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

Dark Souls is a very good game IN SPITE of the game design and I'm not sure that sort of thing is a formula for success. Without online communities that built up completely outside of the designers control (the ridiculous precanned message system) the overwhelming majority of gamers would find that game terrible.
 
Dark Souls is a very good game IN SPITE of the game design and I'm not sure that sort of thing is a formula for success. Without online communities that built up completely outside of the designers control (the ridiculous precanned message system) the overwhelming majority of gamers would find that game terrible.

People who like Dark Souls probably disagree with you. The game isn't popular with a "majority of gamers" anyway.
 
Dark Souls is a very good game IN SPITE of the game design and I'm not sure that sort of thing is a formula for success. Without online communities that built up completely outside of the designers control (the ridiculous precanned message system) the overwhelming majority of gamers would find that game terrible.

I have Demon's Souls sitting on my shelf and I can never get myself excited to play it. I don't want to be punished that hard for playing a game, although I will admit that if we were talking about survival horror that game unwittingly pulls it off really well.

I think the game's mechanics are great, and fights are really tense and make you use the entirety of the options available to you. But make one mistake and it's back to the beginning of the damn level. That's what annoys me.
 
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.

Definitely agree. Games are interactive and hence people should expect to maybe put in a little bit of effort to learn them. Most games meet you way more than half way, but it's not necessarily a problem if they don't. The player has many options to gain further information about a game's systems and things they might be missing. It's crazy to me that a lifelong gamer wouldn't just try all the different inputs and combinations, especially when shown a controller diagram that's so full of information. Even if you don't read it, you at least know there's a bunch of shit to figure out.
 
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.
What?

The AI isn't exactly outstanding in any version of Crysis.
 
Comparing a 3rd Person Shooter (RE6) to an Action RPG (Demon/Dark Souls) to make logic doesn't make sense at all. Just wanted to say that.
 
Comparing a 3rd Person Shooter to an Action RPG to make logic doesnt sound logical at all. Just wanted to say that.

Dark Souls is a 3D Action game made by 3D action developers. "Action RPG" is just a nice way of saying games like Elder Scrolls or Kingdom of Amalur can suck and be accepted. No one is making a direct comparison anyway.
 
People who like Dark Souls probably disagree with you. The game isn't popular with a "majority of gamers" anyway.

The people who love Dark Souls got through the entire game asking posting in forums, reading FAQs, and through a ton of trial and error. In any case, obscuring systems and gameplay mechanics works works in a sequel to a game where you entire audience loved it for that very reason and probably isn't a good idea for something like Resident Evil, which is pretty much the biggest remaining non nintendo franchise from Japan. I only posted the Dark Souls comment because I thought I had read a RE apologist mention it to deflect the complaints about the lack of explanation in RE6.
 
Comparing a 3rd Person Shooter (RE6) to an Action RPG (Demon/Dark Souls) to make logic doesn't make sense at all. Just wanted to say that.

People are coming up with all sorts of weird-ass comparisons to either defend or further attack RE6. It's amazing really.

What is game?
 
People are coming up with all sorts of weird-ass comparisons to either defend or further attack RE6. It's amazing really.

What is game?

Well Dark Souls and RE6 has tons in common. They have start up screen gameplay and credits. So much in common I can't handle it.
 
The people who love Dark Souls got through the entire game asking posting in forums, reading FAQs, and through a ton of trial and error.

Wrong.

Especially with Dark Souls, which didn't have a convoluted weapon upgrade system (the only thing worth looking up with Demon's Souls).


There is nothing wrong in comparing the obtuse nature of two games. We are not talking about a direct comparison, just how people approach games.
 
In the Quicklook I could not help but notice how much Brad complained about how he could not figure out most of the mechanics until he was about 12 hours in. He was still not even aware that you could mix herbs without going into the inventory. I realize the game has issues, but a lot of his complaints seemed to stem from being frustrated by not being able to figure things out and from dying a lot. Some of us like figuring things out on our own. *shrugs* Hell, I figured it out just from playing the demo a few times and that is when I started liking the game. I agree with him on the quick time events and camera, though. But I can't fault the game for not holding your hand and leaving you to discover some of the subtleties of the gameplay for yourself. Although with the other issues, I guess I can see how that might frustrate some even more.
 
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.

Brad and Patrick are clearly talking about the context sensitive stomp when playing as Jake. If you're positioned wrong when the prompt comes up and you'll stomp the back or chest, be in the right zone and you'll get the head, sometimes it still misses though.
 
