Better than 5 but still wobbly, awkward

Better than 5 but still wobbly, awkward

Resident Evil 6 (Video Game)

Customer Review

Since the departure of creator Shinji Mikami, Capcom is struggling as it can to give birth to action games on the ashes of what was Resident Evil.
Resulting hybrid games, lame, who are still struggling to find their feet and provide benchmarks to the player. Action games who want to retain some notions of survival, cheap horror games that will take over full ... the saga still has between two stools for a number of years.

When Resident Evil 4 was shocked by the radical turn he took, he had at least the merit to do with talent. But for this, it took no less than 7 grinds aborted before getting the result we know today.
This is undoubtedly what is lacking in RE6 perfectionism because the evidence is before us: if we salute the many efforts to rectify the big weaknesses of the previous section, we deplore the fact that developers have failed ( or even tried) to shape a homogenous work and inspired by marrying the old and the new.

We will have separate campaigns with diametrically opposed climates, the first with Leon which is turned towards the past by providing a semblance of atmosphere and many tributes to the roots of the saga, without being a true homecoming. In contrast, that of Chris is an ersatz Gears of War or Call of Duty, out of step with the previous season. Finally that Jake is a sort of mixture of both, but still faces the sustained action.
With all that, Resident Evil became completely schizophrenic, not daring to overcome completely the series of charter while now providing games that are no longer able to satisfy the purists of the first hour, for a long time already.

To my mind, the question is not so much whether the license must make a genuine return to the sources, or the contrary rushing headlong into action without concession ... but rather for Capcom to stop and démago taste of profitability, to the contrary, working to shape an inspired and consistent work, which proposes a universe and a concept that assumes. Everything is there.

And Resident Evil 6, but not a bad game, is quite far from everything. He tries to gather an ever wider audience without really empowering. For virtually every quality of the title is echoed in a fault, or by lack of finishing either by aberrations of choice on the part of developers.
Thus, we appreciate the seriousness dusting maneuverability and have fun typing sprints, slides and aim walking (finally!), But this has not necessarily fluidized gameplay. Total ease because of a cover system clearly failed, a body to body certainly enjoyable but not so much because of worries away right from wrong was to acquire (it is not uncommon to type in the blank) , a roll on the ground but welcome too sensitive (how many times have I regained ground in combat without having wished me), and finally a sighting that offers no precision.
The inventory has been simplified compared with RE5. After an adjustment period, there is sailing smoothly which is a very good thing ... but why have abandoned the weapons customization, probably one of the only wealth of the new concept of Resident Evil? And these are not the skills of the pane, very expensive breakdowns and unconvincing, which will replace it.
Level achievement, curiously, if the license we had hitherto used to push the limits of the machines to their limits, not RE6 is adorned as a respectable but not stunning graphics. The only merit that we can find him is his grain, which makes them more friendly environment than on the previous episode.
For the scenario, the main attraction is for the separate campaigns in which the protagonists intersect at some point in their journey, reminding happily parallel destinies of RE2. Unfortunately, this system also means redundant sequences, all in the service of a global frame that ultimately offers very little interest and no branch according to our actions.
The most surprising and unnerving still remains the ability to knock us cinematics for a yes or a no, often saying nothing. For an app is trying nervous and without dead time, it is sometimes found to take three steps between two kinematics, which is all the more frustrating that some can not because zapper containing QTE. QTE which one will be watered to overdose, otherwise. The pace must therefore constantly interrupted, big mistake for a descendant of RE4, who was able to adopt a diabolical tempo which gave a taste of it back to the whole adventure.
In the same vein, the lifetime is phenomenal but the player will constantly carted sequences between successful and laborious and difficult passages, or will be decked out this sequence repetitions as the door closed with three keys / cards / codes to look while being pursued by slimy creatures, which is served on three different campaigns, barely masked by paltry variants.

Finally, the sound environment is not exceptional, which is a pity for a Resident Evil.

In taking stock of these lines, one is tempted to say that RE6 is pure turnip avoid at all costs. Or not, RE6 is not a turnip. It is even better than RE5 and was able to make the changes that severely interfered with it. If Capcom did not know that make good choices to make RE6 a super successful episode, it remains a fun game to play, who can provide a lot of fun and good adorn small additions like many winks to the attention of moviegoers who recognize evil without good references from the 70s to 90s as Terminator2, The Thing Carpenter, Alien Resurrection, etc ...

A good game, but not the ultimate Resident Evil that will everyone agree inventing the magic formula combining perfectly the old and new, or so totally assuming the TPS orientation with an unassailable gameplay ... because these are the only two options for the future of the saga.

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