Resident Evil 6 has gone gold

Any word if a demo is coming to 360 for this? I know RE5 wasn't that well received amongst the purists, but I had a lot of fun with it and would like to try this one out.

There is a demo out for 360. 'Officially' the only way to get it is to buy a copy of Dragons Dogma (360). Or to have bought a copy of Dragons Dogma (360). Not entirely sure which.

It is really good once you get the hang of it!

And it is probably the best version of the game there will ever be, as later incarnations will feature a camera system redesign forced on the game at the last minute by people who were still in the Bewilderingly Confusing stage of the learning curve when they requested the change.

There will be a general release of a demo later, but it will likely be the gimped version.
 
Yeah. Basically they are going to move the guy off to the side and shrink him, which, well I dunno about you but I think it is going to change the feel of the game a lot and not in a good way.

I don't think it is a change the developers actually wanted to make - they just had to do something to throw a bone so they could say they were 'listening' to people who hadn't understood yet why it was different from what they were expecting.

I can't see it making the game better. It is supposed to be the way it is in the DD demo you dimwits! Lrn2play!!!1111!
 
Recognizing there are issues is important.

There are no issues. It isn't like they never noticed the camera was different from every other game while they were making it until someone pointed it out after playing the game for ten minutes at a con.

IT IS SUPPOSED TO BE LIKE THAT! IT WORKS REALLY WELL ONCE YOU GET IN TO THE GAME!!!!!1!!!
 
The character is too big when aiming in the demo. He literally consumes a third of the screen. That's just not good use of your TV under any artistic choice. You can adjust to compensate for it, so it's not too big a problem, but I think it's better if they go back to a smaller RE4/RE5-size character.

Also I seem to remember that the E3 version of RE6 had a much smaller character than the demo, so I don't think the demo version was at all set in stone by the developers.
 
Yeah. Basically they are going to move the guy off to the side and shrink him, which, well I dunno about you but I think it is going to change the feel of the game a lot and not in a good way.

I don't think it is a change the developers actually wanted to make - they just had to do something to throw a bone so they could say they were 'listening' to people who hadn't understood yet why it was different from what they were expecting.

I can't see it making the game better. It is supposed to be the way it is in the DD demo you dimwits! Lrn2play!!!1111!
This is getting kinda old. It's not like they scrapped the mechanics entirely and rebuilt it because people didn't like it. They made a small-but-important tweak to the game that will improve the experience for many people.

That should be commended. It's not like this is a new thing for this series, either. Even the almighty RE4 took demo feedback to heart. In the RE4 demo you had to equip your knife to use it, and people obviously complained. The developers listened, and improved their game thanks to feedback.
 
The character is too big when aiming in the demo. He literally consumes almost half the screen. That's just not good use of your TV under any artistic choice.

You can adjust to compensate for it, so it's not too big a problem, but I think it's better if they go back to a smaller RE4/RE5-size character.

Well fundamentally I think that since it is so different from other games, and the other things they have done differently from other games work really well, it kinda implies that it is so different for a reason, and I'd like to find out what that is before I see it messed with.

Adjusting to compensate affects the way you play the game, and the game plays pretty well, so... isn't that part of the game?

Plus it looks really cool having the gun so close to the aim axis. :0)
 
The camera was awful, and I'm glad they're trying to fix it. You should be able to see the majority of the screen when you aim. There is no justification for a character blocking your view when it'd be a relatively easy fix.
 
The camera was awful, and I'm glad they're trying to fix it. You should be able to see the majority of the screen when you aim. There is no justification for a character blocking your view when it'd be a relatively easy fix.

Doesn't that rather ask the question why they had it like that in the first place? They could just have copied RE5, but they decided not to. Don't you want to know why?
 
Doesn't that rather ask the question why they had it like that in the first place? They could just have copied RE5, but they decided not to. Don't you want to know why?

Because they screwed up?

You know, it was still an early demo. There could have been literally no good reason to have the camera that close. Nothing Capcom does surprises me anymore.
 
This is the first time im not at all excited for a mainline RE title. I have a feeling this is going to be the "sonic 2006" entry of the franchise.

Your doubt is understandable, but unwarranted. Sonic 2006 is a catastrophic collision of poor design, nonexistant planning, hardware inexperience, and Sega flat-out not giving a fuck. As for RE6, Capcom very much does give a fuck, and based on the demo, it's fun, beautiful, and it works.

