlike Mercenaries, the campaign(s) put you in positions where you're forced to use every tool at your disposal to stay alive. By taking a scattergun approach, RE6 displeases people who want the same gameplay on a loop for 20 hours, as we saw with RE4, but variety is the spice of life.

If this were the case, then "U DIDN'T LEARN THE CONTROLZ" wouldn't be an argument, because you would be forced to learn them to progress. The fact that so many people don't have much of a handle on the "tools at your disposal" is sufficient proof that you are never actually forced to use them.

In actuality it has mind-boggingly terrible level design that commonly discourages doing anything but Whack-A-Mole cover shooting, and often isn't very good at that.
 
Because they are not shooters, and I don't even understand why that person mentioned them. Gunhandling is shit on those games because you're not supposed to resort to them, unlike the later entries.
This is a bad argument, and it's used to excuse way too much bad game design. Early Splinter Cell games have massive flaws in their aiming system. Pandora Tomorrow half-fixed the problems by giving your pistol a laser sight, which served to emphasize how badly designed the default aiming system was.

In Splinter Cell: Blacklist, when you point you pistol at a light bulb, and squeeze the trigger, the bullet will break the light bulb. This is called good game design. In SC1/PT/Chaos Theory, and even Double Agent, trying to shoot out a light is an absolute crapshoot. Merely moving Sam's head slightly makes your shots go meters wide. Bear in mind that in canon, Sam Fisher is a crack shot an elite superspy.

Splinter Cell is one of those games that masked its design flaws behind an easily abused quick save system. Something as simple as sneaking up behind an enemy and interrogating them in early Splinter Cell usually involved save scumming because you had to position yourself so precisely behind them, and they tended to turn around at random. If Splinter Cell had featured 30 minute long levels with no quick saving, the fact Sam Fisher struggles to shoot out a light bulb from 3 meters away wouldn't be swept under the run the way it is.

If this were the case, then "U DIDN'T LEARN THE CONTROLZ" wouldn't be an argument, because you would be forced to learn them to progress.
No? A lot of people can blunder their way through a difficult game. There are people who completed FEAR, or Max Payne, without realising they could slow down time. Nobody would seriously argue that being able to slow down time wasn't an essential ability.

The fact that so many people don't have much of a handle on the "tools at your disposal" is sufficient proof that you are never actually forced to use them.
In a world where a tiny fraction of people play games on a difficulty higher than Easy, that doesn't prove anything.

In actuality it has mind-boggingly terrible level design that commonly discourages doing anything but Whack-A-Mole cover shooting, and often isn't very good at that.
Could you elaborate on what exactly makes the level design "mind bogglingly terrible"? For example, the graveyard. What is wrong with the design of the graveyard, the cathedral, and the catacombs beneath? Also, this is a game where you can literally dodge bullets. In what way does the level design "commonly discourage anything but whack-a-mole cover shooting"? And how does this differ from, say, Max Payne 3?
 

Everdred

Member
Having recently done a Resident Evil marathon of:

Resident Evil 7
Resident Evil: HD Remaster
Resident Evil Zero: HD Remaster
Resident Evil 4
Resident Evil 5
Resident Evil 6
Resident Evil: Revelations 2

7 is my absolute favorite by a long shot. Some of the older games were hard to even stick with. I've also played 2 and Code Veronica.
 
No? A lot of people can blunder their way through a difficult game. There are people who completed FEAR, or Max Payne, without realising they could slow down time. Nobody would seriously argue that being able to slow down time wasn't an essential ability.

I agree, neither of those games force you to use slow-mo.

So if I were explaining why FEAR is such a good game, "Forced to use slow motion" would not be a reason, as it is entirely feasible to beat the game without it.

In a world where a tiny fraction of people play games on a difficulty higher than Easy, that doesn't prove anything.

I played through Resident Evil 6 on Professional (which if I recall was the highest difficulty at launch) and never once felt compelled to do anything more than popamole cover shooting.

Could you elaborate on what exactly makes the level design "mind bogglingly terrible"? For example, the graveyard. What is wrong with the design of the graveyard, the cathedral, and the catacombs beneath? Also, this is a game where you can literally dodge bullets. In what way does the level design "commonly discourage anything but whack-a-mole cover shooting"? And how does this differ from, say, Max Payne 3?

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lookatallthisroom

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Oh my, look at those moles.

