Ammunition shortages in a horror-horror game's absolutely fine if you could just shoot everything overboard would be the game boring. Dead Space 1 relates it, too many of his shock moments. But as I said, Resident Evil is not a horror-horror game more, here you have at every moment, constantly and continuously, be geballert from beginning to end like crazy. All the Super and Mega and Hyper mutants swallow ammunition without end, keep minutes long duration shelling out. From this point of ammunition shortages sucks. The level design is partially sprung from the last century, if you are not ballert Zombies overboard you open doors. One has to constantly wait for the AI companion. I think I still had no game before, ever open as many doors as in Resident Evil 6. Sadly, also still the only playful diversion shoot the whole. Shooting shoot, shoot, open the door, open the door; shoot; Open the door, shoot, open the door; shoot, shoot, shoot stop there really are something else: Quick-Time-Events.
Numerous and rather lackluster implemented. The displayed any buttons while the truly great game sequences are ruined, is still not even the bad part. Problematic game scenes in which one has a pseudo-control. For example, there a game section in which you have to flee from a mega-mutants, the playful implementation of Horror.
1) Resident Evil 6 works with memory points which are often set unfair.
2.) pseudo-control = limited control, can be determined to run away and sprint the direction.
3.) Constantly changing perspectives, pursued with a focus on the monster one. Where one sees, however, often not hinläuft = fall in death, you can not react fast enough. By change of perspective is constantly twisted the motion control which leads the one crashes or is caught by the monster, because you're not fled quickly enough.
4.) Interspersed Quick-Time-Events, which can be activated only in certain positions often.
5.) An almost 5-minute section, a small error is equal to Game Over.
The graphics are really poor and many textures are really muddy and ugly. After all, the scope, the synchronization and the music is fine. Resident Evil 6 even manages actually convert great pro points as the scope in Kontra-Punkte. The game is so stupid that the long running time of more than 20 hours as a pure torment.
Resident Evil 6 is divided into four scenarios, always a series veteran like Chris or Leo with a partner, only Ada is traveling alone. It is four times tells the same story from different perspectives. This is very well done, there are relatively few repetitions, usually at points where two teams will meet together and do a super mutants. Unfortunately, the main story is good for nothing, yet the constant revelations about divorces and when to play the game through the eyes of other teams are quite successful. The actual game concept was actually so that should give each other feel the four scenarios and the four teams. With Chris So all Action Call of Duty; Leo with horror and horror as its predecessors or Dead Space 1; with Ada sneak all Splinter Cell and the last team puzzle / platformer.
If that had worked, Resident Evil would despite Gammel graphics; Bullshit story and torture-control become a hit. Heulwääähdas would have been so great; the idea was top notch, the implementation of a handle in the toilet. Yes there are a few shabby and poorly implemented Schleich inserts, and a few cheap puzzles, but there are only tiny little game segments. Mainly available in all four scenarios shoot until the doctor comes to the program.
Conclusion: Resident Evil 6 yet offers true horror, but not there where you expect him or would like to see. In playful ways is offered only shoot stupid. Control; Story; Graphics, wasted potential and storage points are the horror it is all so horribly bad.