The people who love Dark Souls got through the entire game asking posting in forums, reading FAQs, and through a ton of trial and error. In any case, obscuring systems and gameplay mechanics works works in a sequel to a game where you entire audience loved it for that very reason and probably isn't a good idea for something like Resident Evil, which is pretty much the biggest remaining non nintendo franchise from Japan. I only posted the Dark Souls comment because I thought I had read a RE apologist mention it to deflect the complaints about the lack of explanation in RE6.

WTF I got through the game without using guides or asking for help. Don't assume how people play a game, I loved it because it didn't hold my hand and punished rashness.
 
In the Quicklook I could not help but notice how much Brad complained about how he could not figure out most of the mechanics until he was about 12 hours in. He was still not even aware that you could mix herbs without going into the inventory. I realize the game has issues, but a lot of his complaints seemed to stem from being frustrated by not being able to figure things out and from dying a lot. Some of us like figuring things out on our own. *shrugs* Hell, I figured it out just from playing the demo a few times and that is when I started liking the game. I agree with him on the quick time events and camera, though. But I can't fault the game for not holding your hand and leaving you to discover some of the subtleties of the gameplay for yourself. Although with the other issues, I guess I can see how that might frustrate some even more.

Extremely basic gameplay mechanics should not have to be "figured out" on your own by the player. Having just played the demo I don't see how someone would have realized or figured that out on their own. And even if you did, it's ridiculous that you'd have to figure that out for yourself. Although it would still be shitty that none of this is explained in the game, they could have at least gotten somewhat of a pass if this stuff was in the manual, which apparently (?) it's not.
 
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.

Resident Evil really doesn't have much of a story at all. Story is the journey of the characters and how they grow/change with their experiences. The characters in Resident Evil never grow, because they're almost always just archetypes. Unless of course you count Chris's really forced "Is it all worth fight for" crap in RE5. Oddly enough my least favorite RE games have the best character development, Code Veronica and RE5. It hardly matters though because character motivation is practically reset every time they make another appearance.


Resident Evil is almost entirely plot driven, which in and of itself is not a bad thing. However Resident Evil's plot tends to generally be laughably stupid, the entire climax of RE5 was like an Evil Dead film in the sense that the writing and dialogue was so shitty that it was hilarious.

So what we're left with is a series where the characters are simply boring archetypes, and the plot is for the most part slapped together drivel.

I actually like the universe and the characters in Resident Evil, but I think that's mostly because I've been following the series for 17 years now.

The best writing the series ever had was in the memo's and files found in the older games.
 
Eh, my english not helps me here... but tries to replay on both, some situations on ps3 are really ridicolous.

Crysis on Ps3 is a broken mess of bugs period. Talking about how bad IA is like pointing out to a particular turd in a toilet to poit out how it stinks more than the others.
 
Extremely basic gameplay mechanics should not have to be "figured out" on your own by the player. Having just played the demo I don't see how someone would have realized or figured that out on their own. And even if you did, it's ridiculous that you'd have to figure that out for yourself. Although it would still be shitty that none of this is explained in the game, they could have at least gotten somewhat of a pass if this stuff was in the manual, which apparently (?) it's not.

That is where some of us will simply disagree. Many here just messed around and figured all of this out, not just me. Like I said, I can see how some will hate this and become frustrated when weighed with the other issues. That is fair play, but it is simply not a complaint for me.

As for the manual, yeah, there is none. Seems they not only skimped on the box art, but there as well. Just a Resident Evil: Damnation Flyer and a warranty slip and that is all. Kind of cheap for sure.
 
WTF I got through the game without using guides or asking for help. Don't assume how people play a game, I loved it because it didn't hold my hand and punished rashness.

Okay you played the entire game and figured out every little thing without posting online. Congratulations you are probably among a very very small minority. I just mean to say that From did a very poor job of explaining a lot of gameplay design and unlike some people I'm not jumping to say that was all intentional. Without this forum, I would have never known what the hell kindling even did.
 
Extremely basic gameplay mechanics should not have to be "figured out" on your own by the player. Having just played the demo I don't see how someone would have realized or figured that out on their own. And even if you did, it's ridiculous that you'd have to figure that out for yourself. Although it would still be shitty that none of this is explained in the game, they could have at least gotten somewhat of a pass if this stuff was in the manual, which apparently (?) it's not.

Arguably the "extremely basic gameplay mechanics" don't need to be figured out solely through experimentation as the game should show you a wide list of controls. This should cover dodging and quick-shot.

