Alyssa's Resident Evil 6 Review

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0 thumbs!
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Alyssa Dec 3, 12
1 person clicked the dislike button after looking at the score and didn't bother actually reading the review.
3 thumbs!
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Monterey Jack Dec 4, 12
lol it's like I'm on Youtube all of a sudden. but you gotta admit, that is kind harsh. imo, scores under a 4/10 are reserved for borderline unplayable games, not just really mediocre games with amateur mistakes. I ain't a big fan of the game myself but I'd be kinder to it because it wasn't that bad or anything. mediocre, yeah, but that's about. technically, the review is sound, it's just the score that hurts it.
0 thumbs!
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Alyssa Dec 5, 12
Resident Evil 6 is a special case. There isn't anything good about it that many other games of its ilk haven't done a better job of and it makes too many simple mistakes to justify giving it anything above a 4/10. Low scores aren't just for broken games - they're also for frustrating games with no redeeming qualities, because the aim of a game is to be the least bit fun on its own terms.
1 thumbs!
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Monterey Jack Dec 11, 12
lol it ain't even that frustrating!
2 thumbs!
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Praetorian_Lord Dec 5, 12
I guess what I'm interested to know is, would you have given it that score if you'd never played any other Resident Evil before?
0 thumbs!
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Alyssa Dec 5, 12
Yep. On its own terms, it's a game that does nothing but either frustrate or bore me. In comparison to other third person shooters, it does nothing that other third person shooters had done a better job of. In comparison to other Resident Evil games, it cannot surprise or scare me or even provide me with a halfway fun experience, instead being content with boring me to death while discarding everything that the series stood for (deliberate pacing? nope, try enemies every 5 feet and quick time events every 4 seconds). It's great that I can move and shoot, but people have been doing that in Silent Hill since its inception and that series is often looked at as being better than Resident Evil.

I guess my point is, is that the score I gave it is an indicator of everything it does wrong versus what little it does kind of right.
3 thumbs!
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Praetorian_Lord Dec 5, 12
Fair enough. I haven't played a whole lot of third person shooters, and none of the Resident Evils or Silent Hills, so for someone like me it's hard to judge whether we'd like RE6 even if we know where it fits in (or what it lacks) in relation to everything else in the genre. 'Discarding everything the series stood for' - doesn't mean a thing to me.

On the other hand, I guess there won't be too many people thinking about buying RE6 having not played any of the rest. At least I know to steer clear if it's really that bad as a standalone game.
2 thumbs!
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haalyle Dec 6, 12
I actually clicked the dislike button after reading the review.
5 thumbs!
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Taake Dec 10, 12
*sigh* I'LL defend this game. Consider me the ambassador for those unwilling to speak.

For the most part, I wasn't big on the story myself. However, did we play through the same Chris campaign? I actually found his story to be decent. His descent into... his problems, his ascent to rise above them and save the world from the virus - I don't see where it's like a really bad fanfic or a poorly validated cameo. It was a surprisingly intriguing storyline that I felt, if more time was put into it, could've been fantastic. At the very least, it beats Resident Evil 5's "hey guys am I Metal Gear Solid 4 yet" shitstain of a story.

I agree that the camera is zoomed in far too much and it can make landing melee attacks a pain in the ass. But come on, it's nowhere near as hard to land attacks as you say they are. You run towards them and press the button to attack. There's a 1, maybe 1.5 in 10 chance of missing them! Either you're exaggerating, or you suck at melee attacks.

The quick time events aren't that bad. For one thing, "A lot of the events that come out of nowhere give you a small amount of time to react to them, and failure results in starting from the last checkpoint" leads me to believe that you've missed the point of them in the first place, and another thing is that despite overbearingly heavy usage of quick time events (THAT MUCH, I certainly wasn't a fan of), none of them are horrible. If the ones where you had to mash the button were to be replaced by ones where you simply press the button like in Ninja Blade, I'd actually praise them. As is, they're... not horrible, but they could be a lot better.

