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Offline Claimh Solais

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Re: Resident Evil 6
« Reply #45 on: July 06, 2012, 02:30:25 AM »
+1
Sorry but NONE of what you said has eased my concerns.

As I said earlier, it does not matter (to me at least) how slow and small the regenerative heath thing is, the fact that its even there in the first place rubs me the wrong way as a longtime Resident Evil fan.

And it really does not matter if the partner is as useful as they where in RE5, having a partner there period really does ease the tension since you have someone there to back you up.

The same thing applied to RE5 and I am sure it will apply here as well.

The only Resident Evil game that pulled the whole partner thing off correctly was RE0 and that was because a lot of times in the game you partner could actually be LEFT behind or you 2 would become separated and you would have to play a good deal of the game yourself.

And the weapons are hardly "standard" during Chris's part of the game.

But whatever, this is all my opinion/concerns on the matter and sadly it will not be changed until I actually get my hands on this game.

@regenerative health
I dunno how I could explain it to you to make it any better, anyway. I find no problem with it, but I respect your opinion as well.

@partner
You actually get split up with your partner plenty of times in RE6. In the demo though, it only happens once.

@Chris' weapons
Yes they are. They're relatively weak. The only reason they seem powerful is because of the lowered difficulty of the demo.

I'm aware they're you're opinions, and I'm not trying to force mine off on you, if that's how I came off. We all got our own opinions, and I personally like the game a lot, and I think of it as the best one I've played gameplay-wise so far, and I'm a longtime fan of the series (RE1 on PS1 was the first game I've ever played).
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Offline Munchy

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Re: Resident Evil 6
« Reply #46 on: July 06, 2012, 07:03:22 PM »
+1
Regenerating Health? Really Capcom?



I'm feeling this way for different reasons though. Namely, a stupid amount of QTEs, a horrific amount of screen tearing (lols, these two were what Capcom learned from Western developers), a lot of on-rails shit and no real indication that the game will turn away from the super military "I'M NOT GONNA LEAVE U BEHIND" feeling of RE5. A small amount of regenerating health is by far the least of my concerns.

Don't get me wrong, the game looks like it'll be fun in its own right, but it's not Resident Evil anymore. Still waiting on whatever survival horror thing Shinji Mikami is working on at Bethesda to fill that gap.

Offline Dominus

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Re: Resident Evil 6
« Reply #47 on: July 06, 2012, 10:54:37 PM »
0
With QTE are you talking about the "zombie" fend stuff that has been there since RE3 just that without showing the "Press X to not die"?

Oh and the demo is locked on easy btw


And Shinji Mikami is the one who turned RE in this direction, just sayin'

Offline Nagumo

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Re: Resident Evil 6
« Reply #48 on: September 19, 2012, 11:20:47 AM »
0
I'm bumping this old topic because it seems really pointless to make a new one.

Did anyone already play the demo? I liked Leon's scenario but the other two were very boring and lame. There is no suspense or good atmosphere at all.   

Offline Lelygax

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Re: Resident Evil 6
« Reply #49 on: September 19, 2012, 11:30:07 AM »
0
I dont played it yet, since my PC is very old and I dont have a PS3 nor a 360, they launched this demo for what console? They launched it for PC too? What scenarios they included in ths demo? It atleast feels more like a survival horror than RE4 and RE5?
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Offline Nagumo

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Re: Resident Evil 6
« Reply #50 on: September 19, 2012, 12:06:34 PM »
0
I believe it was released only for PS3 and Xbox. You can play the following scenarios in the demo:

Leon and Helena 's scenario - Very atmospheric and the most suspenseful. Resembles RE4 and 5.
Chris and Piers' scenario - The environments looks very dull. You fight against Majini-like army guys. It resembles Operation Raccoon City the most.
Jake and Sherry's scenario - Takes place in China (I think). Pretty creepy looking level but the gameplay is the same as the previous scenario.       

Offline Lelygax

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Re: Resident Evil 6
« Reply #51 on: September 19, 2012, 12:56:00 PM »
0
So its another "could be better" game in the RE franchise...
Thanks for sharing it, it only shows that even when its almost impossible, Capcom find a way to do the things wrong. They need to learn with the past, not forget it.
« Last Edit: September 19, 2012, 01:01:41 PM by Lelygax »
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Offline Nagumo

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Re: Resident Evil 6
« Reply #52 on: September 19, 2012, 01:18:23 PM »
0
It was ok with how the previous two were different from their predecessor because the suspense wasn't lost, but even I think what this game is doing is pretty outrageous.   

