Resident Evil 6 (Biohazard 6)

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Resident Evil 6 (Biohazard 6)

Post by JaySevenZero » December 31st, 2017, 3:24 pm

Here's where you can leave your thoughts regarding Resident Evil 6 (Biohazard 6) for possible inclusion in the podcast when it's recorded.

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Re: 346: Resident Evil 6 (Biohazard 6)

Post by KSubzero1000 » May 1st, 2018, 1:03 pm

Every once in a while, one comes across a romantic couple so unevenly matched, with one party outclassing their partner in every conceivable way, be it intellect, personality, looks or personal hygiene, that one cannot help but wonder about the sordid behind-the-scenes shenanigans that must have led to this sad state of affair.

This is exactly what Resident Evil 6 represents to me: The ungodly union of one of the greatest set of core mechanics in the medium trapped inside one of the most tedious, clunky, unrefined and badly designed joke of a campaign ever created for a AAA video game.

On paper at least, I understand and appreciate what Capcom were trying to do. Dedicating each campaign segment to a different style of gameplay sounds like it would be a great way of catering to both factions of the much divided fanbase while also offering something new in the process. But in trying to please everyone, they spread themselves way too thin and ended up pleasing (almost) no one. I can only assume that the producers severely underestimated the resources necessary to make this ambitious project come to fruition and had to make do with what they had later on. The bottom shelf level and encounter design, tasteless enemy design, over-reliance on insipid set pieces and complete lack of polish that resulted are impossible to ignore. The fact that this game is meant to be a successor to the impeccably crafted experience provided by Resident Evil 4 makes this pill especially hard to swallow.

The story which takes itself incredibly seriously is just the mouldy cherry on top. I don't mind silly background stories in video games as long as they merely serve to frame the action and provide context for the gameplay, but the faux melodrama, idiotic plot elements, hokey writing and hordes of forgettable characters in this game are just grating.

With all that said, the game does have one redeeming quality in my eyes and that is The Mercenaries, because this is where the excellent combat mechanics truly shine. The end result isn't quite as balanced and polished as RE4's Mercenaries mode for my taste, but it does have a higher skill ceiling and therefore ridiculous replay value for those looking for a substantial, arcadey third-person shooter melee-based combat system that rewards skill, strategy and perseverance. When I bought the PS4 re-release of this game at full price, it was with the explicit intention of not going anywhere near the atrocious campaigns or any of the other throwaway extra modes and focusing my attention solely on The Mercenaries. I personally feel like I've gotten my money's worth by doing so, although I suppose I'm probably in a very small minority in that regard.

In the end, Resident Evil 6 is by far my least favorite of the mainline Resident Evil games despite me regularly feeling compelled to revisit its delightful combat engine. It abandons everything else I care about in regard to the Resident Evil formula and I could not in good conscience recommend this game to anyone but the most dedicated action game fanatics.


Three Word Review: Utterly Grotesque Juxtaposition

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Re: 346: Resident Evil 6 (Biohazard 6)

Post by rob25X » May 19th, 2018, 4:06 pm

I thought I would have a great time and really enjoy Resi 6 playing through with a friend but we both found it a bit of a boring grind. The missions went on too long, the story was very confusing and the enemies were absolutely awful (a man turning into a dinosaur being the worst of all).

Despite the overall disappointments of the game there is a lot to like. The graphics are top notch and the controls are tight and responsive, if a little confusing. It's Resi 5 with more characters, more action, and more of everything... just not very enjoyable really.

Ada's campaign (played solo) was the highlight of the game for me. Especially her first mission.

I have little enthusiasm to return to the game. Upgrading all the weapons, finding the collectibles and enjoying the game further is something I just can't see myself ever wanting to do.

An ok game, very long, a lot to do, just not 'fun' or as good as older Resi titles.

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Re: 346: Resident Evil 6 (Biohazard 6)

Post by Magical_Isopod » August 12th, 2018, 9:02 am

Three Word Review:
Can't Unsee Giraffe

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Re: 346: Resident Evil 6 (Biohazard 6)

Post by DomsBeard » August 12th, 2018, 10:23 am

Dreadful game and still the only main Resi I have never finished. I have bought it on PS4 to get it done once and for all.