What's more, relatively speaking, we really haven't seen anything of the game yet.

Doesn't that rather ask the question why they had it like that in the first place? They could just have copied RE5, but they decided not to. Don't you want to know why?

I honestly think it was temporary, or that they were unable to work out some sort of routine for having it spaced at sufficient distance in all the demo scenarios at that point. Game cameras need testing, a lot, and Capcom wants RE6 to be perfect.
 
Game cameras need testing, a lot, and Capcom wants RE6 to be perfect.

Yes. I am just really worried that they put a lot of effort in to developing and testing a fairly unique camera system that they felt was an important part of the game, and then had to change it at the last minute not because they wanted to but because it wasn't what people were expecting.

And it does make you play differently and it does have aesthetic advantages (having the gun so near the middle of the screen, basically) and it is so different from the norm that it can't have happened by accident and...

Hell, I really like the demo and I want to play that game!
 
Yes. I am just really worried that they put a lot of effort in to developing and testing a fairly unique camera system that they felt was an important part of the game, and then had to change it at the last minute not because they wanted to but because it wasn't what people were expecting.

And it does make you play differently and it does have aesthetic advantages (having the gun so near the middle of the screen, basically) and it is so different from the norm that it can't have happened by accident and...

Hell, I really like the demo and I want to play that game!

While I respect that you enjoyed the mechanics in the demo, I have to disagree about the camera controls. After playing - and very much enjoying - quite a few RE titles, including 5, I found the camera in the demo to be unnecessarily janky. The "weight" of the characters' running also felt weirdly "off" (as if they weren't moving quickly enough for the amount of body weight in their model movement), and combined with the camera controls, the demo was playable, but not terribly satisfying for me.

I know some people love to complain about the "restricted" mobility of RE4 and 5, but the controls felt so much tighter in those games, even if the characters lacked twitch reactions. After all, the games should retain some degree of "survival horror" attitude in their controls, I feel; but the 6 demo made it glaringly apparent how much the team is aiming at that "move-fast-shoot-fast" crowd. That has its place, and I expect the game will still be entertaining, but I'm glad that the developers are doing something to tighten the controls. We'll just have to see how significant the change is.
 
honestly, RE5 wasn't that bad at all. its crazy how much bad rep the game gets. when you such a great title like RE4 everyone just expects the sequel to be better, it doesn't always work out that way. was RE5 amazing? no. was it fun to play coop with a friend? absolutely. i'm interested to see how RE6 is going to turn out.

The quality of a RE is determined by how scary they are. RE5 was by far the least scariest. And the last thing I'd want to do is play coop in a RE.
 
The quality of a RE is determined by how scary they are. RE5 was by far the least scariest. And the last thing I'd want to do is play coop in a RE.

Thats all subjective. RE wasnt scary to me after the first game. Quality just comes down to what people value.
 
They have to save some characters for RE 7. I mean they are already packing this game with more people than any main RE game i can remember.

Oh i hope it is good, so bad i wants it to be good.
 
WEELELLLCOCOMMEEE TOOO THEEEE HHYYYPPPPEEE
tumblr_m81uf1bLBh1r3zat8.gif
TTTTTTRRRRRRRAAAAAAIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNNNNN!!!!!!!
 
I think it's gonna be good... I've been playing so much RE5 (too bad half the trophies are for dumb verses mode) and I want RE6 right now.
 
All this Jill talk makes me wonder: where the fuck is she during RE6?

Retired, maybe. The reason she was made a test subject was just to see if the P30 chemical could cause damage to her body over time. And Archives II makes a point out of her being physically and mentally exhausted by the end.
 
Retired, maybe. The reason she was made a test subject was just to see if the P30 chemical could cause damage to her body over time. And Archives II makes a point out of her being physically and mentally exhausted by the end.

Jill will in back... probably in RE6 DLC. Character is too popular to sideline.
 


Wait


Good Sir, you need to make a full length film out of this. I would give you all of my money.

morerubelzforpete 1 month ago 12

Sounds like you and I need to talk...

BenHowdeshell in reply to morerubelzforpete 1 month ago 6

does this mean there will be a Project: SERA full length movie?
 
While I respect that you enjoyed the mechanics in the demo, I have to disagree about the camera controls. After playing - and very much enjoying - quite a few RE titles, including 5, I found the camera in the demo to be unnecessarily janky. The "weight" of the characters' running also felt weirdly "off" (as if they weren't moving quickly enough for the amount of body weight in their model movement), and combined with the camera controls, the demo was playable, but not terribly satisfying for me.

