RESIDENT EVIL: SET, 6!

RESIDENT EVIL: SET, 6!

Resident Evil 6 (uncut) - [PlayStation 3] (Video Game)

Customer Review

Happy I had then but when I copy my fresh Resident Evil 6 held on publication in the hand, although I was already skeptical about the expected quality of the game whether the generous promises of Capcom's advertising department. But already the prequel to the first weaknesses and evidence showed that this part would not be able to keep what he promised, let alone fulfill what I would have liked him.

Resident Evil 4 put a high standard to the modernization of the Resident Evil series, Resident Evil 5 which was not only fair, but through the joys cooperative (non-competitive!) Playing added a completely new quality feature. These immediate predecessors - and not on any 08/15-shooters - must be measured to Resident Evil 6. It fails unfortunately on the board. It could be another masterpiece of a strong character series, instead it tries to position itself with dozens Verschlimmbesserungen and the orientation of the clientele Shooter allgefälligen mediocrity and disappointed so immeasurably. If Resident Evil 6 is a whole new game on the market without the series history and the corresponding developer experience behind it would, failed my overall impression is definitely positive, because the potential of this game is quite recognizable. Especially the more reinforced but still my incomprehension and my annoyance about the fact that Capcom has here a large part of what has identified in Part 4 and 5 the pleasure of playing, taken away and replaced with immature, partially outlandish frills.

STORY

The fact that the actions in the Resident Evil universe follow their own, quite exotic logic is nothing new. So abstruse and carelessly contrived by the hair came in my opinion but no Resi-story therefore. This is also not improved by that you're told from four different perspectives the same story - the motives and the characters of the antagonists remain flat and implausible, the locales act as arbitrarily thrown together as the key scenes of the action roars above all a distorted into the grotesque Action, many, what should scare, seems rather ridiculous. The highlight of the promotional trailers, the zombified president, turns out to be largely context-free deflagration directly at the beginning of the game, also feel a global threat will not be set so pretty and is rather annoying as unsettling as a disaster scenario. At the latest at the Ada campaign raises discreet yawn one: somehow seen it all before. My opinion is valid for the whole plot: Less would have been more! The Leon campaign arises in my opinion this (also in terms of the gameplay) as by far the weakest out.

CHARACTERS

With Chris, Leon, Sherry and Ada old acquaintances of the series reappear, with Jake, Piers and Helena new faces. This mixture was not taken into account. The old characters appear superficial and undeveloped (Leon, Ada) or barely recognizable (Chris as post traumatized alcoholics - It could hardly be inappropriate). There is throughout the act no information about the fate of Sheva, Jill, Josh, Claire, or other well-known figures from the predecessors. Helena is an extremely unlikable character for me with a ridiculous personal involvement in the plot and Piers, who certainly brings potential for interesting main character, unfortunately remains as the prototype of a good soldier boys. Unfortunately, some characters seem very realistic in-game, they hobble hunched around in endurance run and stumble over the smallest of obstacles; especially Helena sees regularly as if her gun hand was tied to his leg. Running dragging knees forward too high, the race they throw their feet to the rear. This would have the developers can make really aesthetic. Especially pushed me nauseous is the design of the characters Ada and Sherry that look way too young - Ada, a nearly 40-year seasoned woman who looks more like a Manga figure, and Sherry looks like sweet sixteen. This in turn fits though (unfortunately) well to their role, because in addition to Jake, Wesker's son and the only really interesting and not as one-dimensional protagonists, it seems strikingly pale and small girlish. The glaring lack of female role models is certainly a further indication that the major target group of Resident Evil 6 is adolescent and male; not for nothing that the game of many critics is rated as a poor imitation of the classic shooter for this age and sex group.

The antagonists are even flatter than the protagonists, their motives to the destruction of the world difficult to understand and unimpressive. A wonderfully crazy and vicious arrogant bastard like Wesker, an opportunist makes horny as Krauser? Far from it, this time of the impending apocalypse are rather adolescent motives underlying.

But also one of the few really very positive aspects of this game belongs here: The facial expression, and motion capture in the cut scenes is again an outstanding success, and at least the original English speakers do a good job. In particular, the spokesman Jake lends its witty commentary much authenticity.

