Resident Evil 6 - Review Thread | Activist Reviews and the Hate Patrol Destroy Truth™

These scores aren't a surprise to anyone who managed to play the demo.

The first thing I said when I finished all 3 campaigns in the demo was, "RE6 is going to be very polarizing." There were parts of the demo that I found entertaining, yet I can't blame people for being critical of RE6, even if it was clear for months that this was the direction that was being taken.

The wide range of resulting reviews are exceeding the extent of my expectation of how polarizing it would be, but the split of opinions itself doesn't surprise me at all.
 
Dead Space is a much better game than RE5.
Care to elaborate?

The core action in Dead Space is simply less entertaining. The "dismemberment" feature isn't as satisfying as shooting an enemy in RE5 and running up for a melee kill. The combat "loop" in RE5 is great fun and well paced throughout. Dead Space just throws enemies at you in waves without much variety in the encounters and taking them out just doesn't satisfy to the same degree.

RE5 also keeps the variety much higher with a wide range of areas to visit with a large variety of scenarios. They're always changing things up in such a way that you have to find new tactics to survive.

Dead Space is pretty much consistent from start to finish and rarely attempts to deliver anything more.

I actually like them both, but Dead Space never quite hit the mark for me while RE5 is just a fantastic experience.

I mean while other games may force you to learn the more and more and make you better at the game, RE6 dosn't seems to do that. The game is easy enough for the player, so he dosn't need to learn more than the basic control scheme.
Yes, but even though it's not difficult to survive in RE6, the act of killing and enemy management becomes so much more interesting when you learn all of the nuances. Since the game doesn't actually FORCE you to learn this to succeed, however, it's certainly possible that the player will never 'unlock' the fun. That is definitely a design flaw and something that needs to be called out, but that doesn't mean there isn't still something good in there to be found.
 
Honestly, I don't understand the defence of this game. I mean, of course the game could be funny but if a lot of things are broken (game design, control, ai etc etc) I think it deserve that score. No one said couldn't be funny but it's different to say it's a good game, perfect realized. To me, coming from the demo, everything seems a confuse mix without a coherent logic & at the end the final game appears how that. So, ok, if someone find it after all a good experience, it's ok, but tries to convince those flaws are marginal, reviewers are all idiot, racist, incompetent it's completely false. I don't think reviewers are that stupid or so different to the normal gamers.
 
Example: Demons Souls (platinum'd it, by the way. Just in case anyone thinks i'm attacking it). Die die die. Frustrating game. Old school design. Bad performance for the graphics it had. No communication channels.

Add some internet love powder.

Demon's Souls is not frustrating, if you learn from your mistakes. If you make the same mistakes again and again, sure it could get frustrating. But that's your fault, not the game's fault. If you run against a wall every 2 minutes and it starts to hurt after 1 hour, it's not the fault of the wall. The game also doesn't hold your hand.

Demon's Souls mechanics are perfect. The mechanics need to be great for such a game, because if they aren't, the game won't be hard anymore, but cheap. And it also got a stamina bar that matters, unlike stamina bars in other games.

Even online is great. Yeah, it's not the typical online. Typical online would ruin the atmosphere. There is also risk and reward everywhere. Do I play online and in human form, so I risk being invaded, but I also get more health and the ability to summon other players? Or do I stay in soul form, so noone can invade but I also can't summon other players?

That's a well designed game. It's not a game for everyone, but still well designed. And everything that I saw in RE6 doesn't look well designed to me. It looks like a mess.
 
Honestly, I don't understand the defence of this game. I mean, of course the game could be funny but if a lot of things are broken (game design, control, ai etc etc) I think it deserve that score. No one said couldn't be funny but it's different to say it's a good game, perfect realized. To me, coming from the demo, everything seems a confuse mix without a coherent logic & at the end the final game appears how that. So, ok, if someone find it after all a good experience, it's ok, but tries to convince those flaws are marginal, reviewers are all idiot, racist, incompetent it's completely false. I don't think reviewers are that stupid or so different to the normal gamers.