To the game's credit, it does have some more open hubs (which you mentioned), but the bulk of it is spent in cramped corridors. And even many of those hubs do everything that can to make you not enjoy yourself, as so accurately summed up in this post:

Terrible level design with boring enemy encounters stretched over the course of roughly 35 hours... that sums it up for me. Capcom obviously spread things thin with 4 campaigns and you never get the sense of having a tight, focused game like you always did with RE4. The layouts are boring, but the quality of the assets is also sub-par... there are Gamecube level textures and objects all over the place. It's just not a world that you will even have a remote interest in exploring, and it was often so dull and repetitive that I just wanted to stop playing. Most people agree that RE5 was a step down from RE4 in this regard... RE6 plunges off a cliff in comparison to RE4.

There are moments where the game will dare you to stop playing by being so shitty. The game will have you wander around a mountain in a snowstorm looking for keys, with icy slopes that will cause you to slide all the way down if you break your run even once. It often looks like this:


Imagine running blindly through a large, uninteresting expanse to fetch quest for a few small keys. It takes maybe over 20 minutes to do this and not a single one of them is even remotely fun. Then, to cap it off, the game incompetently rips off MW2 and has you drive an awkwardly controlling snowmobile down a mountain. The game is generally a collection of horeshit ripoffs from other titles bound together by utterly weak game design and constant QTE sequences.

The way the campaigns overlap is also pretty tedious and ineffective. For instance, in Chris' campaign you fight a chopper from a rooftop. It's not a great fight, but it's passable. Then, on Jake's campaign, you'll fight that same chopper... from the fucking street. You can barely see it half the time, since it's flying behind the buildings that tower over you, so you generally have to sit around waiting for it to come into view. The chopper doesn't attack you, so you don't even have the urgency of taking out a boss that fights back. You spend the fight shooting normal enemies on the ground- the same ones you've been fighting for at least one and a half campaigns at that point- while waiting for the chopper to come into view, which looks like this:
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Bestill my beating heart, the action is too exciting.

Most people who praise the game do so on the basis of its combat, and that's really all that you can praise. The game has a slick, showy control scheme that allows you to flip around, slide, pull off flashy wrestling moves, and generally do a bunch of over the top action stuff. It's moderately fun to use when you get the hang of it... but the game designed around it sucks shit, so it's your call about whether you want to play a bad game for the sake of a good control scheme.
 
It feels clunky to use, the controls in RE6 always felt a bit off, compared to 4 and 5 or other 3rd person shooters, the game has always been a bit rough around the edges. It's not the worst game of it's kind but it certainly lacks the polish of better games like Gears of War or Uncharted 4.
But Uncharted 4 doesn't let you do the kind of things RE6 does. You can't slide along the ground in Uncharted 4. The developers didn't take sliding along the ground and turn it into a code mechanic. Resident Evil 6 isn't a "third person shooter", per se. It's a third person character action game. It has guns, sure. It has a cover system, sure. But the cover system is an extension of the sliding system. Which ties into the fact that when you have your gun lowered, and when you have your gun raised, your movement set is completely different.

RE6's cover system is designed differently to its contemporaries, but it works extremely well within the context of the kind of game RE6 actually is. Half the reason the cover system exists is so you can slide along the ground, slide into cover, and then regenerate stamina for more hand-to-hand combat. But you can also take pot shots while you wait.

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RE6's general combat system is a bit like Dragon's Dogma, but with firearms. If you made RE6 as mechanically slick as Uncharted 4, it would arguably involve removing the stuff that makes RE6 special.

1: When you're on the mountain, the blizzard ebbs and flows. Some parts of the mountain are completely clear. Especially the icy slope that takes less than a minute to walk up that some people find such a chore. The complaints about Jake's Chapter 2 are so bizarre because tiny issues get magnified into these supposedly glaring flaws.

2: During the Jake helicopter fight, you can of course anticipate where the helicopter will drop off J'avo, climb the rope, and shoot the pilot in the face, ending the boss fight. In fairness, not that many people know this. But it is possible.

3: A lot of Max Payne 3 takes place in corridors, too. Doesn't make the game's level design poorly designed. The Evil Within is the same. Huge sections of TEW take place in linear corridors -- TEW's version of the catacombs is a good example. Corridor sections are not inherently bad. Turning everything into an arena blatantly designed for combat is how you get stuff like Doom 2016.

What would RE6 need to do to "fix" its level design? I certainly think more working doors would have been good, for example. But some of RE6's detractors seem to basically want to turn the game into an arena brawler/shooter, which would suck
 

Sadist

Member
The so-so environments really pop out during the Chris and Piers campaign. I really had to struggle to finish that part of the game. The worst offender was the chase scene... I'm still baffled that got greenlit.

Leon's campaign, as far as looks go, is mostly allright. But maybe thats because I became nostalgic for Raccoon City during that particular playthrough.
 
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