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

Cool story bro.
It's a true story smuggy.

I like how people criticize my post saying re4 is a good game, and they don't think re4 should be a game people should blame because of re6s awfulness.

Are people serious? Re4 did nothing new to the series except take it out of the ps1 ghetto. Cv was brilliantly crafted yet no one played it, while re4 is a bland and non varied experience. The game is littered with qtes, and the game is stripped of all its tension and its atmosphere. There really isn't anything memorable about re4 besides the boat part and shop guy.
 
Oh no, ignore Brad, some of the stuff he's talking about is legitimate, but he's got no idea about the depth of the combat mechanics. As the quicklook shows the game only gives tips in the loading screen, but he played for a long time and you can see he's never stopped to just test out the range of what the characters can do. Who doesn't usually do such a thing as soon as they get full control of a character, I don't think he used quick shot once. Stomping on downed enemies is broken though, another thing for the patch.

Is he really broken or simply more positional than expected? Well, it is sloppy either way.


Also, yeah, I'm always surprised to hear that people don't fuck around with their character's movement the moment they are given a quite moment. I did this in the demo to figure out almost everything.
 
Yeah, I can't see him hating on it that much.

Sounded about like a 2/5 to me too. Not everything is awful in it, like the cutscenes.

But man, I just watched the prologue part or whatever and that beginning... is literally 20 minutes of QTEs and scripted sequences. I'm not really getting a good vibe just from seeing that alone.
 
These are my favorite posts. Turns out there's nothing wrong with RE6 at all. Everyone including Brad are just playing it wrong. Yes sir there's nothing wrong with the camera, cover system, A.I., level design. If only Brad would learn to dodge roll, then he could truly appreciate how great this game is.

Please point out to me where in my post I said there's nothing wrong with the game.
 

I didn't like RE5's setting at all though.

Although my gripe with this game is the camera, the terrible cover mechanics, and the confusing "cover to switch shooting side". My I appreciate the walk-and-shoot thing.
 
it's quite funny that you're puzzled because you don't understand but keep being intrusive into quotes that don't refer to you.

You sir, are a resident evil 6 QTE. lol.

You are wrong, really. I have understand perfectly what do you want to mean, but I continue to not understand what has to do the less immediate gameplay/mechanic/controls of Demons souls for some users (which is prized to the most of critics) with the faulty RE6 controls or bland/mixing/confusing gameplay. Those are a 2 total different beast. Demon's souls is a masterpiece in what try to do, where RE6 fails for the most part. The Leon campaign maybe it's the only appreciable thing, not wonderful but appreciable for the atmosphere. But after that everything seems confuse, caotic, reading the review (& coming to the demo). It's not in discussion if RE6 could to like or less, but how it's disappointing & broken for the most part.
 
Oh no, ignore Brad, some of the stuff he's talking about is legitimate, but he's got no idea about the depth of the combat mechanics. As the quicklook shows the game only gives tips in the loading screen, but he played for a long time and you can see he's never stopped to just test out the range of what the characters can do. Who doesn't usually do such a thing as soon as they get full control of a character, I don't think he used quick shot once. Stomping on downed enemies is broken though, another thing for the patch.

How is stomping broken?
 
Is he really broken or simply more positional than expected? Well, it is sloppy either way.


Also, yeah, I'm always surprised to hear that people don't fuck around with their character's movement the moment they are given a quite moment. I did this in the demo to figure out almost everything.

Considering the game comes with no instruction booklet, they could've definitely done a better job of explaining it.

There's a tutorial/prelude that's completely, utterly, entirely garbage, because it teaches you absolutely nothing. Instead, it's a QTE-fest. A good game designer would've taken that time to introduce the key tricks and tips to the system, not squandered it with explosions and button prompts.
 
He has some really valid points, but I do feel kinda sad that people are complaining the game doesn't teach you everything. I mean, the game really should teach you that you can use your movement options to avoid damage?

Considering the game comes with no instruction booklet, they could've definitely done a better job of explaining it.

There's a tutorial/prelude that's completely, utterly, entirely garbage, because it teaches you absolutely nothing. Instead, it's a QTE-fest. A good game designer would've taken that time to introduce the key tricks and tips to the system, not squandered it with explosions and button prompts.
That I can agree with completely.
 
These are my favorite posts. Turns out there's nothing wrong with RE6 at all. Everyone including Brad are just playing it wrong. Yes sir there's nothing wrong with the camera, cover system, A.I., level design. If only Brad would learn to dodge roll, then he could truly appreciate how great this game is.