A good solution is renting the game and experiencing it.

Your major problem is that "coming from the demo" I can understand your complaints. The demo was awful. Dull segments cut in points where they seem to be getting to something. The re5 demo imo was a good display of gameplay, as it was almost a mercenaries stage, with the axeman and all.(capcom, next time to a mercenaries demo, everyone will be loving... although it can be spoiler-ish). and that cool display did not even make justice to the whole RE5 game. RE6 demo was a bad choice imo.

Demon's Souls is not frustrating, if you learn from your mistakes. If you make the same mistakes again and again, sure it could get frustrating. But that's your fault, not the game's fault. If you run against a wall every 2 minutes and it starts to hurt after 1 hour, it's not the fault of the wall. The game also doesn't hold your hand.

Demon's Souls mechanics are perfect. The mechanics need to be great for such a game, because if they aren't, the game won't be hard anymore, but cheap. And it also got a stamina bar that matters, unlike stamina bars in other games.

Even online is great. Yeah, it's not the typical online. Typical online would ruin the atmosphere. There is also risk and reward everywhere. Do I play online and in human form, so I risk being invaded, but I also get more health and the ability to summon other players? Or do I stay in soul form, so noone can invade but I also can't summon other players?

That's a well designed game. It's not a game for everyone, but still well designed. And everything that I saw in RE6 doesn't look well designed to me. It looks like a mess.

That's all very nice. But without the internet love machine all those things would be negative points. Not the typical online where you can voicechat. Also the game is too deep and barely explained unless you use a wiki. The mechanics being great is something up for debate, some weapons are nearly worthless. Paperweight corpses. and a long list of etc.

But we gave it a chance. And with enough time of trial and error (or enough lifes) you learn to love it for what it is. However, that condoning of deficiencies came from the "word on street" (in this case, the internet), which enhanced every strong point of the game, and considered some of what in other games would be faults at modern game designing as good points aswell.

Example: outbreak file 2 was destroyed for being a hard online without voicechat (but with a a very good voice message system) game trying to retain the survival horror feel. Demons Souls gets praised for doing the same as if they reinvented the online component.
 
Honestly, I don't understand the defence of this game. I mean, of course the game could be funny but if a lot of things are broken (game design, control, ai etc etc) I think it deserve that score. No one said couldn't be funny but it's different to say it's a good game, perfect realized. To me, coming from the demo, everything seems a confuse mix without a coherent logic & at the end the final game appears how that. So, ok, if someone find it after all a good experience, it's ok, but tries to convince those flaws are marginal, reviewers are all idiot, racist, incompetent it's completely false. I don't think reviewers are that stupid or so different to the normal gamers.

Please never improve your english. It's fun.

I don't think the people who like the game think the game design or controls are broken. It has often been said the controls are obtuse (poor tutorial, etc), but that's an entirely different matter for someone who puts effort into learning them.

Demon's Souls is not frustrating, if you learn from your mistakes.

Frustration is entirely dependent on the player. Demon's Souls IS frustrating for people on GAF and among game journos.
 
Simple to learn, hard to master?

I wouldn't even say is simple to learn, since the akward controls, movement probably confuses too much people at first.

And most of the games that has that learning curve normally they are fun at the basic level, is not really the case of RE6.

Yes, but even though it's not difficult to survive in RE6, the act of killing and enemy management becomes so much more interesting when you learn all of the nuances. Since the game doesn't actually FORCE you to learn this to succeed, however, it's certainly possible that the player will never 'unlock' the fun. That is definitely a design flaw and something that needs to be called out, but that doesn't mean there isn't still something good in there to be found.

But since the game dosn't force you I think it's a big problem because if you don't force the people to see the good in your game, they will become frustrated. At the basic level and between all the other problems I can see RE6 being a pretty mediocre game for a lot of reviewers.

And even if it wasn't the case the game has enough flaws by itself, but even then reviews wouldn't be that low, I think.
 
Care to elaborate?

