SCROLL TO THE VERY END FOR THE TLDR VERSION! C:
After just finishing Resident Evil 6, I wanted to write down my thoughts on it. I'm not sure how long this review will be but feel free to read my opinion on it if anyone is interested in getting the game or planning on getting it in the future.
The game is broken down into 4 campaigns, 3 which are available straight away (Leon Kennedy, Chris Redfield and Jake Muller) with the 4th only being unlocked by completing the first 3 stories (Ada Wong). Naturally I played Leon's campaign first, which I believe the order of story is Leon > Chris > Jake > Ada, but they can (sans Ada) be played in any order. Before I talk about the campaigns themselves I want to quickly go over controls and overall gamestyle.
I'm going to say straight off the bat, dodging and ducking feels like it came from COD or GOW and it didn't feel like it fit properly and it barely worked at all. Ducking behind obstacles or pressing against walls to look cautiously around them was difficult and even when I was halfway through Leon's story (which I started first) I was still struggling with his evasive controls. There might have been some human error on my part, but when the player is trying their absolute hardest to position their character in just the spot to avoid being shot and failing, there has to be some game fault in there somewhere. I found it much easier to just stand in the open and shoot down whatever was in front of me.
You have the ability to melee which is one thing they did amazingly well. Your knife and melee attacks are efficient, clean, and not to overpowered so you aren't tempted to rely on them only (You have stamina that decreases when you spam your hand-to-hand attacks). Everyone feels like they hit with power, even the females Sherry and Helena, which makes punching, flipping, and cartwheel kicking very satisfying.
You can also slide and crawl ... but you'd rather not unless you're forced (Alas: you are forced a lot).
The overall game felt more like it wanted to be an artistic 'action film' style with its many interrupting cutscenes. I'm not one to look down on beautiful cinematography, but I do detest being pulled from my game to watch several 5 second cutscenes that break the flow of the gameplay and would be best suited for dialogue between in game characters. Many cutscenes were unnecessary and the game seems to want to hold your hand several times by zooming in on important doors or items when you enter areas/rooms.
Also, the game has glitches and quick time events that can be a test of patience. Chris's campaign comes to mind when I think of frustrating levels that are only difficult because the camera gets so bad it's inexcusable or the placement of level design is questionable. When you are forced to put the difficulty on Amature because the game's poor pacing and planning trips your honest and decent gaming up so bad it gets you killed, you just have to wonder if anyone bothered checking the game out before shipping it off - or maybe the developers are hella good gamers and I'm just unworthy of their gaming talent. Probably both.
The main appeal of the original Resident Evils is exploring and being rewarded by your clever observations and puzzle solving while escaping the horrors that hunt you - in resident evil 6, all that is lost as the game points out each and every puzzle piece and literally points you the way you need to go. Because of this, the game dosen't feel like survival horror. It's simply an action game with 'ooooh so spooky' monsters in it, which brings me to my next point.
None of the monsters were actually scary, save one, which I will talk about in a moment. You go up to any kid and ask them to draw you a picture of a monster, and they will make the biggest ugliest looking thing they can think of, because big and ugly is scary to kids. Big and ugly monsters, not so scary to teens and adults. RE6 seems to think making huge blobs of whatever and adding insect parts to it will be scary - but it came off as ridiculous, and BORING.
Going back to the original Resident Evils, it had its moments with large monsters, snakes, spiders and tank-like hulks, but the majority of the games were traditional zombies that groaned in dark hallways, and stood just out view as their shadows were cast in just the right position for you to see, aware they are there, standing, swaying, quiet, and you know you have to go that way, but lightening flashes, the screen goes white, and when you regain visibility, the shadow is gone. Or replaced with three more shadows.
Somewhere along the line, they ditched psychological scares and clever jump scares with monsters that are always in your face, always in groups, and are still around long after you become jaded with them. Not to mention the 'not zombies' that can drive vehicles, operate guns and come yelling at you so absurdly you'd have to be deaf to be taken by surprise by them.
Going off on another tangent, I feel RE4 got this right. I will be putting this in spoilers because it's slightly off-topic.
- Spoiler:
The large monsters were presented mysteriously - The soft groaning of the troll-like giants you can't see but know are just behind that weak wooden wall, the ripples in the water of the huge sea monster you can't see in the dark black water and you can't hear because everything is deafening silent. The smaller 'las plagas' 'zombies' that would yell in a distance, but sometimes would sneak up to you and you'd hear only their chuckle before you realized they were there as they hit you with an axe or worse.
