Reviews by WormMania
What a mixed bag...WormMania | April 24, 2013 | Review of Resident Evil 6
Mixed bag. That seems to be the rule when you are playing Resident Evil 6. The amazing and the ridiculous take turns during the game, and sometimes they even appear simultaneously. It's just a matter of wether the latter manages to ruin your experience or not.
Gameplay - The limited controls that have been there for the whole series are gone. Their place is taken by more agile mechanics, with small good details such as being able to dodge and roll out of the way while aiming. New melee moves have been added as well, and they blend well enough with the rest of the combat, although some will find them a tad overpowered. The cover system is tricky at first, and merely serviceable once you understand it (you'll barely use it anyway). All of these are good additions, but they share the gameplay aspect with a ridiculous amount of QTE's and similars, and the option to ignore QTE's in the menu only works in some of them. The other black sheeps in the gameplay are the horrid menu systems and the way of managing the traditional healing herbs. You get used to them eventually, though. Gameplay wise, this one feels the less Resident Evil-ish of the main series, and considering the change of focus, genre and time of the series, the change is probably for the best, even if its execution isn't precisely great.
Graphics - You'll find good-looking models of good-looking people standing in front of ridiculously blurry textures a lot. That tells the story of the whole visual aspect in a nutshell: either it's been paid attention and looks good, or it looks like something they came up with at the last minute. Some of the lightning and visual effects are pretty decent, though, but don't expect to be blown away by anything in the visuals.
Coop Aspect - Capcom fixed many of the issues people had when playing RE5 online in coop. Instead of sharing the same objects and weapons, each player will handle their own items. Enemies and boxes will drop a different object for each player, and both players can pick the same weapons. This allows players to focus on the fun part of coop (i.e. blasting things), while maintaining some of the item management aspects. Offline game with the AI has been improved as well: you won't have to babysit and heal your AI partner now, because it's inmortal. No need to give it ammo or weapons, either. Offline coop in split screen is the only place where both characters will have to share items. Playing coop is obviously as satisfying as it's always been in any game. However, the length and flow of many of the chapters couldn't be worse for a coop game. Some chapters are more than 1 hour long, it's insane.
Content - One of the game's brightests spots. You have three main campaigns (Leon & Helena, Chris and Piers, Jake & Sherry), each of them being around 4-5 hours long, plus one secret campaign that offers another 4 hours of content, plus some additional game modes (Agent Hunt, Mercenaries, Mercenaries No Mercy), plus the DLC game modes. The campaigns can be enjoyed in 5 different difficulty levels. If hours of gameplay is your first priority, this game is a solid go.
Story - The main appeal here is the crossover of many of the series' iconic characters working together (which is kind of ironic, since the new style is shunned by most of the old fans who would appreciate many of the references to old events). They really carry the story, because otherwise the events offered wouldn't even get a pass. Dull and uninteresting story. But if you're and old fan like me, you'll be too busy enjoying the reunions to really pay attention to the ridiculous premise of the story. What's interesting about the story is that it can be played in two ways: playing the three main campaigns one after another, in any order, and then playing the secret one; or switching between different chapters of each main campaign (Leon Chapter 1 first, then Chris Chapter 1, etc) and then beating the secret campaign. It's a neat idea and you'll understand the whole story either way.
Design - Far from being more of the same, each campaign is (or at least tries to be) different from each other. Both Leon's and the secret one have generally a slower pace than the others. I thought they felt closer to RE4 than RE5, which for me is a good sign. Chris' feels a lot like the later levels of RE5, and fans of TPS's will no doubt enjoy it the most. Jake's is just... weird. It tries to do a lot of different stuff (like a strange... stealth? section), and fails at most of its attempts. It also delivers most of the game's "Yeah, right..." moments. All of them have your basic RE design, though, so expect to manage your ammo and health items carefully, have to find lots of keys, and fight in boss encounters (slightly less inspired than in previous REs) here and there. It's because of this variety that I would recommend playing one chapter of each campaign at a time in your first playthrough, so that you don't get burned out too quickly by one of them. There are small vehicle, turret, non-linear, and last stand-ish sections that add to the variety of the game, but some of these sections are blatantly repeated in two or three campaigns. As far as the normal enemies is concerned, there's mostly good stuff. Not only do zombies return for Leon's story, but the new type of enemies (J'avos) can mutate in a lot of different ways when defeated, so you'll have to change your approach on the fly in many of the encounters with them. The money system for buying and upgrading weapons of RE4 and RE5 has been changed for a system where you buy different skills (such as taking less damage). This change hasn't convinced me after 40 hours of gameplay. More like a step down to me.
Other Online Options - The story intersections between campaigns where up to four players can cooperate are a good idea, but they require another player that is playing online in your same difficulty level to reach the same moment of the story in their game, something that considering the current amount of players and online limitations (Steam will only look for games within your download area) is almost impossible. That's not to say the game's community is dead (there's a decent amount of players) but it's not nearly as big as it should to make a feature like this work. Agent Hunt is a mode where you connect to other people's games as one of the monsters trying to kill them (don't worry though, when you start a campaign, you can choose to enable or disable Agent Hunt, so you won't have interferences if you don't want them). Most of the creatures have remarkable controls, but the mode has a lot of flaws that you will hate after a couple of games. It's still fun though.
Fun Factor - The new gameplay mechanics and the intense moments, and the coop gameplay, make this game a lot of fun to play. Shame for some of the silly sections and QTE's, as they really ruin the flow of the game when they appear. Mercenaries mode never gets old. Together with the amount of content, this is RE6's main redeeming aspect.
Pc Port Quality - The keyboard and mouse controls are outstanding in my opinion, after playing the rest of the series with a Dualshock I didn't have any difficulties with the old K&M here. The game also received a bit of extra content in its PC version, and its a lot cheaper. It's also one of the few times where the Split Screen option is maintained in a PC Port. Shame for the graphics though. Some people have random framerate issues that should be polished in the next patch. I'd say they did a great job overall.
Conclussion - A lengthy action game with many small flaws, you will like it if you're a fan of the new RE's, TPS's or coop gaming, and specially if you're a long time RE fan who likes both the old style and the new one. Don't approach it if you're looking for anything more than a good dose of fun or if you're still expecting RE to return to its old roots.
Best at - Coop Experience - 83, Gameplay Mechanics - 78, Content - 85, Fun - 83, PC Quality - 85
Purgatory - Graphics - 67, Design - 72
Worst at - Story - 58