The core action in Dead Space is simply less entertaining. The "dismemberment" feature isn't as satisfying as shooting an enemy in RE5 and running up for a melee kill. The combat "loop" in RE5 is great fun and well paced throughout. Dead Space just throws enemies at you in waves without much variety in the encounters and taking them out just doesn't satisfy to the same degree.

RE5 also keeps the variety much higher with a wide range of areas to visit with a large variety of scenarios. They're always changing things up in such a way that you have to find new tactics to survive.

Dead Space is pretty much consistent from start to finish and rarely attempts to deliver anything more.

I actually like them both, but Dead Space never quite hit the mark for me while RE5 is just a fantastic experience.

Exactly the opposite for me - The dismemberment feature was much more satisfying and visceral then shooting a zombie running up and doing some lame wrestling moves to finish them. Next the visuals and atmosphere in DS is absolutely perfect. The lighting and shadows just enhance the mood and atmosphere. RE5 throws far more boring waves of enemies than DS. The real time HUD which RE6 so badly copies from DS was amazing and kept the tension up constantly. Also when it comes down to the character control - Controlling Clarke was an absolute blast. No bullshit tank controls. It was just perfect and something RE6 could have learnt a lot from. RE5 on the other hand just appears archaic in comparison with absolutely no efforts to evolve what was done in RE4. The sound effects in DS absolutely destroy RE5. Just toppling a can down the steps and hearing the sound pierce the silence destroys anything RE5 does in the sound department.

RE5 just felt like a game whose mechanics have aged and become boring. Doing Coop is nothing to admire. I am sure DS3 can do the same level of coop with better camera and better atmosphere. Implementing it is no big deal.
 
Demon's Souls is not frustrating, if you learn from your mistakes. If you make the same mistakes again and again, sure it could get frustrating. But that's your fault, not the game's fault. If you run against a wall every 2 minutes and it starts to hurt after 1 hour, it's not the fault of the wall. The game also doesn't hold your hand.

Demon's Souls mechanics are perfect. The mechanics need to be great for such a game, because if they aren't, the game won't be hard anymore, but cheap. And it also got a stamina bar that matters, unlike stamina bars in other games.

Even online is great. Yeah, it's not the typical online. Typical online would ruin the atmosphere. There is also risk and reward everywhere. Do I play online and in human form, so I risk being invaded, but I also get more health and the ability to summon other players? Or do I stay in soul form, so noone can invade but I also can't summon other players?

So, did you figure that out from playing it, or did someone tell you before you played it?
 
There's no point in mastering something when the obstacle is ankle-high. It's like playing Chess with a 6 year old, yes there's depth but even if you don't touch it you'll curbstomp the kid.

I don't think RE6 mechanic problems has to do something with learning curve. Those are just confuse & not intuitive. Learning curve has to do with complex/deeper mechanics, RE6 demo is not that, it's a weird mix.
 
I don't think RE6 mechanic problems has to do something with learning curve. Those are just confuse & not intuitive. Learning curve has to do with complex/deeper mechanics, RE6 demo is not that, it's a weird mix.

To put it bluntly, you don't know what a learning curve is. Having to learn how to play a game is not specified to whether you think the complexity is worthwhile or not.

EDIT: How does RE6 have the HUD of Dead Space? I don't get it. Dead Space didn't even have a HUD.
 
I always thought Dead Space 1 would have been rated higher if it would have come out after RE5.

It always seemed to me that the game was rated somewhere in the 80s to make room for the sure to be 90s that RE5 would get.

As it turns out DS1 ( and 2 ) was the far superior game, but never got the sales it deserved just because of bad timing.

Oh, from what I´ve played RE6 seems really bad. Happy to see the media giving it the scores it deserves.
 
We're not playing the same game. At all. What are you playing? I want to play that. The Resident Evil 6 I'm playing is lazily designed garbage that a developer of Capcom's caliber should be ashamed of putting out let alone having the Resident Evil name on it.
This.
 