GRAPHICS

Aside from the cutscenes the graphics appear capricious. Some details reveal themselves on closer inspection just as colorful bepixelte surfaces. At anderern places so many exuberant Details are installed so that it is difficult for the untrained eye to distinguish between important and unimportant. In general I have to put in Resident Evil 6 the impression that an attempt was made by optical confusion the player is under stress, be it in exaggerated snowstorm or in consistently to dark places, in the glare stained a Chinese market, by the excessively used Shaky camera or - for such a linear game quite absurd - looking for the right door, which often does not stand out from the background. Unfortunately, stress is not a substitute for voltage, but just annoying. A sense of the scene does not depend on what is not only a problem of graphics, but is certainly also due to the randomness of the scenes. Evocative atmosphere as under the burning sun of Kijuju, or in darkly splendid Spanish castle? Wrong!

CAMERA

If there is something that runs like a thread through the whole game, it is the catastrophic camera. That one always can not play smoothly, makes unwanted changes of direction, versiebt an action or even die because of the action suddenly swings the camera to the middle of another point of view, is already a strong piece. After repetitive passages one is forced to the same old places, to direct its attention to events beyond their own interests - and most can not even skipping these annoying, the flow of the game constantly interrupting pans and mini-cutscenes; to my mind an undue paternalism. The viewing angle on the shoulder of the player character is very tight, and the mid-December brought out patch changes this little problem, so it is sometimes difficult to orient themselves in complex situations. Sometimes you can not even enter an elevator without complications due to the camerawork. In addition, the camera can not fix behind the character, which means she is very restless and you have to constantly tracking the right stick. Because in this game, in a desperate but vain attempt to create tension, anyway constantly trembles everything wobbles and varies, sensitive people must therefore expect hints of motion sickness - for me personally is for this reason the fourth chapter of the Leon campaign that is part of the aircraft, quasi unplayable. I wonder seriously how these unspeakable camera work was the quality checks happen. Or whether there was any such controls. The bad camera work is one of the biggest criticisms of the whole game for me.

Weapon system / inventory

The inventory is ridiculously small and therefore very fast. All weapons that you get in the game, will be displayed in your inventory side by side in child-friendly cute diamonds. If you want to pull out a particular weapon, you have to pass through the other channel surfing while just gnawed by a zombie or a BOW is flattened. Some weapons have two different functions which you have to cope fumble as required, while just gnawed by a zombie or a BOW ... Sometimes the game automatically switches to memory points shooting hand or weapon, so you just have to get along fumble again, while just by a zombie ... grenades and healing sprays are also designed so that it is on the search for the required by the other through zap needs while .. you know. One can not discard or throw away weapons. One can not improve or modify in any way the weapons. With infinite ammo you have nevertheless recharge - well, that may be realistic, but nevertheless makes no fun. Each character has its own set of weapons, you can not replace or combine his favorite weapon with his favorite character this. It does not even have any character a knife in his luggage. Why is beyond me. A knife is part of the basic equipment of a fighter, Resident Evil always attached great importance to the knife, what would be the fights against Krauser or Wesker been without a knife? Not even an endless rocket launchers they treat us this time.

From medicinal herbs you have to mix pills in inventory in Resident Evil 6. These pills have to be transported by the normal inventory in the HUD inventory. From there you can throw in a single pill, which then restores a block of health as required. Healing items are not available for purchase and must be found and used well dosed. Since the pillbox receives only an arbitrarily different sizes maximum number of pills, then often times prove valuable pills just as valuable inventory space. Unlike its predecessors, there is in this game, do not put the possibility of calling a box or otherwise designed inventory in a pause menu and manage its inventories collected. In summary, that the new weapons and inventory system has any, the joy of Resident Evil typical collecting items, upgrading weapons and equipment selection, exactly this joy robbed in full. What course the replayability drastically reduced.

CONTROL / combat system

You can now run while shooting and even shoot while running, apparently another bonus to the new target group. Luckily, you can recharge while running also because by rapid keystroke over inventory while another action (as in Part 5, where it was very useful especially when mercenaries mode) as it gets.
A new feature are melee attacks that can run without bringing the enemy it previously with a shot in position. Due to a rapidly dwindling stamina bar can hand out a limited number of kicks and punches in a row. I personally liked the system better Resident Evil 5 (shoot first, then melee push) configured and I also found the choreography of attacks there loving; Nevertheless, the new melee is a feature that I welcome in principle. Annoying it is that you have to adapt as a player on the defectiveness of the system in order to use it effectively can - all too often it happens that you get a melee prompt shown standing in front of an enemy, or even in front of a box, presses the button and the hero then still occurs in the air.

