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PostPosted: October 11th, 2012, 12:05 pm 
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I want to like Resident Evil 6 so much. I've been a fan of the series ever since SK got me into it so long ago. And even in the changes they made from traditional horror games to the more action based versions that 4 and 5 evolved into. And a Resident Evil game that has Chris, Leon, and freaking Sherry Birkin as a playable character... how could it go wrong?

And actually, they've done a lot of things right. They've by far perfected the controls. There's no longer tank controls. You can run freely without having to turn. And when you are aiming, you can still strafe and walk around. In fact, you have a sprint option that you can use to run clean past enemies. From sprinting you can even dive into a baseball slide and shoot while sliding. Really cool stuff. And not to mention the new melee system. There are context sensitive kills that utilize weapons the enemies may be holding or things around the environment such as a table or wall. What's even better is that RE6 has a more creepy vibe that's been missing in the more modern RE titles. Specially that stuff you had to do in China. Also, they've added a new system. You earn skill points that enemies will drop. After every chapter, you can assign those skill points to a skillset (up to three at a time). So for example, I have currently Defense level 2, Crit Chance level 2, and breakout (can break free of zombie grabs faster). And there are a ton of these. A lot I haven't unlocked yet and only show up as "???" on screen. That and the co-op is on par as well.

But... it's done a whole lot of bad things too. First of all, that skill system? It replaces being able to upgrade guns. I played with Ix though all of Leon's campaign, and not once was there a place to upgrade guns. In fact, you don't even get money. It's all skill points... and those can only be used on skills. So the guns you get aren't getting any better. Also, while I don't mind limited item space... what I DO mind is not having a universal chest to store things I don't need on my person. That's been in EVERY SINGLE Resident Evil title since the beginning... and they took that out of this one. So all those f-aid sprays and extra rounds you picked up? Those are going to take up inventory space the whole game till you use them. Also, there isn't friendly fire (just like in past RE games), but your partner will recoil when hit. This has been very irritating. Also, there are lots of areas where you get separated and the game expects you to cover your partner from afar, but they still spawn zombies on you... making it impossible to focus on your partner. The reason they do this is because ammo is limited. And you can only get them from enemies and boxes. So they spawn enemies on you to make sure you still have ammo.... or at least I guess. I don't know. But it has been irritating the piss out of me for the game to expect me to aim at something down the scope of a sniper rifle while dealing with zombies up in my grill. That, and I've been through Leon's story, and thus far, Capcom's managed to turn him from the badass he was in 4, to a complete idiot. There were several times Ix and I were just laughing out loud at some of the retarded things he was doing. Ada Wong has apparently been some kind of cocoon monster all along.

I don't know. I want to like the game, but these things are really getting on my nerve. I absolutely LOVED 5. But taking away universal chests, gun upgrades, and having a story that I'm having a hard time getting into is really killing this for me.

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PostPosted: October 13th, 2012, 10:07 am 
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The controls do sound better and that is a good thing. The second you said skill points even when talking about the stuff you like I said, “oh brother!” Even before I got to the second paragraph of your post I thought, what is this an RPG now? Then when I got there and learned that you can’t upgrade weapons I thought wow even more loss of survival horror in the franchise.

Now I’m confused about what you mean regarding the inventory. I know in the originals you had the inventory chest you could access from certain rooms like save points but I thought (its been awhile since I played it so I could be wrong) that in RE4 you only had a suitcase which I think you could also pay to expand the size. Are you saying you don’t have something like this in RE6 or was there a chest that I don’t remember in RE4? Also I only played the demo for RE5 and I remember almost no inventory space. Just trading items with the co-op partner and having to use of leave whatever else I found. I suppose elsewhere in the actual game you get access to chests, huh? One last thing is that RE0 never had a chest. I don’t remember how much you could hold on your person but you had to drop extra items which I did not like but I turned it into a positive by being able to decide for myself where my safe rooms were and storing all my extra items there.

I gave up on this franchise after 4. Apparently you had a good experience with 5. I did not like the demo. I had no intention of getting 6. The trailers looked really good and tempted me to reconsider. I appreciate your feedback because now I know there is no way in Hell I am going back to this franchise. Thanks.

P.S. It's ashamed about Leon. He was awesome in RE2 which introduced me personally to survival horror and one of the few things I liked about RE4. Gotta love it!

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PostPosted: October 13th, 2012, 10:31 am 
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Anonymous (Bo) wrote:
in RE4 you only had a suitcase which I think you could also pay to expand the size. Are you saying you don’t have something like this in RE6 or was there a chest that I don’t remember in RE4? Also I only played the demo for RE5 and I remember almost no inventory space.


You're right, RE4 didn't have a universal chest... but it did have a means to store and save a multitude of items. In Resident Evil 5, after every chapter, you got to access your universal chest. And it had literally no limit to what it can hold. By the time I finished RE5, I had every single weapon in there all maxed out, lots of ammo, healing, and armor. I had like 99 f-aid sprays. But you know what? It's not broken. Because you can only take 9 slots of items with you into a chapter. But at least I was just leaving this all behind. I got to keep it. In RE6, there is literally nothing. You have your basic inventory and that is absolutely is. Here:

Image

That horizontal row is your item. Once that is full, it's full. Also, ammo cases all have a stack limit before they take up another slot in your inventory. Same for grenades (5), F-aid sprays (3), and all herbs (1). It is very difficult to carry things and you'll be leaving stuff behind a lot of the time.