Glad I jumped ship after re4. I hated 4 so much. I'm surprised to even see honest reviews amongst the biased as fuck ones.
 
To put it bluntly, you don't know what a learning curve is. Having to learn how to play a game is not specified to whether you think the complexity is worthwhile or not.

EDIT: How does RE6 have the HUD of Dead Space? I don't get it. Dead Space didn't even have a HUD.

:/ no?
 
To put it bluntly, you don't know what a learning curve is. Having to learn how to play a game is not specified to whether you think the complexity is worthwhile or not.

EDIT: How does RE6 have the HUD of Dead Space? I don't get it. Dead Space didn't even have a HUD.

I guess people are seeing the transparency of the display in the corner and the inventory menu as influenced by Dead Space, but since it doesn't achieve the primary goals (to be out of the way and integrated into the game's reality) of the DS HUD, I don't know why people think that's a good comparison.

There's no point in mastering something when the obstacle is ankle-high. It's like playing Chess with a 6 year old, yes there's depth but even if you don't touch it you'll curbstomp the kid.

While I agree that there are some things too simple to be worth "mastering," it's still the case that unfamiliar game mechanics can be off-putting at first, then become fluent through practice. That fluency can change your experience of a game in totality.

Glad I jumped ship after re4. I hated 4 so much. I'm surprised to even see honest reviews amongst the biased as fuck ones.

Which ones are which?
 
Please never improve your english. It's fun.

I don't think the people who like the game think the game design or controls are broken. It has often been said the controls are obtuse (poor tutorial, etc), but that's an entirely different matter for someone who puts effort into learning them.



Frustration is entirely dependent on the player. Demon's Souls IS frustrating for people on GAF and among game journos.

You can help me to improve it, indeed to mock everytime, no?
 
I guess people are seeing the transparency of the display in the corner and the inventory menu as influenced by Dead Space, but since it doesn't achieve the primary goals (to be out of the way and integrated into the game's reality) of the DS HUD, I don't know why people think that's a good comparison.

Sorry I meant to say lack of HUD and the inventory menu.
 
I always thought Dead Space 1 would have been rated higher if it would have come out after RE5.

It always seemed to me that the game was rated somewhere in the 80s to make room for the sure to be 90s that RE5 would get.

As it turns out DS1 ( and 2 ) was the far superior game, but never got the sales it deserved just because of bad timing.

Oh, from what I´ve played RE6 seems really bad. Happy to see the media giving it the scores it deserves.

Well I think most critics now in hindsight acknowledge the first Dead Space as the best horror game on consoles this gen atleast from the various podcasts that I seem to listen to.
 
I always thought Dead Space 1 would have been rated higher if it would have come out after RE5.

It always seemed to me that the game was rated somewhere in the 80s to make room for the sure to be 90s that RE5 would get.

As it turns out DS1 ( and 2 ) was the far superior game, but never got the sales it deserved just because of bad timing.

Oh, from what I´ve played RE6 seems really bad. Happy to see the media giving it the scores it deserves.

Dead Space 1 is the far superior game indeed,but Dead Space 2 did many of/the same mistakes as RE5 (too much action,not survival horror,all over place pacing, jump the shark story,boring setting,repetitive..ect)
 
To be honest I liked Dead Space 1 & 2 more than RE5 and RE4.

RE4 despite all the (deserved) love it gets is a long way from flawless, the more I played it the more its shortcomings came into focus. As to RE5, the crappy companion AI hurt it for me critically in SP mode, and Capcom's shenanigans with their refusal to patch Move controls into anything but the "Gold" edition (after selling me a bunch of luxuriously priced add-ons) left a foul taste in my mouth that it took the surprisingly entertaining Dragon's Dogma to finally remove.
 
I find it baffling that people think they can instantly tell the difference between a game with a learning curve and a bad game.

It something really hard to me to understand. I haven't seen any learning curve in the demo, but just confuse mechanics, weird mix of the most famous ip & no more. Even RE5 was better, from this point of view. & I'm pretty sure in the whole game, those flaws are there, nothing will change.
 