Quick Time Events - the one she loves, the other hates it. I find QTEs basically ok, liked them very in Resident Evil 4 and 5, loved her even in Heavy Rain. In Resident Evil 6, I've learned to hate them if their frequency and their messed-obtrusive designs. Who thought up that the players press with a rotating icon on the screen in a certain rhythm to a key (rather than the stick rotate) has heard beaten. Likewise, the one who thought climbing a rope by left-clicking but, was fun. And of course, the one who let her go through the quality control.

Maybe it was the same one who came up with the skill system. Instead as usual upgrade the weapons, you can now fit in with certain game to be collected Skill Points Skill packages that allow a three improvements. So you can always act with a maximum of three enhanced capabilities simultaneously. But you can also do without fine, because the effects of skill improvement (for me) were not clearly noticeable anyway.

For spatial orientation, there is no overview map or minimap more, but you have to stop and press a button to get a huge, appears before a floating in space directional arrow, the created the character with your mobile phone-like agents toy. This does not only look silly out, but can escape while trying out critical situations, be grueling cumbersome, and works in some places not at all, that it is simply not displayed. Another way to orient yourself is to follow the on-screen image in the middle of small distance indicator and on-screen target symbols. This works a little better than the big arrow, but looks just silly like in the shooting games, of which this technique has been plagiarized, and is yet another nail in the coffin for the atmosphere in the game. Speaking plagiarized, a real frustration factor and fun Killer are for me the way the sequences in which you have to draw different vehicles in the game. These trips offer especially the beginners game high frustration factor due to the cumbersome, little intuitive control. On the other hand, in turn, a poorly controlled car fits quite well for alcoholic Chris.

Opponents / BOSSES

Boss fights can be so beautiful. In Resident Evil 6 they are not there, unfortunately. They are annoying and tiring and you will not even be rewarded with repeated passages with the possibility of shortening it as in its predecessors 4 and 5 per rocket launcher. Really awful and often rightly criticized is the fact that one again and again with the same villains who simply do not want to stay dead, and has around plaguing their partly absurd mutations themselves. Really bad the boss enemy design is the way in the Leon campaign - because they can at least give us a fly swatter in the inventory to make amends.

The normal enemies, depending on the campaign Zombies or diligently shooting J'avo are ambitious designed, though has resulted in the J'avo the ambition of the developers to partly bizarre, unintentionally comical mutations. Really impressed me none of the opponents, perhaps because they similarly small and lost and in a remarkable pace by the image run like the co-op partner. The mini bosses impress little, much to their decor is deliberate and exaggerated. It simply lacks the monsters the banal-disturbing aura of Reapers, a Lickers, a ChainsawGuys. Sämtlichem enemy infantry is primarily one thing in common - they are numerous and must be shot down. Namely permanently. All the time.

KOOP

Oh, that was nice in Resident Evil 5, as one could locate his partner, without then to stand in another line of sight than before. Was that nice when you had only a short look at the minimap to know where the others just hang around and what he might have before. Was that nice when you had him most of the time just sort of an eye and so the good feeling to be traveling together. All this has not Resident Evil 6 Unfortunately, even if the partner is right next to or behind a one takes him hardly true. On top of that hovers above the head of the partner now a signature, namely the nickname of the player, and a little man icon. In favor of the game atmosphere might hide both, but unfortunately that has the effect that you no longer certainly see where the partner is just or what he does.

The 5 very intuitive in-game communication with four clear statements has been extended in Resident Evil into a tedious fumbling with superfluous commands without added value. One can the laser of his partner no longer see, that one can only guess what he is aiming and you can him not vice versa "show" more things with the laser. One can not place anything with his partner, stocks or share more points, you can shoot him for no more emblems, you can simply just very, very limited care for one another. Even in the statistic z. B. "death" are listed individually, what one hand might allow a little more sophisticated statistics, but on the other hand reduces the responsibility for the partner even more. An unwelcome players can, if he is once boarded, does not remove from the session, but needs him to endure until the end of chapter or cancel the game / go offline. If one is not communicating with each other via headset, the gaming experience most of the time anyway to feel as if you were in a single-player campaign, in the accidental nor anyone else running around. The very well-designed system of cooperation in Part 5 was therefore not therefore maintain or even optimized, but significantly deteriorated - a bitter disappointment.