And oh how I miss gun upgrades. You get a shotgun and you just FEEL like it should have more power. If you point the gun at an enemy right at your grill at point blank, I want to see that head pop like a balloon. And that's not always the case. And there's no way to upgrade it either. The skills are.... okay-ish, but it's an extremely poor substitute for good ol' fashioned gun upgrades.

Image

Anyways, I just finished Chris' campaign last night with Ix and it was MUCH better than Leon's. The story wasn't nearly as stupid and the newly introduced character, Piers, was a lot more relatable than Helena. Also the enemies were much more interesting and the guns didn't feel like pea-shooters. But that still doesn't make up for the lack of inventory management and weapon upgrades... =/

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PostPosted: October 14th, 2012, 11:09 pm 
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Yeah I definitely don't like this inventory set up at all. To me, nothing is more important and more appealing in survival horror gaming than inventory management. Knowing that you can collect and save herbs, ammo, lifesprays and control when you use them...that is what it is all about. What a shame.

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PostPosted: October 15th, 2012, 9:23 am 
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So I'm on the final chapter of the game. And I will say that I don't regret purchasing or playing RE6, but it left me wanting an experience more like RE4 or 5. The separation of campaigns was a good idea, but it really don't work for RE. I felt like I was playing an episodic downloadable series instead of a full triple A release. That and the changes that I've already mentioned just really leave me a little... disappointed.

The most fun I'm having in this game is playing the obligatory Mercenaries mode with Ixzion. At least in this mode you wouldn't be upgrading guns or managing inventory. But unlocking all the characters and places has been challenging and fun. Unfortunately Ix didn't pre-order so he doesn't have the catacombs map...

Oh and at least Ada didn't turn out to be a cocoon monster. Someone was creating a clone of her to frame her.... or something.

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PostPosted: October 28th, 2012, 8:41 pm 
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There's a great cheat code here:

throw the f*cking game in the trash


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PostPosted: October 28th, 2012, 10:34 pm 
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Heeelllloooo, and welcome to this game!

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PostPosted: October 29th, 2012, 1:45 am 
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Resident Evil 3 was soooo scary. That's the last one I played! >_<;; So embarrassing. orz

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PostPosted: October 29th, 2012, 10:29 am 
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I wasn't aware there was a Reisdent Evil past Resident Evil 3. It's not my fault though, I've never played anything that wasn't on Nintendo.


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PostPosted: November 6th, 2012, 12:55 pm 
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@Lantis
In the demo when I would click on a green herb in my inventory for example, it said that could use it, discard it, or store it in case. Does that mean there is a case that we didn't know about before or is that just for some items? I couldn't figure out what it meant.


@All
I played some of the demo and I really didn't like it. I admit that I didn't play through all of it but the fact that I couldn't sit through any more than I played tells me something. I just think 4, 5, and 6 are not the same feel as the originals and that they are simply not as good no matter what bells and whistles. I am happy, sincerely for those of you who like these newer versions, but I will not play them anymore simply because the are Resident Evil. Capcom has lost me for this franchise. And that's OK, clearly with the way these games play now they are going for the Call of Duty crowd.

I think the idea of RE4 was noble and the execution was reasonably good but the simple fact of the matter is once they went 3D they went in the wrong direction. 3D took away the cinematic angles, higher quality pre-rendered graphics, and allowed if not required the gameplay to be more action oriented. Ever since RE4 I have hated the little icons to tell me where I can jump through a window or over the fence. Ruined the mood every time. This may have been necessary as the world was so expanded that you needed a little direction but that was part of the problem. With this expanded world was the loss of the exploration where you would look at something and then a description was provided to you which immersed you more in the game and told you more of the story. With the RE6 demo now all I did was get annoyed at the same object models over and over and over.

The old days are gone. Fine but if they are going to stay the way they are then they need to look to the likes of Left 4 Dead or Halo because the gameplay has sucked ever since 4. The only things these new games had going for it was that they were Resident Evil and the appeal of what that could mean in 3D. I think 3D simply is overrated especially here and that as 3D games go, Capcom has NOT done a good job with the gameplay. There is no denying it anymore. And now the fact that it is RE doesn't mean anything anymore.

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PostPosted: November 6th, 2012, 1:19 pm 
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That case you are referring to is what Ix and I have been calling the tic tac case. When you pick up an herb, it sits in your inventory. You can not use it from your inventory either. You can only mix it with other herbs or red herbs. What you can do is move them from your inventory to your tic tac case... AND THEN you can use them to heal yourself (they pull out a little case and they shake out what sounds and looks like tic tacs.) I don't know why they thought this was a good idea but whatever.