Dead Space 1 is the far superior game indeed,but Dead Space 2 did many the same mistakes as RE5 (too much action,not survival horror,all over place pacing, jump the shark story,boring setting,repetitive..ect)

Yeah DS1 is way better than 2 and Ishimura > sprawl. Having said that atleast DS2 still retained the horror atmosphere to a large extent. RE5 on the other hand....
 
Well I think most critics now in hindsight acknowledge the first Dead Space as the best horror game on consoles this gen atleast from the various podcasts that I seem to listen to.

Yes, but it´s too late for the franchise and from what I get it is going in the wrong direction now.
 
How can you tell the difference?

What do you mean? Well, I can tries to explain. Cover system in the shooter session, not works, the response in the controls give me the impression to 'change' from the cover to the normal stand. Translate from the walk to the run, has something wrong, clunky, probably hold the button how the prequel, still remain the best setting. AI is really, really, stupid. Enemies & comrades completely ignore themself. I remember someone shot to me, but I wasn't unable to see him. He was in my back, close to my comrade who completely ignore him. I'll bet those problems still remain & are even worse, especially in the Chris/Jake campaign.
 
How can you tell the difference, instantly, between something that will become less confusing once you understand how it works, and something that will never make sense?

Specially when you're just playing those 10 minutes again, and again, and again.
 
It something really hard to me to understand. I haven't seen any learning curve in the demo, but just confuse mechanics, weird mix of the most famous ip & no more. Even RE5 was better, from this point of view.

There's a lot to learn in the RE6 demo.

- Sliding into cover. (lol)

- Sliding and performing a 180º turn

- Ducking in the right moment to evade the guy with the giant tentacle arm attack

- Rolling to just evade or rolling and stay in the floor

- The different ways to stagger zombies

- The counterattack

- The hand to hand combat from jake which is almost entrirely a different way to play the game.

- etc...

The way the demo explains all these things is inexistent (as in the full game) but is definetly there, is not like the demo offers the best chances to improve and experiment either.
 
There's a lot to learn in the RE6 demo.

- Sliding into cover. (lol)

- Sliding and performing a 180º turn

- Ducking in the right moment to evade the guy with the giant tentacle arm attack

- Rolling to just evade or rolling and stay in the floor

- The different ways to stagger zombies

- The counterattack

- The hand to hand combat from jake which is almost entrirely a different way to play the game.

- etc...

The way the demo explains all these things is inexistent (as in the full game) but is definetly there, is not like the demo offers the best chances to improve and experiment either.

And that's why I believe they should have put a mercenaries stage as demo, lol.
 
Specially when you're just playing those 10 minutes again, and again, and again.

Okay what is this super deep mechanics everyone is talking about in RE6? All I see is you can dive backwards and roll and also include a few quick shots here and there and keep a small eye on the stamina meter occasionally but that's about it. There is absolutely nothing deep about those mechanics unless I am missing something, The worst part is based on the demo and the streams you need to go out of your way to die. Diving has no uses on most occasions. To liken this really bad level design and simplistic mechanics to something like Demon Souls / Dark Souls etc is inappropriate and just wrong.
 
So, did you figure that out from playing it, or did someone tell you before you played it?

What are you implying?

Demon's Souls was made in the style of From's earlier King's Quest games, which worked under a similar philosophy, but never found large success. You think those games didn't have fans advocating the same things that those early adopters of Demon's Souls who were importing the game from Asia said? But King's Field didn't catch on because those games weren't as well designed. People can tell the difference.

I don't think I was doing anything wrong when I played through the public demo for RE6 twice. The only time I died was when I got killed by a cocoon enemy in Jake's campaign that killed me by shooting at me through a floor from above. I learned about sliding around, and quick-shotting enemies, and things like that. Understanding the mechanics didn't fix the terrible encounter and enemy design, just like my experience with Dark Souls didn't make areas where a half-dozen large melee foes are spread out over a flat area standing around into good level design. I'll probably buy the retail product later at $20 and get some decent enjoyment out of it, like I did with Lost Planet 2.