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Re: 346: Resident Evil 6 (Biohazard 6)

Post by rob25X » September 24th, 2018, 8:48 pm

DomsBeard wrote:
August 12th, 2018, 10:23 am
Dreadful game and still the only main Resi I have never finished. I have bought it on PS4 to get it done once and for all.
I just finished it (1000G) about a week ago. It's an odd game Resi 6. It's really just a big extension of 5 but not very enjoyable.

Playing with a magnum or crossbow with infinite ammo increased my enjoyment slightly.

When I had almost finished with the game I discovered there are multiple fire modes for the weapons which I never noticed before.

Not touching the DLC unless it comes down to a reasonable price. PS4/One version includes it though I believe.

Not an awful game, not great either.

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by Magical_Isopod » October 28th, 2018, 2:50 am

I paid a whopping $3.99 for a copy of this game on eBay, shipping included. Even at that price, I feel as though I've been cheated out of good money. I would have rather spent that cash on a scratch ticket.

I bought this game with the sole intent of having a little fun streaming a notoriously crap entry in the Resident Evil series for some spooky October shenanigans. I managed to tolerate it for about two hours. Honestly, I'm not even sure who this game is for.... Tonally, it seems to have a lot in common with the bombastic CGI Resident Evil films. But where those movies were dumb fun, this game feels like a cobbled-together mess of half-baked gameplay ideas that do not form a cohesive whole. In the first 10 minutes, you have to deal with forced tutorials, quick time events, shooting mechanics, an escort mission, a terrible menu meant to resemble an iPhone, and some of the ugliest art direction I've ever seen.

I played the PS3 version and encountered a number of technical issues... Aside from the hideous low-res textures. I had massive frame drops during action segments. The lighting engine is so crap that even with the brightness turned to max, there were sections where I could not see where I was going due to extremely dark lighting. The sound design is entirely too aggressive, with things exploding all around you.

The writing was garbage too. While playing, I would audibly ask characters in the game, "how do you know that?" Or "what are you talking about?" A line early in Leon's campaign has a man ask Leon to help him look for his daughter, only to have Leon ask a few lines later, "Are you looking for your daughter?" Like... what? I kept asking this game "what" and "why" in a state of annoyed befuddlement. This is Leon's third starring role, and I'm shouting at the guy in cutscenes, "Shoot the zombie, what the hell are you waiting for dude?"

Everything about this game comes off as amateur hour, like it was a project pulled in a billion different directions without a cohesive vision. I don't entirely blame the devs though - this game released right smack in the middle of an era of gaming where appealing to the lowest common denominator with a scattershot of gameplay features pulled from other popular games was the prevalent trend. But RE6 doesn't even feel like a failed experiment - it feels like this checklist; a cynical, corporate product built by some marketing team to "maximize market saturation" or some other Weskeresque nonsense. It's a product cobbled together from focus group statistics - as soulless and devoid of ambition as the shuffling undead.

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by brazenhead89 » October 29th, 2018, 10:43 am

I'm not even sure I could tell you what I hated about Resident Evil 6, or why it's the only Resident Evil I've started and not ever finished. My memories of it are a nauseating blur, mostly of quick time events and my main character getting knocked backwards repeatedly; to recall them is much like remembering an especially dizzying migraine.
Though I've completed a great many Resident Evils, I wouldn't consider myself a mega-fan. Even my love of Resident Evil 4, perhaps my all-time favourite video game, comes from no major dedication to the franchise. But to truly distinguish 6's failings, it needs comparing to its younger brothers.
Whether the slow, considered creep of the originals game or the arcadey shooting of the latter entries, Resident Evil's successes have come down to two things; excellent pacing, and a proud, unbreakable identity. Resident Evil Remake was stubborn enough to stick to its fixed camera angles, long after the technology surpassed it. Resident Evil 4 was proudly defiant, changing the genre entirely and making a damned good case for doing so by being one of the greatest entries the action genre has ever seen. Resident Evil has always done its own thing, and done it staunchly.
Resident Evil 6 is the pubescent, teenage mood-swing of the series, throwing every possible gimmick at a wall to which nothing has stuck. Not a single idea or set-piece is given the time nor care to be memorable, and the most exciting moments often fly-by in a series of button-mashing quick time events. The control system may be the best the series has ever been, yet Resident Evil 6 is keen to wrestle away any player expression with an onslaught of things just... *happening*.