And posts like these are my favorite. It takes either a complete lack of reading comprehension or an obsession with word spinning to get that from his post.

I didn't like RE5's setting at all though.

Although my gripe with this game is the camera, the terrible cover mechanics, and the confusing "cover to switch shooting side". My I appreciate the walk-and-shoot thing.

I'm just confused by the wording is all lol.
 
"not knowing the depth of combat mechanics" only is a legitimate complaint for a review if the game makes you learn them. If you can slop through the game without knowing them, then they don't matter.
 
You are wrong, really. I have understand perfectly what do you want to mean, but I continue to not understand what has to do the less immediate gameplay/mechanic/controls of Demons souls for some users (which is prized to the most of critics) with the faulty RE6 controls or bland/mixed/confused gameplay. Those are a 2 total different beast. The Leon campaign seems the only appreciable thing, not woderful but appreciable for the atmosphere. But after that everything seems confuse, caotic, reading the review (& coming to the demo). Demon's souls is a masterpiece in what try to do, where RE6 failing for the most part. It's not in discussion if RE6 could to like or less, but to me seems universally accepted it's disappointing.

"Faulty" implies they don't work. They do, they can just be jarring and initially difficult to get accustomed to, while for others, they are intolerable. Basically a redux of the series' original tank controls. They have a mixed reception, and it's obvious they aren't for everyone.

Considering the game comes with no instruction booklet, they could've definitely done a better job of explaining it.

There's a tutorial/prelude that's completely, utterly, entirely garbage, because it teaches you absolutely nothing. Instead, it's a QTE-fest. A good game designer would've taken that time to introduce the key tricks and tips to the system, not squandered it with explosions and button prompts.

Completely true.
 
These are my favorite posts. Turns out there's nothing wrong with RE6 at all. Everyone including Brad are just playing it wrong. Yes sir there's nothing wrong with the camera, cover system, A.I., level design. If only Brad would learn to dodge roll, then he could truly appreciate how great this game is.

No, a lot of the time it's all awful, he's still "playing it wrong" though. The game never communicates to the player how they should play, but Brad, is a professional reviewer of video games, and he isn't using any of the mechanics core to making the game "enjoyable". Most people will play like this, why should they think not to, it's how every other game works, Brad is not most people. Didn't work out how to roll? That's the game's fault for 30 mins tops, after 10 hours it's on him.
 
"not knowing the depth of combat mechanics" only is a legitimate complaint for a review if the game makes you learn them. If you can slop through the game without knowing them, then they don't matter.

I don't like cutting it down like that. You can slop through most games with generous checkpoints (which one could argue is having checkpoints at all) and if they took those away (in other words, made the game less susceptible to trial and error) then it would probably just be reviewed more harshly anyway. I think it is a fair point to make when Brad is clearly frustrated by enemies despite having the options in his hands.
 
He has some really valid points, but I do feel kinda sad that people are complaining the game doesn't teach you everything. I mean, the game really should teach you that you can use your movement options to avoid damage?


That I can agree with completely.

Maybe originally it was planned that it would have a booklet, then the financial greed side "LOL NOPE", but you can't make a control introduction opening when you have done something else.

Still no excuse not to have a digital booklet in the menu.
 
Man, the RE 4 GameCube manual was awesome. Full color, too.

Of course, some people still never looked at it and didn't realize you had to hold B to run.
 
Same way he points out, sometimes even when you're positioned right and get the prompt you still stomp on their chest, instead of the head. Not like every time, but it's enough to be a problem.

It's not supposed to go for the head all the time. That was something already visible on resident evil 5. You gotta do it properly for "headshots". It's just that stomp in RE5 felt more powerful. But if you mean that the game displaces you, I guess that's a bug.
 
RE4 is still one of the best games around, the love for detail and small things is incredible.

In case anyone is interested, I started to analyze RE4's difficulty settings, which is a rather underappreciated detail of the game that went a LOT of effort and work into.

Here is the first part in my difficulty thread:
http://www.neogaf.com/forum/showpost.php?p=42714442&postcount=93
That's amazing! Thanks for the work, I will read it after work.
 
I think it is a fair point to make when Brad is clearly frustrated by enemies despite having the options in his hands.

To be fair, Brad mentions that the way is playing or seems more competent than in the beginning is because how many hours he put into. Maybe he doesn't consider the other options actually viable? (specially when some of them were not clear to begin with)
 
Same way he points out, somtimes even when you're positioned right and get the prompt you still stomp on their chest, instead of the head. Not like every time, but it's enough to be a problem.