Can someone put this to rest for me since I won't have the game in my hands for awhile longer: Does the game that the control layout accessible from the main menu? I also hear it shows up in loading screens (as does other tips).

EDIT: Going to take a speculative guess and assume no one reads manuals so it probably would only help a few. I mean if you can explore the option of looking in the menu, then you are probably prone to experimenting in the game.
 
Extremely basic gameplay mechanics should not have to be "figured out" on your own by the player. Having just played the demo I don't see how someone would have realized or figured that out on their own. And even if you did, it's ridiculous that you'd have to figure that out for yourself. Although it would still be shitty that none of this is explained in the game, they could have at least gotten somewhat of a pass if this stuff was in the manual, which apparently (?) it's not.

I'll agree with you that Capcom screwed up by not putting that stuff in the manual. Seems like a pretty standard thing to do when the controls are that intense.
 
Extremely basic gameplay mechanics should not have to be "figured out" on your own by the player. Having just played the demo I don't see how someone would have realized or figured that out on their own. And even if you did, it's ridiculous that you'd have to figure that out for yourself. Although it would still be shitty that none of this is explained in the game, they could have at least gotten somewhat of a pass if this stuff was in the manual, which apparently (?) it's not.

I agree with this. The inventory and item select are very counterintuitive. There are tips that explain it in the loading screens, but if the game is installed they flash by so fast you can't read them anyway. Basic character movement like rolling though, it seems almost impossible to me not to discover it sooner, but I appear to be wrong.
 
Extremely basic gameplay mechanics should not have to be "figured out" on your own by the player. Having just played the demo I don't see how someone would have realized or figured that out on their own. And even if you did, it's ridiculous that you'd have to figure that out for yourself. Although it would still be shitty that none of this is explained in the game, they could have at least gotten somewhat of a pass if this stuff was in the manual, which apparently (?) it's not.

You don't have to "figure out" how to mix herbs. Just look at the controls in the menu for 10 seconds.

re6controls_zpsae254f28.jpg
 
Listening to the Quick Look, I agree with Brad's comments, for the most part.

Also, Patrick: that shoulder button alternating thing is exactly how you're supposed to do it. You're not suppose to quickly alternate -- although the game never fucking tells you that! Terribad.
 
Resident Evil really doesn't have much of a story at all. Story is the journey of the characters and how they grow/change with their experiences. The characters in Resident Evil never grow, because they're almost always just archetypes. Unless of course you count Chris's really forced "Is it all worth fight for" crap in RE5. Oddly enough my least favorite RE games have the best character development, Code Veronica and RE5. It hardly matters though because character motivation is practically reset every time they make another appearance.


Resident Evil is almost entirely plot driven, which in and of itself is not a bad thing. However Resident Evil's plot tends to generally be laughably stupid, the entire climax of RE5 was like an Evil Dead film in the sense that the writing and dialogue was so shitty that it was hilarious.

So what we're left with is a series where the characters are simply boring archetypes, and the plot is for the most part slapped together.

I actually like the universe and the characters in Resident Evil, but I think that's mostly because I've been following the series for 17 years now.

The best writing the series ever had was in the memo's and files found in the older games.

Yes, you have pretty much summarized my thoughts on the whole series too.

It's a "good story" in that it fulfills its purpose for me: entertainment. The dialogue isn't very good, neither is the localization or the actual plot. But most of them have at least provided entertainment supplemental to the gameplay, which was their objective. If you found it at all interesting, there was enough extra information or background details provided for you to enjoy. If you didn't, there was enough to laugh at.

I like stories for many different reasons. I find Assassin's Creed enjoyable, even though it's complete pulp. I really enjoy the Syphon Filter series plot, even though it's fairly mundane. I enjoy The X-Files, even though... it's The X-Files. I don't need a story to be poetic or gripping in order to enjoy it, and when it comes to most media, plot is secondary for me. Why Red Blaster takes enough offense to insult over it is baffling.
 
Sounds like garbage tailored to "funnies" like you.

4 also had the longest cut-scenes of any game in the series at the time, and the most. Hmm.

Thank you, I am a funny. Maybe if you laid off the allegations that activist localizers ruined Leon Redfield's personality you'd like Salazar as much as the rest of us.

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.

NBA 2K12

The frustration my point guard went through as he missed that buzzer beater was palpable.
 
You don't have to "figure out" how to mix herbs. Just look at the controls in the menu for 10 seconds.

re6controls_zpsae254f28.jpg

The only thing I was really left to figure out is the dodge back, rolling on your back and sliding backwards. Just took a flick of the left stick while I was on my back to figure that out. Pretty standard stuff. They still should have included a manual of some sort, though. No excuse for that.
 