There should be the opportunity to play at key points for a few minutes to four together (at locations where the storylines of campaigns overlap), an idea that I find fundamentally good, but since I had so far mainly private gaming sessions I can to this point do not contribute. As far as I know, you can enter the Agent Hunt mode only in games of chance and not specifically choose a session or for example as a monster be invited by a friend in the meeting, which I think is a wasted opportunity -. I'm sure such a way many would have liked to use.

MISTRESS DETAILS

As already mentioned, there is no more continuous rocket. Throughout the game you will find no records or notes that provide a with background information on the story. There are no unlockable extra costumes for the story mode. The characters can not "taunting" - in order to provoke opponents or to flirt with the co-op partner no whistle, no C'mon c'mon-.
While there are chickens in the Chinese market, but no more eggs that could collect. Speaking collecting: There are no more treasures, no money, not the least of bling-bling; there is nothing that you could buy, and the collected things can no longer manage, sell or just simply keep out of the direct access you. Thus, the developer probably thought, is also the need for a pause menus omitted. Thus, unfortunately, but also eliminates the possibility for the migrants in co-op within a chapter by restarting an idle point, z. B. to time to go to the bathroom or what else you could use a brief interruption of the current game. Speaking restart - even if you will restart the timer is running unperturbed, which may constitute an additional difficulty for friends of Speedruns because you actually "race" the whole chapter at a time needs.

MUSIC

Was the music in Resident Evil 5 is still an almost ingenious, elaborate rehearsed intensively contributing to the atmosphere feat she recalls in Resident Evil 6 more to the pathetisch- opulent Musiksoße who will gladly plan clapped times on 08/15-Hollywood productions. I think that's terribly romantic embellished military Gedudel while the statistics menus between chapters. This shows subtle but clear how far Resident Evil 6 has removed from its roots and chummed the shooter genre.

OTHER

There is a website on which you log on and then can participate in events (eg. B. Speedruns, Kill number contests). Also there you can earn any points, which are then in turn can exchange outfits for the characters in (mostly ugly). These outfits can not be used in Story mode.

There is again a mercenary mode, where you can then use the just mentioned outfits. The characters in Mercenaries mode are limited to those that also appear in the story. The gameplay is based on the story mode with the respective strengths and weaknesses. Apparently, the mercenaries mode is easier than in the previous ones in that it has been made very fast very high highscores.

There are the Agent Hunt mode, where you can do online as a monster chasing the characters of players who allow this mode in their play session. This in itself is a nice idea, holding out to be fun but limited, as the monster controlling some getting used to and are inferior nature compared to the heroes, so it is not so easily available, at least on the low difficulty levels of achievement for the Agent Hunter , There are to my knowledge in this mode, no way to communicate with the other players. Maybe this option has not been activated in the good intention, the players minimize aggressive I-kill-you-ramblings sporadic profile Euro sufferers; pity I find it anyway.

The difficulty of the online partners are not automatically the same. That means when I host on "professional" one guest invite me, who has previously played in "amateur", can easily hit free shoot me the way. The Platinum Trophy is so for anyone who has enough patience, much easier to create than in Resident Evil 5. So stupid that sounds, considering the tiresome cycle duration is of obvious errors almost be regarded again as positive.

CONCLUSION

Now, many players say the game is not that bad and it was also good sides, but for a Resident Evil enough for me not easy. In fact, for me even one of the much-vaunted supposed benefits of this game, namely the enormous extent, as a drawback - it's just too much of the same, too much of the bad, too little of the good. I think the patient reader has become clear why me this Resident Evil even after repeated playing and careful consideration, despite some nice sequences bottom line only one star is worth. Meanwhile, Capcom has incidentally via update some improvements submitted (if the co-agent, Adas imaginary friend with whom you can also play the Ada campaign for two now, such is was, sometimes debatable). Here then come full circle back to my pun in the headline: Unfortunately also changed the correction that had to make sooner after versiebten class work as homework, nothing on the members once censorship. The child is in the well, peeved many old fans.

There remains a glimmer of hope that we. With Resident Evil 7, so there should be this part once, may find better performance again For me, it is, however, then hot, first wait, buy may be needed - and access by no means back to full price on the release date.

Excellent Study Rank: 5/5
February 11
Pretty average .... 2 Rank: 2/5
June 28
From laughter to tears Rank: 4/5
August 8
Magnificent Game Rank: 5/5
November 19

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