I know some people love to complain about the "restricted" mobility of RE4 and 5, but the controls felt so much tighter in those games, even if the characters lacked twitch reactions. After all, the games should retain some degree of "survival horror" attitude in their controls, I feel; but the 6 demo made it glaringly apparent how much the team is aiming at that "move-fast-shoot-fast" crowd. That has its place, and I expect the game will still be entertaining, but I'm glad that the developers are doing something to tighten the controls. We'll just have to see how significant the change is.

Thing is all I can say is 'eh, you'll get used to it.'

And there is a decent chance that once you do you will wonder why all games are not like this.

Thats it - my advice is play the game enough so you forget how you think it 'should' work and can enjoy the game as it is.

Even with the camera. Look:-

885ba2e6.jpg


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a096fa0e.jpg


Do you genuinely think they didn't notice that a third of the screen was taken up with a blurry character?

It is clearly supposed to be like that!

It is so obvious to me that it is like that because they want to give you a really dynamic and cool looking view of staring down the sights of your gun at a beasty. And you know what - once you get used to it it works! You do feel like you are staring down the sights of your gun at a beasty!

That is it. The game is good. I suggest people play it, figure it out, then demand changes for things they don't like. Don't just... uncritically assume Capcom didn't know what they were doing!

Because - you know what - they did. They totally did.
 
This is the first time im not at all excited for a mainline RE title. I have a feeling this is going to be the "sonic 2006" entry of the franchise.

Pretty much how I feel.

That demo was
zombie
dog shit. How they went from the perfection of RE4 (camera and control wise, at least) to that blows my mind.
 
Pretty much how I feel.

That demo was
zombie
dog shit. How they went from the perfection of RE4 (camera and control wise, at least) to that blows my mind.

Taking all the wrong lessons from great works is something even intelligent, well-meaning people have been doing for years, and it will surely continue into the future.

See: Melee to Brawl
 
When people get the game, figure out how to play it properly and then decide they like it, I am totally going to say I Told You So.

Course, It'll never be as good as it was before they gimped the camera.
 
When people get the game, figure out how to play it properly and then decide they like it, I am totally going to say I Told You So.

Course, It'll never be as good as it was before they gimped the camera.

OK honestly man, it was fine the first few times you mentioned it, but now you're just getting annoying.

Shut the fuck up.

Seriously, shut the fuck up about the camera. It's starting to piss me off how you can't let go of this one simple change that Capcom made.
 
When people get the game, figure out how to play it properly and then decide they like it, I am totally going to say I Told You So.

Course, It'll never be as good as it was before they gimped the camera.

You know, I've always preferred a tight camera. In pretty much every game where it's an option, I pull the camera in tight over the shoulder... and games with shoulder switching basically remove (imo) any disadvantage having part of the screen obscured. It can be a very rewarding way to play, and enjoyable. Tactical, even. I'm a fan. The original camera scheme in the videos never bothered me. And I hope they retain the option to play that way in the final build. Maybe they will.

That said...

Your posts on the topic are beginning to grate. We get it bro, seriously... you've been heard. I have a feeling if you persist in making redundant points in threads until they become goddamn obnoxious, you might not be around long enough to ever say 'I told you so'.
 
It's starting to piss me off how you can't let go of this one simple change that Capcom made.

I just really don't like that they changed something at the behest of people who clearly didn't understand what they were asking for. That can't be a good way to design video games.

And I think it will make a really good game worse for no good reason. It really sucks that I have a great demo for a game that will now never materialise.

Look to me, this is a 'simple change' on the order of someone demanding 'I think it is silly that pawns can only move forwards - they should be able to move in all directions!' the first time they play chess.

You shouldn't listen to those kinds of demands. If only Capcom had shown a bit of courage in their vision. If only.
 
Lrn2playnubs!

:0)

(Seriously, am I gonna get banned for saying that? I am quite new here)

(Slightly) More politely - I suggest sticking with it as you are likely still at the Bewilderingly Confusing stage of the learning curve.

Sure the camera cuts down your peripheral vision vision and makes you have to be careful about aiming at stuff when something could be sneaking up in your blind spots. But that is part of what makes it fun! Stay on the move! Drop out of aim to get a better look at what is around you! Switch shoulders for a better view!

Lrn2play!!!!!!!