Admittedly, I did find the controls to be more sensitive than the average fan of this game, but if you did, indeed, finish all of the campaigns, surely, you'd be used to them? Besides, they're not horrible. Horrible are the cover controls. But movement? Really? They're serviceable and easy to get the hang of. They're not even frustrating when you first use them.

At the very least, I'd rate Resident Evil 6 a 6/10 because it's a decent enough game with some big problems that impacted the funfactor for me, and yet, I clicked "helpful" on this review. Perhaps it's because I'm secure enough in my own opinion to be accepting of other peoples', so long as they're laid out well enough, and although a certain half of a paragraph almost made me wish there was an "indifferent" button, I felt that Alyssa did a good enough job of explaining her case to warrant a "helpful" rating from me despite my disagreements. Reviews are subjective and it's all about justifying your opinions properly whilst talking about the game itself. If you want objectivity, look it up on Wikipedia. I swear, this is why gaming will never be considered art - because you want the perks without the "cons" that come with it.
0 thumbs!
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Alyssa Dec 26, 12
quote Rift
*sigh* I'LL defend this game. Consider me the ambassador for those unwilling to speak.
Thank you, I have no idea why that's so goddamn hard for people who think this is a good game!

quote Rift
For the most part, I wasn't big on the story myself. However, did we play through the same Chris campaign? I actually found his story to be decent. His descent into... his problems, his ascent to rise above them and save the world from the virus - I don't see where it's like a really bad fanfic or a poorly validated cameo. It was a surprisingly intriguing storyline that I felt, if more time was put into it, could've been fantastic. At the very least, it beats Resident Evil 5's "hey guys am I Metal Gear Solid 4 yet" shitstain of a story.
Being better than Resident Evil 5 doesn't necessarily make you good. It just means you're better than Resident Evil 5.

Chris's campaign had a strong promise, almost like Max Payne actually. However, after a certain point, it just degenerated into a generic plotless slog through mediocrity as it just meandered about... kind of like everybody else's stories, really. Bad writing and a lack of direction doesn't really help its case.

quote Rift
I agree that the camera is zoomed in far too much and it can make landing melee attacks a pain in the ass. But come on, it's nowhere near as hard to land attacks as you say they are. You run towards them and press the button to attack. There's a 1, maybe 1.5 in 10 chance of missing them! Either you're exaggerating, or you suck at melee attacks.
I guess I suck at melee attacks, but in my defense, Capcom sucked at implementing them. More often than not, the stiff controls make what should be easy targets easily missed targets.

quote Rift
The quick time events aren't that bad. For one thing, "A lot of the events that come out of nowhere give you a small amount of time to react to them, and failure results in starting from the last checkpoint" leads me to believe that you've missed the point of them in the first place, and another thing is that despite overbearingly heavy usage of quick time events (THAT MUCH, I certainly wasn't a fan of), none of them are horrible. If the ones where you had to mash the button were to be replaced by ones where you simply press the button like in Ninja Blade, I'd actually praise them. As is, they're... not horrible, but they could be a lot better.
I suppose there are some circumstances in which quick time events would work. But when most quick time events consist of mashing buttons and rotating control sticks, coupled with them occuring more frequently than actual gameplay, that's when it starts to get really annoying and I start thinking "yeah, this is made for people who can't sit still for more than 6 seconds without killing anything". Not only that, but overusage of quick time events in a game like this also makes me think that the developer wasn't confident enough in their ability to tell a story and/or have good gameplay - and how appropriate, as Resident Evil 6 had a boring story and crap gameplay that's been done better by thousands of other games.

quote Rift
Admittedly, I did find the controls to be more sensitive than the average fan of this game, but if you did, indeed, finish all of the campaigns, surely, you'd be used to them? Besides, they're not horrible. Horrible are the cover controls. But movement? Really? They're serviceable and easy to get the hang of. They're not even frustrating when you first use them.
Like you said in your review, part of it is because the camera is too closely zoomed in. But even if it was at the right distance away, it doesn't help that the controls just never feel right. They always either feel too stiff or too rigid - never balanced due to a lack of polish. If I have to get used to crap controls that were a result of a lack of polish instead of being designed around the game, guess what - they're still crap controls.
1 thumbs!
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Taake Dec 29, 12
quote Alyssa
Being better than Resident Evil 5 doesn't necessarily make you good. It just means you're better than Resident Evil 5.