RE6 took several stumbling steps back in the monster department and how they are presented. It's suppose to be a horror game, but the game feels less horror and more action point and shoot. However, one monster they did spot on with.
The Rasklapanje. Sounds like some Hawaiian volcano! The Rasklablah is similar to the Regenerators in RE4 - they are pale, sound like someone being choked to death, and walk with that twitchy gait that is unnerving to look at. They are also invincible, only being temporarily immobilized before they literally pull themselves together. The Raskaplatooey also multiplies - each limb you cut off turns into a freshly new Raspancreas for you to run from.
Moving on to the characters, it was very half and half with me. Of course I'd love Leon. I went in expecting gold stars from him, and I got it and more. Top notch for him. I also loved Sherry, who I knew from beating Resident Evil 2 with Clair. I loved Sherry in RE2, and I loved her even more in RE6. She was just a small child in RE2, but they made her into a wonderful and strong-willed young adult that I actually came to admire lots.
We also get another reoccurring character, Chris Redfield, who has blocked out traumas of his past because he has PTSD or something. I was excited for Chris, despite not liking resident evil 5 at all. I was vastly disappointed with him. His character was made more bland and unlikeable than any other protagonist character in the franchise, and by the end I was hoping he would be killed off. Play his story for his partner, Piers Nivens, however, because Piers for me made the entire long, boring, point and shoot Chris campaign worthwhile.
And than...Jake. Jake is special, I won't spoil how, but going in I had no hope for liking him. But I was wrong! He's actually one of my favorite RE characters now. He starts with this typical bad boy attitude (he's a mercenary), but don't let that repel you straight away. Stick with him through his story, because in my opinion, its worth it. He also has Sherry as a partner, but she's icing on the already nomnomnom cake. I should point out, by the way, most of their campaign? Running and chase scenes. But that's not necessarily bad - there are several stealth and escape missions of theirs which are the scariest chapters in the game, and also my favorite, which makes me willing to overlook the boring "run from this, run from that" type tropes they have going on.
Leon's campaign starts out pretty strong, and it plays surprising well to how Resident Evil 4 feels, but with new added 'dodge and duck' abilities added the nostalgic feel is broken. I felt his campaign explained the most about the storyline, which left very little mystery to the other campaigns. I had very little questions I desperately needed answered by the end of Leon's story, and felt as if the other campaigns were simply tacked on. What I'm saying is that I wished Leon's story had just slightly more mystery to it. Helena is also a downpoint - I love Leon, but I felt no strong feelings for his parter. Helena is flat and bland and her wonderful superpower of pointing out the obvious only to state the stupidest things scene after scene didn't help at all. "'The bell's toll of five shows the path.' I WONDER WHAT THIS RIDDLE MEANS!" Screw you, Helena.
In all, I didn't want to play another shooter game. I wanted to play a game with creepy atmosphere, creepier monsters, psychological mindscrews and immerse characters. Even the puzzles are bare and virtually nonexistent! What happened, Resident Evil? Nevermind, I'll just go play some Silent Hill or whatever.
TLDR;Pros:- Several characters in the game keep me wanting to play if only to see how their stories pan out
- Several memorable scenes which did great jobs of drawing emotion
- The graphics were unimpressive a lot of the time, but beautiful and detailed the other half.
- Fairly decent storyline, though not the most original.
Cons:- Just as many characters in the game turned me away and made me disinterested in their story
- Awkward pacing and bad game design leads to sometimes unavoidable cheap deaths - several you will experience several times
- Over the top monsters and weak atmosphere hardly makes this a scary game
- You might be fighting viruses but you will fight the in game camera angles even more
- The cutscenes broke game feel and tore control away from the player, leaving me frustrated
- The game likes to hold your hand, hardly making the game feel like a survival horror
- The graphics were unimpressive a lot of the time, but beautiful and detailed the other half.
- Fairly decent storyline, though not the most original.
I give the game
6/10. As much as I want to love this installment more, the fact the game fights with you AND underestimates your intelligence while throwing several uninteresting monsters and playable characters at you really drags the score down.
Despite how negative I'm sounding, I actually had
a lot of fun with the game. I love the Resident Evil franchise, it's the one game series I can say I'm 'pro' and knowledgeable at, and although this didn't really feel to much like Resident Evil, it still made me happy and want to relive the experiences of the original games. So it's not entirely a bad experience. It's just not as good as I was hoping with my probably unfairly high expectations. I do recommend at least renting it when the price drops if you like the series.
Now that that's all typed out, I'm going to play Viva Pinata. :3