Learn to play? :/

The camera, in its current form makes the game nigh on unplayable due to its position. It's not unique, it's a misstep on Capcom's part, they thought that having the camera so close would ratchet up the tension but that simply didn't turn out to be true in practice, it only serves to infuriate due to how little you can actually see of what's happening. That Jake boss fight for example, you can post a few selective pictures, but the fight on the whole is an absolute mess due to the camera.

You're constantly having to be on the move and it makes navigating the enclosed environment a nightmare, factor in the various enemies with projectile weapons/enemies that appear off screen and take a good chunk out of your health before you even know what's happened and it's the perfect storm for people simply getting frustrated and not wanting to play.

Learn to play? No, how about Capcom not be idiots and have a functional camera that's fit for purpose instead of trying to force players to use a godawful camera in the hopes of it confusing players into thinking the game is still a survival horror game.
 
The camera, in its current form makes the game nigh on unplayable due to its position.

The problem is, all I can say is that you will get used to it if you keep playing, and when you do there is a good chance you will really like it.

As an exercise, I might suggest loading up the demo as Chris. Clear off the first set off rooftops.

Then stop. Mess around. Try out the controls. Get a feel for the slide moves. Try moving between cover. Fire off all you ammunition at a wall (note what happens when you pull the trigger really quickly. Note how the laser dot moves when you fire a shot. Note how the laser dot moves when you just stand there aiming at something). Pull out the knife and try all the moves*.

(Seriously, as a favour to me, load up the game, equip the knife, hold down LT and then pull back on the left stick and pull RT at the same time. He does a Stab right? Now see how quickly you can make him repeat the stab. Pretty cool right? Then try to kill as many enemies as you can using just stabs! (a good hint there is to use the forward motion you get with the move he does if you pull both triggers at the same time (or if you hold LT then push the left stick forward and pull RT at the same time) to close the distance with an enemy, then Stab him repeatedly!)

Just in case you don't know how, run towards a chest high wall by pushing forwards on the left stick and holding A. When you approach the wall, pull (and hold) the LT so your guy goes in to a slide. Slide in to the wall. Note that your guy goes in to cover against the wall when he gets there. Do this a lot until you figure out how far away from a wall you can be and reach it with a slide. The do the same with a standing forwards roll. Then play through the demo making a point of sliding in to cover as often as possible until it becomes natural. Then play through it again doing the same thing. And again.

I dunno. Did you remember learning to play Devil May Cry? This is a bit like that. I had to spend ages just trying out all the moves there until I got them down well enough to try using them on the actual enemies.

Just... don't think about playing the demo. Think that you are learning the moveset. It isn't all that complex, but don't stop until you can usefully use every move you can find. Quickshots, Counters. Just stand in front of enemies and try to dive backwards out of the way at the last minute.

I think the game rewards this kind of effort, and I like that. You may to.

And once you have learned Chris, you can move on to another character!

*standard punch and follow up with the knife move that you get by pulling RT without LT held down. A standard slash from pulling RT with LT held down. A forwards lung by pushing forwards and pulling RT at the same time with LT held down. A stab by pulling back on the stick at the same time as pulling RT with LT held down (and, and I really, really like this, you can repeat the stab really quickly). And if you pull both triggers at the same time he does a double slash with forwards motion that I believe is homing.

And with LT held down, if you hit A and pull back on the stick he hops back a few steps while doing some slashes, and if you hit a and move the stick to the side he does a sorta dodge around move rather than a dive roll.
 
No, I won't get used to it. I'll force myself to play through using the broken camera system. There's a difference. This isn't sentimental jank like stop and pop from past RE games, this is a blatant attempt by Capcom to use the camera angle to ratchet up the tension with no regard or thought for how it affects gameplay.

By trying to claim it's unique or you'll learn to deal with it/get used to it, you're ignoring the fundamental issue, the camera doesn't need to so be broken, they nailed the camera in past RE titles. There's no absolutely no valid reason for them to discard that perfect camera set up in favor of this broken mess.

Comparing this to learning how to play DMC or other games? Man, you cannot be serious.
 
Yes. I am just really worried that they put a lot of effort in to developing and testing a fairly unique camera system that they felt was an important part of the game, and then had to change it at the last minute not because they wanted to but because it wasn't what people were expecting.

What I'm saying is that I believe the super-close demo camera is a temporary, technical issue, not an artistic one. But given how many options are in the demo alone, I wouldn't be surprised if the camera perspective ends up being customisable in the full game too.