Despite encountering very few technical shortcomings and no major control issues, 6 still managed to be a nauseating mess. It lurches from one idea to the next, leaves little time for any of its facets to endear, and playing it gave me a mental whiplash unlike any game I've encountered. Thank God for Resident Evil 7, which gave the series another major overhaul, and did so with the confidence its older brother lacked.

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by The Baboon Baron » October 29th, 2018, 1:45 pm

Too many cooks.

Or a variation on the idea at least- Too many ideas, too many characters, too many competitors, too many glitches, too many people to please, but most of all too many cooks.

Resident Evil 6 represents the peak of the AAA game development's mountain of errors. A commercial failure of a game that appealed to no one by trying to be everything at once. with too many ideas and too many targets (not least the "must sell 6 million copies to break even" target) If it was a "kitchen sink" approach, it would probably have been over stretched but bearable, but RE6 took this one step further by trying to replicate the aspects of their competitors and crowbar it into the RE world. Bearing in mind the RE world gave us "Jill Sandwich" and " your right arm comes off?" its with sobering disappointment that by RE6 campy horror had given way to po faced soldiers with amnesia.

Every "fashionable" game mechanic of the time is in RE6, and its always to its detriment. this is a game that was driven by test groups and spreadsheets, not by fear and passion. A soulless, retched entry to the series. If Resident evil 4 was our Last Crusade, then Resident Evil 6 is our Crystal Skull.

3 world review: Save your Money

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by Superuser » October 30th, 2018, 12:11 am

Resident Evil 6 is a huge step up from its predecessor 5, and one of the finest co-op games I've played.

It has a list of transgressions including forced walking sections and an overabundance of QTEs I'm happy to ignore for its innovative and exciting third person shooting action.

The game is narrower in scope than RE5, without RPG systems and an economy, but certainly achieves more with less as this makes for a balanced set of items that are paced over the course of the story. A new stamina system and an emphasis on melee that means you'll be frequently making tactical decisions on the fly.

The only RPG mechanic left is the perks, which are great at making you aware of the many varied ways to play the game. If you want a melee-centric build, in Jake's campaign at least, you can really go for it. The combat engine is designed for you to continually challenge yourself and explore new options, offering you a number of ways to tackle a problem. Much like Resident Evil 4, this was thought out so that you never stick to a single safe option. New bosses are introduced at a good rate, with designs that, to their credit, don't generally rely on exploits.

The story was bonkers, but it was always entertaining to follow and it made sense without forcing any lore on you. Unlike 5, there was always a driving force to what you were doing. The ending of Chris's campaign was genuinely touching. Each protagonist felt much more like a character than most protagonists of previous RE games. The villain is absolutely ridiculous. All in all, if you approach the game ironically, I find it's a lot more fun. The action scene direction is not half bad - with some genuinely memorable shots, like when every playable character is in the same frame.

The four campaigns mean you go through genuinely diverse environments carrying a different set of skills. I fully expect you'll be reviewing them individually, because each campaign feels so different to play. They aren't always a hit - Jake's snow level is a serious low point and the split into 4 campaigns means the difficulty can vary in some bad ways. It also means you can get too much of one thing at a time. However, there is something to like for everyone here, and the variety is preferable to RE5's endless grey corridors. This game has a lot of content, but it still manages to introduce new ideas at a nice pace. It's enough content to even have me do a replay, rare for me.

I should note I played the majority of the game in co-op with a great partner. I greatly appreciated how the systems are designed to make the presence of another player meaningful. Your success is never individual; you really are part of the same unit. The connectivity was never a problem, even on my spotty connection. I played on PC, at a wonderful 60 fps. The game could have benefited from an FOV boost as it can be tiring on the eyes and disorientating over a long stretch of time. Graphically, the game is marvellous, rich with environmental detail and bespoke animations. I think the defaults are a little too dark, but I can't help but appreciate how this makes every screenshot immediately recognisable.


Resident Evil 6 is a top-notch co-op action game. It is a terrible survival horror game.
It is a very innovative third person shooter. It can suffer from the worst AAA design trends.
It has an impressive level of content. Yet it is spread out in a troublesome way.
It is graphically impressive. But no-one thought to up the FOV and make things a little less dark.
The story is a rollicking ride. It might just be too absurd for its own good.