Offline Lelygax

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Re: Resident Evil 6
« Reply #53 on: September 19, 2012, 01:43:51 PM »
0
Oh my God, why?! So thats worst than I thought hau auuu~!
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Offline KyleVoakes

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Re: Resident Evil 6
« Reply #54 on: September 25, 2012, 01:23:11 AM »
0
Am I the only person thinking that Resident Evil 6 is getting too harsh of a criticism prior to it's release? Sure, Resident Evil 5 has it's flaws, and the direction of the series since RE4 is sorta topsy-turfy from it's roots, but let's think about this for a minute. Sure, the horror is gone, but I think Resident Evil had more to do in the Survival aspect of the genre than being scary.

Survival, Not Horror?
For me, with my own experiences, Resident Evil was terrifying with the limitations of ammo, health, and inventory spaces. There was the reality of wasting too much ammo in a playthrough, only to run dry during a boss fight and be forced to start a new game (something that occurred to me in Code Veronica). There was always the possibility of running out of inventory space before finding a key item (which happened on more than one occasion in RE2), forcing you to backtrack to an item chest to clear the unnecessaries. But worst of all, because you had such limited inventory space, you had to lighten your weapons for the sake of freeing up room for health pick-ups or extra supplies. During my Chris playthrough in RE1, I found that you could only carry one gun, one kind of ammo, one health item, and one key. The other two were for picking up goodies. Six slots isn't enough. THIS was what Resident Evil specialized in. Silent Hill was always more "Horror" in the Survival Horror genre because it never really included survival elements. Puzzles and monsters were cool, but with infinite inventory space and stackable Health Drinks everywhere, there was no way Silent Hill is "Survival". This being said, am I angry that the games have taken the action route? Sure I am. I want a game to kick my ass. I enjoy the accomplishment of challenge and restrictions. Surviving with what you have at your disposal. It's an objective to conquer, and that is why Resident Evil was terrifying. Not in it's atmosphere, but in the core gameplay mechanics. You were weak because you were limited in terms of sight, supplies, and there weren't any checkpoints. Once you die, you lose the progress that was made after the last save, which itself was a necessary item to gather!

Zombies, Monsters, and Evolution of Gameplay
Looking back at how the original games were made, Zombies sure were amazing back then. Totally not ruined by countless uninspired films and classless Dead Rising titles. But what was Resi's competition during the PS1 era? Silent Hill? There was only one game during the original RE trilogy. House of the Dead? That was only available in Arcades at that time. A game of those caliber were only comparable to other monster titles such as Metal Gear Solid and Final Fantasy 7. Nowadays, what is RE's competition? Dead Space, Gears of War, FEAR, Left 4 Dead, Amnesia, and Uncharted. It couldn't remain as it was back in the original Playstation era. Granted, one of the best RE games is RE0, which I think perfected the whole Co-op in a Survival Horror game, but let's be real, the gameplay needed to be updated to benefit the new hardware. The change of the game's enemies and atmosphere, in this regard, makes sense if you consider the way games are evolving into more action set-pieces. See, like a virus, Resident Evil needed to evolve in order to remain relevant. The lack of evolution is what ruined RE5. Remember how bad the reaction was upon realizing you couldn't aim and walk? That was one of the final staples of the classic RE gameplay mechanics, and it got rusty after RE4 set the bar for future games. Basically, the industry took RE4 and improved around it's design, so when RE5 came out, all of the other third person shooters had succeeded past what the fourth RE game set during it's release. The industry is always changing, so RE had to change with it.

So gone are the zombies. On a story perspective, it's disappointing; however, looking at the industry as a whole, it makes more sense. In the wake of games like Halo, Killzone, Call of Duty, Gears of War, God of War, Uncharted... These are 10/10 games, and we're not even getting started on other Zombie and Horror games. Resident Evil has always been AAA in terms of quality. Again, the reason why RE5 was crap was because it ignored it's adaption to the new specs. It failed to evolve into next-gen. Like a virus, it needs to adapt into it's new surroundings. In an industry filled with Army games and epic set-piece action titles, Resident Evil can't be a brooding, atmospheric experience anymore if it wants to maintain the AAA quality spot. If it has to remain relevant amongst the CoDs, GoWs (Take your pick), and Left 4 Deads, it needs to be more action-paced. So like a virus, the actual plague in the games evolved too. It no longer became another "Zombie Game". The whole franchise is devoted to biological warfare. Biohazard, as it is originally titled, is what the franchise is all about. That's the theme. So why is it a crime to abandon zombies in Resident Evil if the core element of a virus has remained? It improves itself, it adapts to new environments. Slow, clunky undead was fine during tank controls and stiff aiming, but now the aiming is much better, the hardware is dramatically improved. Slow moving zombies are not scary anymore, and enemies need to pose more of a threat in order to compete with the Chimera, Strogg, Locust and Terrorists. So when the gamers become smarter, so should the enemies. So should the virus.