It's time to let this go.
 
What I'm saying is that it's I believe the super-close demo camera is a temporary, technical issue, not an artistic one. But given how many options are in the demo alone, I wouldn't be surprised if the camera perspective ends up being customisable in the full game too.

It's time to let this go.

I'm hoping it's customizable, someone mentioned it is but until I actually see the option....I'm not buying it, for the simple reason that I don't want to get my hopes up and have them dashed when/if there is no option.
 
The sun-eclipsing character aim is definitely off-putting when you first play it, particularly when you're surrounded by enemies. But as I mentioned before, you get used to it, and it's never a serious problem.

I do believe though that the game will be better with a more traditionally-distanced camera.
 
Comparing this to learning how to play DMC or other games? Man, you cannot be serious.

Thing is, it is a bit like that. Neff? Back me up here?

What I'm saying is that it's I believe the super-close demo camera is a temporary, technical issue, not an artistic one. But given how many options are in the demo alone, I wouldn't be surprised if the camera perspective ends up being customisable in the full game too.

Well, I got a response:-

In regards to the original question, we've evaluated it over and over and we're going to be sticking with the new 'post DD demo' viewing angle. This issue was 99% based on fan feedback and we're happy that most everyone helped us get to a better place. Like Erik, some folks liked the original viewing angle for a number of reasons. It was a tough choice to make, but in the end based on the response and feedback we're now getting from most fans we've made the decision to stick with the new angle.

I would editorialise that as it saying that the view in the DD demo is totally the one they intended to ship with, they didn't want to change it (since it was 1% their idea to change it), and that it was a tough choice to make since they had to choose whether to stand by their original vision or gimp it at the behest of people who didn't know why it was like that in the first place.
 
Had no idea it was coming out this year.

Man Hong Kong is getting destroyed this year!

Will this game be out in Aus/Europe/US as same time as Japan?
 
The sun-eclipsing character aim is definitely off-putting when you first play it, particularly when you're surrounded by enemies. But as I mentioned before, you get used to it, and it's never a serious problem.

I do believe though that the game will be better with a more traditionally-distanced camera.

Never a serious problem? That's simply not true as it becomes a serious problem when you end getting hit by off screen enemies who you can't see because of the broken camera. It's the same with any game, if I get hit by off screen enemies, the camera used in game isn't fit for purpose, there is no getting used to it, it remains a constant thorn in your side as you play.
 
Thing is, it is a bit like that. Neff? Back me up here?

RE6 does have a new moveset that you're going to have to learn how to use. It looks similar to RE4/5 on the surface. You're still shooting zombies in key areas and setting up melee opportunities. But it's a different game. Offence, defence, movement, item management, crowd management, zoning etc have all changed significantly. There is a definite learning curve.

The problem is that none of the demo scenarios are good examples of how the new system comes into play, with the possible exception of Jake's. Everything feels unnecessarily loose and superficial, so the learning curve just seems like a nuisance. Later encounters and harder difficulties will probably have you dodging and diving and L+R quick-shotting and genuinely giving a damn when your action bar gets low.

But even in the demo, practice does yield great results. It's going to be an incredible game.


Never a serious problem? That's simply not true as it becomes a serious problem when you end getting hit by off screen enemies who you can't see because of the broken camera.

It's not a problem. Same as RE4 and 5, specific sound effects telegraph unseen enemy proximity. If you're deaf, yeah, it's a problem. The zoomed aim doesn't completely obliterate your view, it simply takes up real estate that it doesn't need to.


Will this game be out in Aus/Europe/US as same time as Japan?

I believe 2nd Oct is a worldwide release date.
 
You're still shooting zombies in key areas and setting up melee opportunities.

With the note that (despite what any posturing in this thread might imply) I am not actually very good at this, you can also play the demo as a cover shooter with a great cover system (and hammering shots to the upper body of targets without really using the laser dot) and the melee weapons are pretty functional as well. Or mix and match to taste.

I am not even sure if the game will take a stand on how you are supposed to play it! (Although I kinda get the impression ammo may be scarce so you may need to do more ammo conservation. And as far as I am concerned, higher difficulty levels are something that happens to other people).

I was thinking the game could use a Style meter from DMC to encourage you to work through all the different ways of killing stuff.

it simply takes up real estate that it doesn't need to.

But it looks so cool!
 
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