Resident Evil 6 is an imperfect stew, but its high production values, ambition and polish mean it meets all the hygiene factors and then some. Even at its worst, you are getting a very different experience from the last hour, or indeed from the last shooter or zombie game you played. That variety really helps this wonderful, gigantic mess of a game. I can only like it ironically at times, but I will never hesitate to say I like this game, and I'm happy to recommend it to people looking for a brilliant time with their friends.

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by Simonsloth » October 31st, 2018, 1:50 pm

It has taken me 5 years to finally finish Resident Evil 6. Around the time of release there were so many alarm bells ringing warning me not to buy this game. I ignored these like the Resident Evil fan I was and I could not have been more disappointed. I kept thinking to myself “what is this thing I am playing?”. It felt like resident evil for fans of the terrible Paul W.S Anderson films not a Mikami inspired masterpiece. I turned it off a little into Chris’ campaign which I found to be truly terrible in the initial few hours. The game felt sickeningly focused grouped like they’d taken aside some audience members from the latest resident evil film and asked them what they’d like to see.

I can imagine the conversation in the board room after they’d collected the audience feedback.


“It turns out people didn’t like our last game as much as we thought”
“What? Why not? What do they want from us now?”
“They want better voice acting like in Uncharted”
“Nolan North’s busy so let’s gets Troy Baker and Batman”
“Great. Next?”
“Chris Redfield was apparently too muscular in 5 “
“20% less muscle. Fine”
“Everyone keeps moaning about moving and shooting so let’s give them that”
“But didn’t we publicly say about 5 that making it a 'run and shoot' game would "not be a Resident Evil title"
“Did we say that?”
“Yes but uncharted and Gears sold millions”
“Ok let’s throw it in”
“Yes and some quick traversal for good measure too. Next”
“I don’t think players thought co-op was good enough should we scrap that”
“No we were right they were wrong. Let’s double it”
“Are you sure? They also want a stronger narrative”
“Not enough story? Let’s give them more than any previous game”
“Should we double that too?”
“No. lets quadruple it and let them play as every character”
Everyone applauds and pats each other on the back thinking they’ve created the greatest game ever.
I’m probably being reductive about the creative process but this is how it appears. It’s like they took on every criticism and dialled it up or down accordingly. It’s always nice to feel that feedback is acknowledged but this seems like a step too far and misses the essence of resident evil’s origins completely.

Roll forward 5 years and I picked up exactly where I left off. I still hated it at the beginning with everything getting under my skin. Then came possibly the highlight of the game which is the slow build up to the encounter with the gigantic snake. It was like a different creative team had taken charge with the direction and quality suddenly taking a sharp upturn. Gone was the meathead subpar shooter and along came a slow burning tense atmospheric game gradually building towards an exciting boss fight. To dilute 5 years of venom was a tough task but bit by bit from this point on I started to grow fond of the game.

Admittedly I don’t think there are any peaks as high as this throughout the remainder but I genuinely enjoyed it from then on. I think the concept of story crossover was interesting but they didn’t keep enough story beats back from each campaign to make the same scenes exciting enough when playing from another character’s perspective. I liked Ustanak the nemesis type enemy and each appearance got my adrenaline pumping as he felt like a genuine threat. It was disappointing that this almost invincible enemy gets beaten in a fist fight when I was expecting so much more from the build up.

Ada’s levels had a very different feel from the others and at times appeared to be drawing from the series roots. To its detriment any story exposition was fruitless as the player was already aware of what was to come. This took away some of the urgency and peril from potentially the best chapters in the game.

I’m glad I returned after all these years but I do wonder how many other people will never see the best parts of the game simply because some of it is so terrible. It is the worst mainline resident evil game but not by as much as I thought. What’s even more interesting is that of all of the games in the series I’m tempted to revisit this one again in the not too distant future.

Edit: Sorry about the board room part and I appreciate it’s a bit silly for the show but it’s been tickling me for a while.

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by KSubzero1000 » October 31st, 2018, 4:45 pm

Simonsloth wrote:
October 31st, 2018, 1:50 pm
I’m probably being reductive about the creative process
Personally, I think you're hitting the nail right on the head. Fantastic stuff. :lol:

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by Alex79uk » October 31st, 2018, 8:37 pm

I literally just had the Resi collection (4, 5 & 6) in my basket on the PSN store (its £11.99 for the three games) but thought I'd come and check out some comments before committing.

It's not in my basket any more.

I listened to the Resi 5 episode today and felt like I wanted to replay it, so I think I'll just grab that one for six quid instead!