You don't have to "figure out" how to mix herbs. Just look at the controls in the menu for 10 seconds.

re6controls_zpsae254f28.jpg

Like I posted in the other thread, in the demo the load screens show that so that's a non-issue there, but apparently it doesn't do that in the final game. You're not wrong, but in 2012 any sort of game mechanic that's at all important should be explained in-game. I personally probably would have looked at the control scheme prior to playing the full retail release and gotten that same information, but games over the past several years have trained people into not worrying about that, as most games will have in-game tutorials that cover anything important.

The moment a game is putting the onus on a player to figure out mechanics instead of doing it properly itself, you done fucked up. Period. You can put some blame on a person, but it's ultimately the developer's responsibility.
 
Delegating teaching a player about the game through the use of a manual is lazy. The game should never make it so complex that you need a manual to know how to play. If it doesn't then it fails to teach the player how to play.
 
Listening to the Quick Look, I agree with Brad's comments, for the most part.

Also, Patrick: that shoulder button alternating thing is exactly how you're supposed to do it. You're not suppose to quickly alternate -- although the game never fucking tells you that! Terribad.

I do too, everything he calls out is a legitimate problem with the game. I got the rope thing first time, I think NG3 had something like this, I could be wrong. God NG3...
 
Thank you, I am a funny. Maybe if you laid off the allegations that activist localizers ruined Leon Redfield's personality you'd like Salazar as much as the rest of us.

Not exactly allegations when they're true and actively observable, and even then, I don't have much of an issue with it. The difference isn't drastic, but there are instances where it is noticeable. I think BH4 has one of the better localizations in the series, outside of America-bashing references, changing the villain's motives and messing up some minor details that caused plot holes. Your problem seems restricted to not knowing what you're talking about or even knowing what exactly you're addressing. I've never accused translators of being "activist", and there are cases in the series where they did rather well even though, for example, they had three days to translate an entire game because the project manager failed to get the necessary material to them until right before the deadline, and so on. Sometimes translators just do bad jobs. It's nothing new.
 
Okay you played the entire game and figured out every little thing without posting online. Congratulations you are probably among a very very small minority. I just mean to say that From did a very poor job of explaining a lot of gameplay design and unlike some people I'm not jumping to say that was all intentional. Without this forum, I would have never known what the hell kindling even did.

Hey, I didn't say I found everything on my solo play through. You're assuming again. The point is it's nice that I found everything out myself whether it was through hints the game designers gave, experimentation and observation rather than have it spoonfed into me. And the reason why Dark Souls was excellent was because the game was designed around not telling the player anything, besides the bare minimum. How well a player does depends on how much information they can pick up, and using it to get through challenges. Design is the least of the game's problem, the problem is the technical incompetence.
 
Delegating teaching a player about the game through the use of a manual is lazy. The game should never make it so complex that you need a manual to know how to play. If it doesn't then it fails to teach the player how to play.

Wait, so what is a manual for?
 
Wait, so what is a manual for?

Sorry. I should've clarified. Solely. A manual should always be a supplement. A quick source guide. However, when it becomes a primary source because the game sucks at teach stuff, then.... there's a problem.
 
Never has a thread saddened me so much for a day 1 game as this one has.

I'm wondering how much the reviews of this game are being influenced as an overcompensation for RE5's ridiculously high scores.
 
The European version has a two-page "manual" (more like leaflet) covering the controls. I guess there's nothing at all for the US version?
 
Hey, I didn't say I found everything on my solo play through. You're assuming again. The point is it's nice that I found everything out myself whether it was through hints the game designers gave, experimentation and observation rather than have it spoonfed into me. And the reason why Dark Souls was excellent was because the game was designed around not telling the player anything, besides the bare minimum. How well a player does depends on how much information they can pick up, and using it to get through challenges. Design is the least of the game's problem, the problem is the technical incompetence.

I'm assuming that you were part of a community and did not play in a vacuum, that is all. You may have played solo and not asked for any help, but you had questions that were answered in a thread. I like plenty of games that reward experimentation and don't handhold the player but I don't think that approach works for something like RE6. Either way, it don't matter, gamefly sent the game and I'll judge for myself.
 
Sorry. I should've clarified. Solely. A manual should always be a supplement. A quick source guide. However, when it becomes a primary source because the game sucks at teach stuff, then.... there's a problem.

That makes more sense. The designers need to be good enough to be able to teach concepts subtly and practically, much like how Portal is designed, I can agree with that.
 
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