He was more complaining about the fact that if you're not perfectly facing the enemy, then when you hit the melee prompt Leon will kick the air instead of doing a context-sensitive melee (since the right trigger does both). In RE5 for instance the X button only did context-sensitive melee, so if you were positioned wrong Chris would just stand there. The end result is the same, but I can see the former being more annoying than the latter since you feel like it is the game's fault versus your own fault.
 
"Faulty" implies they don't work. They do, they can just be jarring and initially difficult to get accustomed to, while for others, they are intolerable. Basically a redux of the series' original tank controls. They have a mixed reception, and it's obvious they aren't for everyone.



Completely true.

The tank controls is not the only problem, the lack of idea, bad ai seems predominate in the rest of the campaign. At the end, I completely agree with eurogamer verdict, it's the only site which most of time catch my same feeling about a game. It seems to me that the most of the 'specialized press' concur to say RE6 how funny if you are a fan but terribly realized in a game perspective. I don't find that so upsetting.
 
For those who have played the game, is Leon's campaign the best one to play for those who have to learn the controls. Plan on co-oping the game with my fiance, we had a ton of fun playing through RE5 together. Took her a little while to get really comfortable with RE5's controls, so I'm wondering where we should start. I've played the demo and actually love how RE6 controls (aside from how it handles the cover mechanic).

And since we work opposite schedules we don't have a lot of time to co-op, so is there one campaign that anyone recommends just playing through alone. We're busy with a lot of things right now (getting married at the end of the month) so I'm wondering if I should just play through one campaign myself so I can have the game finished before the end of the month.
 
The tank controls is not the only problem, the lack of idea, bad ai seems predominate in the rest of the campaign. At the end, I completely agree with eurogamer verdict, it's the only site which most of time catch my same feeling about a game. At the end, the most of the 'press' concur to say RE6 how funny if you are a fan but terrible realized in a game perspective.

You keep complaining about bad AI and yet you haven't actually toyed with it yourself. Even at that, you do not give any examples of precisely why the AI is "bad".

I don't think there's a single game I know of where the AI has stood out to me as anything more than either functional or completely overbearing. Certainly not in this series at any rate.
 
A good game would teach you all the methods before you need them.

I think a good game is a sum of parts that are a little more complicated than that. Being obtuse doesn't do RE6 any favors, but to someone who can break games down by thinking about them, the level of complication RE6 challenges the player with is relatively small.

As for some of the particular problems, like quick-shooting dogs... should the game say "Dogs are weak to quick-shot"? Maybe when you first encounter one? To me just finding out what a quick-shot did was enough for me to figure out what was the best situations to use it in. Dodge is a dodge, so maybe it isn't a leap to dodge distant and predictable lunges. There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player. At least if you do when you are capable of seeing how that player is messing up.

EDIT: Giving contextual melee a shared button with the raw melee does seem like a mistake. RE5 simply didn't have that problem with the knife, for example.
 
You keep complaining about bad AI and yet you haven't actually toyed with it yourself. Even at that, you do not give any examples of precisely why the AI is "bad".

I don't think there's a single game I know of where the AI has stood out to me as anything more than either functional or completely overbearing. Certainly not in this series at any rate.

Play to Crysis 1 on console than on pc, just to see the difference. Crysis 1 on console is completely broken for the faulty AI. By the way, I repeat, it's not just AI who I'm talking.
 
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)


Yeah, i agree DS1 is a much better game/experience than DS 2. The only thing DS2 had over the first one was the better zero g. Everything else is worse, and seeing what they are doing with DS 3... no, i see no hope there.
 
There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player.

Of course, but generally is the blame of continue playing the game they cannot enjoy or can control in a efficient fun way. (independent if the gameplay mechanics are actually good or bad)
 
"not knowing the depth of combat mechanics" only is a legitimate complaint for a review if the game makes you learn them. If you can slop through the game without knowing them, then they don't matter.

Well you have a point, but he's stretching it to almost willfully ignoring them, and getting killed in ways he could have avoided. You can slop through the game without learning the controls, because it's been designed so that you can, but you will have no fun. He's clearly having no fun. A large part is the fault of the game, but at this point the most useful information you can glean is "this sucks if you play it like RE5", and it's not RE5.