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by delb2k » November 7th, 2018, 9:45 pm

Resident Evil 6 is a bad game. I really enjoyed Resident Evil 6.

Let us start with the really poor stuff. The story could have been good if it had decided to involve some context, however it started at 100mph with a presidential tragedy and then decided that it did not actually need to place this into any form of cohesive whole. As a player you start knowing nothing and end up being confused even more with any motivation to progress mostly being hindered by the lack of any meaningful narrative.

The desire to provide four different types of adventure (including the ADA missions) should have led to a clever mixture of styles and interweaving stories but it quickly descends into tropes and a very clear dividing line that you feel was meant to satisfy everyone but instead comes across as half baked. Leon is designed to be more classical resident evil, Chris a nod to the recent bombastic efforts and Jake an attempt to bring a new twist to the action. The worst part about is if they had concentrated on one, truly spent some time with it they may have produced a much more impressive piece of work.

And then there are the niggles, the inventory management that feels like a step back and utterly horrible to use, the repetitive nature of the action which can lend itself to periods of boredom and an inconsistent pacing with boss battles appearing far too frequently for my enjoyment.

Yet for all of this, for all the faults and the issues and the almost grudging attempts to make the player feel like they are wasting their time even playing this game there is something about it I enjoyed. Perhaps it is the boys own adventure feeling, a bunch of ragtags that make no sense together in a universe that has burst its storytelling banks. The cheesiness of the dialogue, the ridiculousness of the set pieces and boss battles, the absolute craziness of a world that took weird and ran with it kept me progressing through this game. I mean they have a zombie dinosaur for goodness sake. How can you not want to see where that goes.

They developed a different UI for each character, different areas for each story and revelled in how much it did not fit together. Technically it was crazy but in practice I thought it just added to the air of this resident Evil being the sort of insanity I just could get into. It is the worst and most hideously designed game that I just had a blast with, like a bad film that turns into a guilty pleasure. This may not have been the send of that this part of the franchise deserved, but it also felt incredibly appropriate. As a series it has almost eaten itself in terms of what makes sense with the fifth instalment already showing an interest in the extreme idea of logic the sixth instalment may not be the game we wanted, or the game we deserved, but it is the game that at least had the bravery to want to take a risk and force its own path.

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Re: Our next Resident Evil podcast recording (16.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by ReprobateGamer » November 14th, 2018, 3:08 pm

After the Resident Evil 5 podcast got my and my wife replaying that game again recently, it was natural to move onto Resident Evil 6.

I honestly don't know what to say about this game as it really is such a melange of influences, ideas, lore, focus group notes, random ideas and even a kitchen sink (with blender!) all thrown together under a known franchise name. And I'm afraid my comments may be a little similar ...

It is a mess graphically - everything on my PS3 version seems slicky oozing, whether or not it should be. Enemies and obstacles are as likely to blend in and be overlooked and the AI is laughably wonky. The controls seem a little 'off' - I remember the first time playing as Leon and I would find myself routinely leaping to the ground every time I aimed - and the inventory system takes everything that worked from elsewhere in the series and throws it into the murky water that seems to fill this world.

Enemy design seems predicated on taking every design the series had seen to this point and dialling it up - the J'avo can now mutate in so many ways and of which a number of which you probably will never notice in the gloom.

Audio works but there is nothing I recall that is spectacular.

There are far too many QTE based events and some (most?) are have arbitrarily set frames to correctly respond - The Chris/Piers climb from Haos particularly springs to mind - in fact, as I write this, it reminds me of how Dragon's Lair operated. And yes, like someone else, we both can not for the life of us understand why characters in cutscenes don't start shooting much earlier ...

Myself and my partner enjoy the couch co-op but we both have sections that we don't like to go through; there are enemy designs that from a macro point make sense in the lore but which from a gameplay point are just not fun to play against (Lepotitsa for one). Other monsters just make no sense in a physical sense (Ubistvo with a flesh chainsaw, or any of Simmons non-human forms).
However, as with RE5, I have never played the main campaign solo, and it somehow works - most of the time. There is fun to be had in tag-teaming with a friend and the layout of the maps most of the time does show some variety, though some are artificially restricted. The different UI and weapons available to each team helps to support their roles in the wider narrative and it is nice to have different scenarios and locales, as well as the option for different skill sets that can be swopped on the fly. But the random fan-service body shots seem out of place and the implementation of Agent in Ada's campaign is indicative of the whole game - a reasonable idea then isn't properly finished or thought through.
I have a feeling that we enjoy it, at least in part, due to a nostalgia with the series as a whole and as a game we can play together. The bad things seem to stick with me more than the good and I honestly wouldn't choose to play this game by myself. It's certainly more enjoyable in the easy difficulty with an infinite weapon type but there is a fair amount of game time to reach that point ...

