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TopicThere will never be another game like Resident Evil 6.
Darmik
01/22/20 7:08:49 PM
#89:


AvantgardeAClue posted...
Looks like you haven't played GoW either because there are so many fucking shared mechanics LOL

I don't recall having to roll on my back in Gears or have enemies knock me on my ass or deal with a dumb stamina meter.

If all of these third person shooters would be so better with its dumb combat and 'superior controls' why hasn't anyone else done it?

If only I can check your claim about the reviews. Oh yeah I can.

What makes it such a mess, though? Oh, where do we even start? The camera's so nauseatingly wayward that we suspect that the programming team spent the bulk of the game's development swigging sake. The writing's so embarrassingly bad that it makes "the master of unlocking" sound like an Oscar winning line. The gunplay's so ineffective that it makes you feel like you're wielding a spud gun even when you're running amok with a shotgun the size of a small tank. The controls are awful (and poorly explained), the puzzles are rubbish, the incessant QTEs are obnoxious, and it goes on and on and on and on and on and on and on

Capcom drops in so many set piece moments that they lose their luster. Good set pieces--that is, large scale events with major visual punch and limited interactivity--punctuate gameplay, rather than replace it. Here, they constantly disrupt the gameplay, and a few types of set pieces emerge as clear developer favorites. One such type is the "run toward the camera" bit, in which you hold a button to sprint toward the camera, and press buttons to leap over obstacles or slide under them. It takes a special talent to make such sequences work, but no such talent is demonstrated here; the camera constantly changes position, which destroys the flow of both the controls and the visuals.
Resident Evil 6 is constantly (and annoyingly) playing with camera angles, even outside of the running sections. The worst moments are those that yank control from you and force you to stare at a growling behemoth's dramatic entrance, or a helicopter's flyover, even when you're in the middle of a quick-time event, or engaged in a shoot-out. Smart games either have you hold a button if you want to witness a major incident, or simply allow the incident to happen. Resident Evil 6 is not a smart game. It doesn't care what you're doing: that monster is big, and the game forces the bigness upon you. (And when the sequence is done, the camera may not be in the position in which it started.) Such occurrences are, every time, detrimental to gameplay, and it's shocking how many of them there are.

It's unfortunate that Resident Evil 6's campaigns want so desperately to take you out of the action. A single bullet from a sniper can knock you to the ground; you can either get to your feet and reposition yourself, or just shoot while you're down until the right time to rise presents itself. In Jake's campaign, getting knocked down on a particularly icy slope means sliding all the way to the bottom, and having to make the climb again. As is typical for Capcom action games, long animations need to finish before you regain control--and that kind of approach could have worked fine in a game that sticks closely to the Resident Evil 4 template.

AvantgardeAClue posted...
"I'm disappointed 8 years later that this game didn't try to make me scared like it used to so now I'm gonna shit on it for anyone who listens"

"I can't actually defend this game from criticism so I'll argue against this strawman instead"

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Kind Regards,
Darmik
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