Chris's campaign had a strong promise, almost like Max Payne actually. However, after a certain point, it just degenerated into a generic plotless slog through mediocrity as it just meandered about... kind of like everybody else's stories, really. Bad writing and a lack of direction doesn't really help its case.
You can't really overlook the start of his campaign, though. You simply dismissed the entirety of his campaign as plotless dribble, which it isn't entirely!

quote Alyssa
I guess I suck at melee attacks, but in my defense, Capcom sucked at implementing them. More often than not, the stiff controls make what should be easy targets easily missed targets.
You're kidding, right? Perhaps if every single melee attack you did was whist standing still, then you'd have a case. But that's not to mention the ones you can do whilst on the move, which don't have stiff controls. I had little to no trouble with the melee attacks, which leads me to believe you're either exaggerating or you suck at them.

quote Alyssa
I suppose there are some circumstances in which quick time events would work. But when most quick time events consist of mashing buttons and rotating control sticks, coupled with them occuring more frequently than actual gameplay, that's when it starts to get really annoying and I start thinking "yeah, this is made for people who can't sit still for more than 6 seconds without killing anything". Not only that, but overusage of quick time events in a game like this also makes me think that the developer wasn't confident enough in their ability to tell a story and/or have good gameplay - and how appropriate, as Resident Evil 6 had a boring story and crap gameplay that's been done better by thousands of other games.
I imagine you haven't played The Walking Dead, Heavy Rain, Indigo Prophecy or Shenmue, where quick time events are added as a means of giving you control of the action segments while they play out as a cutscene? Those are commonly acknowledged as good games (which I agree with, they are good games), so it's baffling how something like Resident Evil 6 or Ninja Blade can be heavily criticized for "overusage" of quick time events by the same people who would quickly say that they benefit the likes of Shenmue or Indigo Prophecy, unless they were just lazily implemented (which Resident Evil 6's weren't exactly).

quote Alyssa
Like you said in your review, part of it is because the camera is too closely zoomed in. But even if it was at the right distance away, it doesn't help that the controls just never feel right. They always either feel too stiff or too rigid - never balanced due to a lack of polish. If I have to get used to crap controls that were a result of a lack of polish instead of being designed around the game, guess what - they're still crap controls.
Perhaps, but with the patch coming (or has it been implemented?), the camera being too close is an irrelevant complaint and the controls, whilst initially less than stellar, really aren't that bad and it becomes second nature after about a half hour or so. Given that you'll be spending 20+ hours on it, it's a minor complaint.
0 thumbs!
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Ncjpr1993 Jun 1, 13
I seriously prefered Resident Evil 5 over this. I really do like being stuck in place while aiming in RE games. I grew up with the first three plus Code Veronica, so I'm very stubborn with changes in this series. I was very disappointed in the change of pace and lack of scares in Resident Evil 4, but when I picked it up, I really enjoyed it, and put my woes aside to enjoy a fantastic action game. Resident Evil 5 came out, and at this point I had accepted that the survival roots were dead and gone from the series. So once again, thoroughly enjoyed the game for what it was: a pretty fun co-op action shooter. However, I finally got around to Resident Evil 6, and unfortunately, boredom has been able to keep me from progressing too far, and unlocking Mercenaries, my favorite part of 4, and 5. The list of problems I have with this game only starts at being able to walk and shoot. Now I know what you're all thinking (anybody reading this?), I did say that by the fifth installment I had accepted the lack of survival elements; but being stuck in one position while aiming added some serious tension to the fights IMO. I'm not so stressed when I can just back up to avoid an axe in the face, and simply roundhouse kick the head off of the attacker.

I could rant on and on though, so I'll leave it at that.. perhaps I'll write a review



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