Not with my partner, I have in the past played the Agent Hunt game-type. I've mentioned this in the forum thread on the resident evil/biohazard thread but this type does make for an interesting slant. You can play as (I think) any non-boss enemy - though some can only be accessed as a result of what the players in the role of protagonist do to enemies (to trigger specific mutations). Couch Co-Op is not available in this mode and I remember tales that it was very hard to link up with a friend in the same game. It plays almost as an Invasion game-type, with one or two human players in the character roles and one or two human players choosing their enemy type and spawn point and attempting to stop the player characters leaving the area. As the creature, you will if both characters die, otherwise you lose. It seems to be that you require someone playing the game to both be linked to PSN and allow for the Agent Hunt to be available in their game and they essentially host the creature players whilst in one section, the completion (or killing) of will then end that session and then seek to link you up with another persons game - not necessarily the same agents.
It did allow me to appreciate the different creatures more but also reviewed to some extend what the dev team had done with regard monster closets and the off AI makes a little more sense having played that type.

I have played the Mercenaries game type a little also but this didn't feel like the best example of this game-type in this series - though again, not having played with friends, this may be a reflection of who I was mixed with in random lobbies. Having a potential for four-player teams was nice though and what I played does seem

tl;dr
I think you need to really like the resident Evil franchise and couch co-op, or be a firm proponent of horror action for this game to in any way be recommended - and certainly not for anything but a decent sale price. Those interested in the lore are better checking wiki's

Three word review:
Dark, slimey, mess

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Re: Our next Resident Evil podcast recording (18.11.18) - 346: Resident Evil 6 (Biohazard 6)

Post by Nupraptor » November 18th, 2018, 9:45 am

LoL to the Baboon Baron for the Crystal Skull comparison!
It's telling that several people commenting on this thread didn't actually manage to play through the whole game. You didn't miss much if you stopped. I played through to the end out of a morbid sense of curiosity and loyalty to the franchise.

It's weird in this game that everything seems so inconsequential. It starts off with the American President turning into a zombie. A major city is effectively destroyed by a bioweapon. And it all feels curiously weightless and lacking in consequence. The tense escape sequence from Racoon City in Resi 2 and surviving a town-sized cult in Resi 4 both felt far more meaningful despite the objectively lower stakes.

The design of the boss enemies too had this sense of a lack of impact. The Resi series has always had ridiculous, physically impossible boss monsters, but there was still some sense of tangibility about them. There's a level of suspension of disbelief that I can tolerate. William Birkin kept coming back after each defeat, but there was the sense that he was being progressively injured by your attacks and that his body was devolving as a result. The hilarously campy Albert Wesker in 5 was increasingly infuriated by your repeated attacks and his defeats. The bosses here are just absurd. The guy that somehow explodes from human-sized to the size of a monster T-Rex and then back again. The recurring Ustanak monster that doesn't even seem to take any damage even after they run a mining drill the size of a truck through it. This complete invincibility and abandonment of even token respect to the laws of physics, removes any sense of tangibility from the enemies.
I really enjoy a good boss fight in games. Epic showdowns where you have to use all the skills you have developed taking down lesser enemies in order to triumph over a mighty adversary. This game had the Haos fight which had me limping sluggishly around a room for half an hour while periodically zapping the uninspired Haos creature with Pierce's weird electric arm. Turgid.

I didn't find the game unplayable and I did make it to the end and the forgettable showdown with...I can't remember. I think there were lots of big Ada Wong faces? That's sounds ridiculous, but it probably happened. There was still some basic fun to be had in Resi 6, fighting it's weird assortment of zombies and monsters. It's just that it feels like a big disappointment in contrast to previous entries and there are many other games that offer a much more enjoyable experience.

I thought this game would mark the end of the Resi franchise as a worthwhile experience for me. I didn't think that I was likely to bother buying a Resi game again after this. I was wrong on both counts.

Three word review: Play something better.

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