And I support your opinion of the series. But I want to at least throw out there that 4 and 5 were much MUCH better than 6. While I agree that 4 and 5 aren't what Resident Evil is/was/should be, I still found them to be good games overall. Not 6 though. 4 might have been what pushed you over the edge to no longer trusting Capcom with the series... but for me it was either Revelations or 6.

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PostPosted: November 6th, 2012, 5:41 pm 
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Anonymous (Bo) wrote:
but the simple fact of the matter is once they went 3D they went in the wrong direction. 3D took away the cinematic angles, higher quality pre-rendered graphics, and allowed if not required the gameplay to be more action oriented.

I'd like to think that the behind-the-shoulders camera could've still allowed for classic Resident Evil. In fact, it could've helped add to the scare factor. Imagine that you're travelling along, and hear this shuffling behind you, turn around, and OMG zombie shoot it! Without the overhead view, zombies and stuff would have an easier time sneaking up on you and surprising you.

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PostPosted: November 6th, 2012, 5:46 pm 
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I will admit, it's nice entering a room in the modern RE's and being able to see what would be off-screen zombies. Wasn't a fan of either sitting there till they came on screen or ran around the corner and risked getting immediately owned.

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PostPosted: November 6th, 2012, 11:54 pm 
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Oh yeah, Lantis you are right. I remember now that I couldn't use the herbs from the inventory only mix, discard, or send to the case. I was wondering what my AI co-op partner was doing with that little tic-tac looking case when I was down. I knew she was reviving me but didn't understand with what. Can you manage and control which herbs/sprays you use or do they all become of equal value when sent to the case?

There were times when I enjoyed playing 4. It still had something of an RE feel to it but even then I started to view it less as a 'world' and more as a game. Like the fact that you kept going to the same guy to hear (low scruffy voice), "What are you buying" seemed kinda lame. However I liked buying a rocket launcher to defeat a boss without really having to fight it. So as a game it was kinda 'fun' but the previous games were far more transcendent.

I have admitted that I only played the demo for 5 (but I did play both levels in full a couple times) and there a few things that I liked about it even less than 4, though I understand you really liked it. I just didn't feel scared playing it like I still did somewhat in 4. The only fear I had in 5 was of cheap damage/deaths or frustration by excessive amounts of enemies. I do believe you though that 4 and 5 were both better than 6.

Behind the shoulder might add to the scare factor I admit, Draygone, in the way you have suggested, which makes you wonder why these games were not better done this way. Clearly Capcom has not decided to stay with the slow, scary gameplay and instead has gone for action/shooting with RE type monsters being representative of the horror (though non-scary) element.

However I just remember that so much of what I liked about the originals was that I felt like I was playing as the character in a horror movie. Being in 3D the whole time robs me of that. I need the cinematic angles at least somewhat. Maybe there could be some combination. I don't know but as you said even the over shoulder had potential and they simply blew it.

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PostPosted: November 7th, 2012, 10:19 am 
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Anonymous (Bo) wrote:
Can you manage and control which herbs/sprays you use or do they all become of equal value when sent to the case?


No. How many tic tacs actually go to the case is based on what you send to it. One herb is worth one tic tac. A mixed green/green herb is worth 3. A herb mixed with 3 green herbs is worth 6. And so is a red/green herb. You can only hold a max of 17. Actually, the max is 12. But if you have 11, it'll let you add another herb. So if you throw in a red/green herb, it'll top off at 17. But if you have 12 already, you can't add anything.

Anonymous (Bo) wrote:
The only fear I had in 5 was of cheap damage/deaths or frustration by excessive amounts of enemies. I do believe you though that 4 and 5 were both better than 6.


Oh boy. You don't have to worry about cheap deaths in 5. But in 6... holy freakin crap. They throw out cheap deaths like spambots do Viagra emails. And I'm not just talking cheap QTE deaths either. So check this. In RE5, they introduced this kind of incapacitated mode. Your partner has a chance to come pick you up before you actually die, die. Which was actually really cool. And it worked. They brought that back in 6... but for some reason, there was a HUGE issue with enemies camping your while your partner was picking you up, so without ANY chance of being able to heal, get away, or defend yourself, you die AS you get back up. And on top of the cheap QTE deaths, and not memorizing sequences... it really does suck. I mean, the knife fight with Krauser was awesome. I died in it a good deal, but the QTE deaths there didn't feel cheap. And RE5 was good with them too. But RE6 they completely dropped the ball. And what's even worse, is that even with all the deaths I had, I still ended up getting A and B ranks at the end of the chapters. So it was actually DESIGNED around you to be expected to die a lot.


Anonymous (Bo) wrote:
However I just remember that so much of what I liked about the originals was that I felt like I was playing as the character in a horror movie. Being in 3D the whole time robs me of that. I need the cinematic angles at least somewhat. Maybe there could be some combination. I don't know but as you said even the over shoulder had potential and they simply blew it.


I'm right there with you. I really wish they'd actually just branch the series. Like they'd still make the modern stuff, because I actually really like the action oriented system. But still go back and make classic style tank control, fixed camera, horror centered games.

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