In summary, Resident Evil 6 is being unfairly judged as a "strict Horror Survival" game when it has already moved beyond it's golden age. It had to sacrifice the classic formula to take advantage of the new hardware specs and to rival it's competition; because of that, the old school atmosphere had to suffer. RE moved with the industry, and became more action oriented because that is the kind of games that gets the best ratings. Could you imagine how it could have been worse? Look at Silent Hill for a perfect example. SH has been sluggishly decaying because it has been stuck to it's roots for a decade. After so many installments, how long does it take before it loses it's sense of self-identity? When it tries to cling onto the classic feel while struggling to keep close to the rest of the industry? The only recent time it actually improved was when they took out combat altogether in Shattered Memories, and that game is criminally underrated because of it.

Whew, that was a mind-boggle of a post. If you found some flaws in my examination of the franchise, or if you disagree and have much better arguments, I'd love to hear it. Afterall, this was all typed off the top of my head without much thought into translating my perspective on the issue. I may have missed a few things, or I might be absolutely wrong on something I included. But hey, if you think I'm onto something? Goodie!

Offline X

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Re: Resident Evil 6
« Reply #55 on: September 25, 2012, 02:45:01 PM »
+1
Really good review for being "Off the top of your head"  :)  I can definitely see the argument you proposed here and in many ways, makes a lot of sense. RE was never strictly about Zombies. Just as it's Japanese name implies; Bio hazard is what it's all about. Be it viruses or parasites these are all biological threats that fit the universal theme of the game itself. I've not yet played the demo for RE6, however when the game does come out I will pick it up. As I had stated before I first got into the series playing RE4. And for me that is the type of RE gameplay I enjoy and as you had stated, it was necessary to evolve in that particular direction in order to remain competitive or to survive.
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Offline Lelygax

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Re: Resident Evil 6
« Reply #56 on: September 25, 2012, 10:58:46 PM »
0
Well, you said interesting things, to me they did a right move in RE: Revelations for 3DS, but did a wrong one in RE: Operation Racoon City, I've played it a bit and disliked these items that can make zombies attack zombies and all, also with all these guys shooting you to me its more like Call of Duty lol

I dont played RE: Revelations but I have seen some videos and it have the "atmosphere", the "horror", not like the first ones, but they did it right. If RE6 remains faithful to that I will like it.
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Offline TheCruelAngel

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Re: Resident Evil 6
« Reply #57 on: October 02, 2012, 01:59:51 PM »
0
Ok, to keep the General RE thread more general and less RE6 specific I'll be posting this in here (though it's technically relevant in both).

RE6 launch day today! My copy should be arriving from Amazon today (Amazon prime pre-orders ftw!) and I'll be playing this sucker tonight!

For those who are picking this game up, who got it for PS3? How many went for the Anthology edition over the regular? (I went Anthology so I can own my third version of RE4 finally  :rollseyes:) Do you have anyone you plan on playing through the campaign with? (my wife and I are excited to go through it)

Also GameTrailers.com has released their review on it, pretty favorable (even IGN gave it a 7.9) with a 8.8 overall (http://www.gametrailers.com/reviews/c3rlf7/resident-evil-6-review). So that's cool. Excited to get home tonight and start this game up!

Offline Munchy

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Re: Resident Evil 6
« Reply #58 on: October 03, 2012, 03:30:04 AM »
0
 Tried the demo. Shit is way too dark (a flashlight would be awesome, guys). Noticed no significant differences between the characters outside of locale and stuff that happens when you hammer the melee. I hate being knocked over all the goddamn time, and how every action requires more and more button prompts, stick waggling and QTEs. People give RE4 shit for introducing these, but those are far, far less obnoxious in their implementation. I know RE6 is supposed to be a departure from the old formula, but while playing I just kept thinking about playing the myriad of much more enjoyable TPS games out there.

It really feels the way I thought ORC would. RE5 and Mercs 3D are way more fun thus far.

Offline TheCruelAngel

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Re: Resident Evil 6
« Reply #59 on: October 03, 2012, 04:18:16 PM »
0
Went through the first chapter of Leon's campaign last night and it was pretty neat. A lot of it plays out like the demo for Leon's stage, but the added bonus of an extra player was nice. I found myself lacking ammo and healing items more often than not (which was nice) and enjoyed it. It's a little weird going back to not upgrading weapons, so hopefully the skill point system works out nicely (skills points are rewarded for headshot kills, sweet melee counters and defeating tough enemies).

Overall impressions so far is that I'm enjoying it a little more than RE5, it's no RE4 (gold standard, imo) so we'll see how my impressions change as I trudge through the undead.  ;D

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