People played the same demo you did. It's fine to like what you like, but nobody's being intentionally dishonest in order to hate something they'd otherwise enjoy.
 
Well I think most critics now in hindsight acknowledge the first Dead Space as the best horror game on consoles this gen atleast from the various podcasts that I seem to listen to.

DS was a great game. Lots of polish. A solid 8 game, but it was missing something, maybe variety of monsters and environments, to push it up to greatness.
 
While I agree that there are some things too simple to be worth "mastering," it's still the case that unfamiliar game mechanics can be off-putting at first, then become fluent through practice. That fluency can change your experience of a game in totality.

What do you mean here? Unfamiliar to a player or unfamiliar to the knowledgebase of video games? Your choice of wording isn't clear as to which one you're referring too.

Which ones are which?

And that's the fun. :D
 
Love of Dead Space baffles me. I found the game boring, easy, and not scary at all. The upgrade system was convoluted for no reason, and I spent more time struggling with limited inventory space than the monsters.
 
What are you implying?

Demon's Souls was made in the style of From's earlier King's Quest games, which worked under a similar philosophy, but never found large success. You think those games didn't have fans advocating the same things that those early adopters of Demon's Souls who were importing the game from Asia said? But King's Field didn't catch on because those games weren't as well designed. People can tell the difference.

I don't think I was doing anything wrong when I played through the public demo for RE6 twice. The only time I died was when I got killed by a cocoon enemy in Jake's campaign that killed me by shooting at me through a floor from above. I learned about sliding around, and quick-shotting enemies, and things like that. Understanding the mechanics didn't fix the terrible encounter and enemy design, just like my experience with Dark Souls didn't make areas where a half-dozen large melee foes are spread out over a flat area standing around into good level design. I'll probably buy the retail product later at $20 and get some decent enjoyment out of it, like I did with Lost Planet 2.

People played the same demo you did. It's fine to like what you like, but nobody's being intentionally dishonest in order to hate something they'd otherwise enjoy.

Thats the key. A vocal minority went ahead and bought it because of the principle. The game got word of mouth months after as a complete refreshing experience from games that basicly hold your hand and checkpoint you every five minutes.

many, MANY of the strong points of demon's souls are NEGATIVES on other games. And that's what makes it unique. The only thing is that there's this concept on psychology about how humans have, in a way, a hivemind. If they don't feel part of a group, they adapt their opinion to be part of it. This could apply for videogame praising/bashing perfectly.
 
Thats the key. A vocal minority went ahead and bought it because of the principle. The game got word of mouth months after as a complete refreshing experience from games that basicly hold your hand and checkpoint you every five minutes.

many, MANY of the strong points of demon's souls are NEGATIVES on other games. And that's what makes it unique. The only thing is that there's this concept on psychology about how humans have, in a way, a hivemind. If they don't feel part of a group, they adapt their opinion to be part of it. This could apply for videogame praising/bashing perfectly.

Jeez, sorry but this why it's very hard to me to be serious talking of RE6. I can't believe now RE6 mechanics problems are comparate to Demon's souls, it's completely foolish.
 
Thats the key. A vocal minority went ahead and bought it because of the principle. The game got word of mouth months after as a complete refreshing experience from games that basicly hold your hand and checkpoint you every five minutes.

many, MANY of the strong points of demon's souls are NEGATIVES on other games. And that's what makes it unique. The only thing is that there's this concept on psychology about how humans have, in a way, a hivemind. If they don't feel part of a group, they adapt their opinion to be part of it. This could apply for videogame praising/bashing perfectly.

You know, there are plenty of other outspoken critics of demon's souls.

Also, I'm really not following your point. People can't form opinion from other people's opinions?
 
We can add Kotaku's review to the list too. There's no score but they said No to "should you play this game?" and proceed to tear it apart about the same as everyone else so far.

Bloated and boring seems to be their phrase for the game.
 
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