hey_it's_that_dog
benevolent sexism
The issue isn't that they're difficult. It's, yet again, another boss fight that overstays its welcome and doesn't present a challenge. It's a good conversation break in co-op if you want to look at it in a positive light.
Anyway, shooting at it with a grenade launcher provides no feedback other than gradually catching on fire. No different from conventional bullets; how unsatisfying.
It was during that fight that I realized that the payoff for the last blow on a boss usually comes after the screen fades to black and loads a cutscene. Not the seamless cinematic action that one would hope for in a game so heavily based on cinematic presentation.
I'm in Chris Ch 4. now (already finished Leon) and you're dead on that many, many scenes/encounters go on for at least twice as long as I felt like they should. Some of the more puzzle-y elements are repeated past their breaking point as well. In between the encounters, you have stretches of just walking through hallways while nothing happens, as if the game still had an air of tension or fear. But it doesn't, so you're literally just killing time walking through purposeless geometry. The characters don't even banter.
I don't like to use the word "pacing" because it's imprecise, but if ever a game had a problem with how the exciting moments are distributed, how long they last, and how the downtime functions to complement and enhance the more intense moments, RE6 is it.
It's no surprise that this game is so long, but it's becoming very clear to me where things have been lengthened without adding entertainment value. Sometimes less is definitely more.
Completed Chris campaing!
- Actually I don't feel the armed enemies at all. I think the whole combat has more sense with the close combat enemies...
One good thing I can say about Chris's campaign is that they had the good sense to make most enemies who are out of your physical reach take only a couple shots to take down.