It's not supposed to go for the head all the time. That was something already visible on resident evil 5. You gotta do it properly for "headshots". It's just that stomp in RE5 felt more powerful. But if you mean that the game displaces you, I guess that's a bug.

Yes, somtimes the game displaces it, there's a lot of little janky things like that.
 
As for some of the particular problems, like quick-shooting dogs... should the game say "Dogs are weak to quick-shot"? Maybe when you first encounter one? To me just finding out what a quick-shot did was enough for me to figure out what was the best situations to use it in. Dodge is a dodge, so maybe it isn't a leap to dodge distant and predictable lunges. There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player. At least if you do when you are capable of seeing how that player is messing up.

Exactly. Most games leave it up to you to figure out how to deal with different enemies and attacks. What's the point otherwise? Imagine if God of War told you exactly what each enemy's weak spot is. Where's the fun in besting those challenges? At one point in the quick look Brad kept complaining about zombies lunging at him from long distances, so Jeff asked him if dodging onto your back would help to avoid those lunging zombies and Brad said he didn't know. I feel like that's the kind of thing you would want to have explored when you're 12 hours in.
 
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XD
 
It's a true story smuggy.

I like how people criticize my post saying re4 is a good game, and they don't think re4 should be a game people should blame because of re6s awfulness.

Are people serious? Re4 did nothing new to the series except take it out of the ps1 ghetto. Cv was brilliantly crafted yet no one played it, while re4 is a bland and non varied experience. The game is littered with qtes, and the game is stripped of all its tension and its atmosphere. There really isn't anything memorable about re4 besides the boat part and shop guy.

Nope

Code Veronica is garbage tailored to funnies like News Bot who delude themselves into thinking Resident Evil has a good strory

RE4 removed all that bullshit
 
I think a good game is a sum of parts that are a little more complicated than that. Being obtuse doesn't do RE6 any favors, but to someone who can break games down by thinking about them, the level of complication RE6 challenges the player with is relatively small.

As for some of the particular problems, like quick-shooting dogs... should the game say "Dogs are weak to quick-shot"? Maybe when you first encounter one? To me just finding out what a quick-shot did was enough for me to figure out what was the best situations to use it in. Dodge is a dodge, so maybe it isn't a leap to dodge distant and predictable lunges. There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player. At least if you do when you are capable of seeing how that player is messing up.

I would blame the player if RE6 controls were similar to most TPS out there...it isn't.

Is hard to imagine that if you stop pressing the dodge button the character won't stay on the floor, or that you can do a 180º while sliding.

There a difference between controls (purely a move list) and things like doing quick shots than are more part of the game mechanics.

You really think any non experienced player would be able to guess all the moves of a game like PES or NBA 2K13 without a tutorial or a move list juts with experimentation?
 
I just played through all 3 campaigns on the demo again, I think the biggest thing I can't get past is the camera; I've never felt claustrophobic or like I can't see shit in any other game like this one, it's a complete dealbreaker for me.

Does the full game not have the control scheme loading screens? In the demo it does and it shows you how to dodge/roll from the get-go. If that's not in the full game that's pretty fucked. Aside from that Brad's play in the QL was super fucking sloppy, but I can't tell how much of that is just him not giving a fuck. If you played as much RE5 as he says he played, you should now how to pace and control your shots, he was just running around with a 9mm just firing it nonstop.
 
Nope

Code Veronica is garbage tailored to funnies like News Bot who delude themselves into thinking Resident Evil has a good strory

RE4 removed all that bullshit

Oh really?

Resident%2BEvil%2B4%2BWalkthrough%2BPart%2B40%2B-%2BSalazar%2BStatue.jpg


They all have their goofy ass parts that can't be justified. Some are just more obvious than others.
 
A good game would teach you all the methods before you need them.

A game's communication of its systems is important but doesn't make the difference between a good and bad game, IMO. Even if a game doesn't tell you everything, you can find out that information somehow, then you know it, then it's no longer a problem.

On the other hand, bad controls or boring game design (just examples, not asserting that these are true of RE6) are things that cannot be remedied by the player, and so are more important determinants of quality.
 
Nope

Code Veronica is garbage tailored to funnies like News Bot who delude themselves into thinking Resident Evil has a good strory

RE4 removed all that bullshit

I don't even like most aspects of CODE:Veronica's plot, but nice try!

I also don't think the series has a "good" story, I regard it as entertaining pulp with some interesting aspects, but I'd like to hear some examples of a good story from you since you seem quick to judge like you have taste.
 
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