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I gave this game 3 chances, the fact that almost everyone I know agrees that you need a friend to enjoy this game is telling. I wanted to enjoy it since I got it for free and always just assumed the complaints where it being a dull call of duty clone.
If I played RE6 with the slightest expectations of it being remotely similar to classic games then I...i can't even come up with a witty banter for that one. No one expects classic re to ever return, doesn't mean we can't get good game design.
Now I see the problem behind the game. I'll break it down what made this a BAD game
The combat mechanics, while well designed and fun are never explained. Weird for a game that tries to appeal to the LCD (lowest common denominator). Exploring game mechanics can be a fun and interesting thing, but that's ONLY if the basics are explained. A *bleep*ing melee gauge and sliding mechanics are pretty damn essential to learn early on. Re5 did this wonderfully with inventory management, a deep skill that required players to immediately reload their guns during an animation to keep momentum up. It didn't needed to be explained because it was inessential, it was an underlying and deep mechanic that greatly changed the pace of mercs mode.
the UI is terrible, poorly explained, changes 4 times (3 if you don't play as Jake), and does not reliably show up. This is amplified in the mercs mode where the UI button has been replaced with a tau t which MAY OR MAY NOT show up. I have no way of reliably telling how much health I have or how many pills I have or how much is left in my combat gauge (which also isn't explained).
the inventory is limited...but there is no item box from previous re games. Worst yet, half your inventory is ammo, the other are grenades and first aid spray, if you go the old re route of conservation or just enjoy meleeing the shit out of everything you will be unable to mix or even pick up herbs. The game PUNISHES you for playing smart or relying heavily on melee of which the combat is heavily oriented around.
qtes - enough said. Even the auto action buttons don't work reliably, sometimes when you have it active and fail a qte, you win. Other times you don't, so I'm pretty much forced to do them either way.
campaigns are stretched out for too long - complaining about long campaigns? What? Yes, sadly the campaigns overstayed their welcome, you do too much filler shit and rather than consistently move forward there are various times where you are placed in a room for a VERY long time, killing enemy after enemy ad naseum.
cover system - lol.
that's all off the top of my head, I also hate how there is no "hurt" animation only "tired". That caused me quite a few deaths in mercs mode where I'm going about kicking ass thinking I have a good amount of health until I'm on the floor. I have to continuously pop herb pills in order to determine if I had lost significant health and do the same with reloading if I haven't used my weapon after a few seconds just to make sure the magazine was full.
These are huge design oversights that make or break a game and have in the past lead to low review scores, resident evil 6 is no exception.
removing weapon upgrades and limiting the selection of weapons overall - this was a staple for replayability, why did they remove it?
lack of modes and maps - 3 maps...are you *bleep*ing kidding me capcom? Go to hell. Also selling off modes is probably the stupidest decision ever as it splinters the fan base and the drop in activity after the first month, even on extremely popular games like call of duty are dramatic. I am in the group that mp maps and *ESPECIALLY* modes should be free. Go and put pirate Leon as a micro transaction instead, you'll actually get more money in the long run if you can ensure a unified fan base.
things re6 got right
melee orientated combat - they took what caught on in re5 and went in on that. Meleeing never felt so satisfying. The slip and slides are also really fun.
4 campaigns - this was really cool, especially to see the same scene twice but in different context.
varied enemies and locations - I was surprised how much went all the different enemies and locations, especially the ones you only see in certain campaigns (speaking of, how come Chris never sees zombies?).
the 4 player co-op events - these are EXTREMELY cool to have players be in their own campaign doing their own thing to come along every now and then to fulfill a common goal.
things re6 could have done (much) better
shorter, righter campaigns - remove all that goddamn filler (Chris! We have to stop Ada, but first lets collect these keys to open a door to activate a missile to open another door!) and the endless waves of enemies. If you have an extra mode that revolves entirely around endless waves then don't *bleep*ing shove it in the campaign. If each campaign was 4-5 hours, even more varied, tighter and constantly pushed you forward thatd be amazing and totally doable.
have a uniform, clean UI design that is always present - the game wouldn't need to explain so much if the UI was easily readable without a decipher ring. It should also always be present, or at least pop up when you are engages in combat.
qtes- there should be none. That shit got old in re4 and it certainly wasn't nice in re5 (despite being less intrusive). Whoever thought that there should be a ate for everything deserves to be fired.
take your on disc bullshit and go stick it.
personal fix - make piers not die. He needs to have Chris' babies. Kill Leon instead.
these 4 (5) simple fixes could have made a world of difference. Game design is as intricate and complex as it gets and having 600 people may have lead to the over bloatedness of the campaign but it doesn't excuse the games other faults. If re7 doesn't have a significantly reduced and altered team with a new director or at least a veteran (who the hell is left at that company besides Ono that could be classified as a vet anyways?) then it becomes yet another capcom franchise that died because of market exhaustion and poor quality.
there is a reason why capcom barely made a profit (enough for 1 new AAA game next Gen) this year and had to resort to doing exclusives with the big 3 console makers (dead rising/deep down/monster hunter). Square enix is in the same damn position.