February 07 2013
Its been nearly 2 months since i posted, but its not because I've not been playing much, rather I've been super busy with work / life and been playing RE6 (and Fifa). RE6 is an interesting game - it gives you 4 unique campaigns, tied together by the same controls, animations and, broadly speaking gameplay. The difference is that each campaign has its own unique take on the games story - Chris's campaign is action focused with an emphasis on often Gears of War type gameplay. Jake, on the other hand, has a definite emphasis on boss fights, close quarters combat and light puzzle solving. I've yet to play Leon or Ada's campaign, but from what I've read, Ada's is puzzle focused and Leons the closest to the traditional Resident Evil gameplay, in it settings at least. Given the t game has 4 unique campaigns and characters, I plan to put one post up on each, with a final post on how I thought the game played out overall.
Without further adieu, I'll crack on, so to speak, with what I found interesting and not so interesting in Chris and Piers campaign and I'll do my best to avoid spoilers, though there is little that can actually be spoiled - the game is pretty relentless in its action and most of the plot twists (with one or two exceptions) are at the very end of the game. So, what did I like....
1. The action is tight, agressive and mainly fun
As a character, Chris is pretty limited - a macho, beefy well armed marine with a gravely voice and penchant for blowing the crap out of things. Oh, and he is fiercely loyal to faceless soldiers (more on that at a later point). However, the game is undeniably at its strongest when Chris and Piers are fighting their way through multiple hordes of heavily armed and grotesque zombies. You get decent array of weapons, though all are fairly standard (shotgun, grenade launcher etc), but they remain satisfying right until the end of the game. When you are fighting standard enemies, the game is fun, with a decent amount of ammo to go around ,well designed levels for the most part and plenty of inventive ways to take the bad guys out. Add a strong cooperative element into the game and you do get a pretty solid action game. The controls, while occassionaly slippy, for the most part are intuitive and the combat is noisy, tense and, on veteran diffuculty provides a decent challenge without being frustrating. As an action game, Chris's campaign was a pretty solid, if unspectacular showing and I generally liked it. Of course, if there were 4 campaigns all very similar, I would have been bored, but as a one off campaign it felt good.
2. The Story tries new things...
The plot in RE games is usually ludicrous and RE6 is no exception, though it does at least try to innovate by tying all 4 campaigns together. While I cant speak for the plot in the remaining campaigns, it was quite cool to see Leon, Sherry and Ada show up knowing that at some point you'd get to play through the same parts from their perspective - its not revolutionary, but at least they have tried to take the general flow of the game in a new direction - and it doesn't even matter what order you play through them. Irrespective of how successful this is across the game, kudos to Capcom for trying something a little different in tying the games story threads together.
3. Partners in crime...
Where Sheva in RE5 was pretty much a standard sidekick, Piers gets some great lines, some interesting character development and even a couple of pretty big moments in terms of the games story arc. Personally I liked this - especially in playing it Co-Op with my bro as it meant that rather than the secondary character merely making up the numbers, here they actually give the supporting character a decent amount of credibility and action. Again, I cant talk about the other campaigns, but by the end of the game I genuinely liked Piers role in the RE universe and, helped by strong voice acting, I accepted him along side Chris as a strong marine with his own outlook on the world who goes through his own individual experiences. Again, irrespective of my view on the game, Capcom went to considerable effort to ensure the games co-op experience, in plot and gameplay, held its own with the single player and this is commendable.***
So, what didn't I like? Well, there wasn't that much I actively disliked, but there were moments of utter frustration, though most were borne out of just poor design choices at specific moments of the game rather than underlying flaws with the games core gameplay.
1. Boss Fights - with a knife
Without exception, I only ran out of ammo on 4 or 5 occasions and all of these were during boss fights. I mean, the game gives you a decent selection of ammo throughout and while not excessive, you usually have all the tools needed to do the job - except with bosses, where there is a finite amount of ammo, and if you run out you are reduced to using the knife. While the knife is cool (and over powered) it was ludicrous in the extreme that I had to kill the final boss by knifing it to death - just as i had done for the preceding ones. While this in itself is not a problem, the fact that knife fights are basically a combination of blind luck and button bashing, it basically relegates the boss fights to pot luck survival with limited skill involved - and this was the same on both veteran and normal difficulties (I played on veteran, played portions of the game with my bro on normal).
2. Snipers - get used to being knocked down
I am not going to say much on this, but trust me, you will be knocked down, alot, by invisible snipers and it will drive you mad. Apparently diving out of the way works sometimes, but not always - in fact, again, it is more blind luck that anything else. See, when a game reduces bits of the game to blind luck it removes all sense of engagement with it and, ultimately for me increases frustration. There are enemies in the game that this applies to, but I'd say that without a doubt, the sniper sections are the worst offenders
3. Dont fight - run
This is a minor gripe, but, again, there are certain portions of the campaign where you are made to feel like you are in a tight spot - that is under pressure, surrounded and having to battle your way out. What do you do - surrounded by bad guys...do you fight them? No - just run away and ignore them - its easier, conserves ammo and helps you progress through the game quicker. Is this a problem? Well, not in itself - games like silent hill and even early RE titles employed this to great effect, however RE6 is definitely an action game and, as such, lacks any sense of horror or suspense. This means that those sections where you can run through are just the quickest way to get from A to B. Oh, and add your very helpful PDA that constantly guides you to your destination and you have nothing more than a linear run past well animated zombies and environments. The problem is that these sections are actually fairly frequent and thats the problem - its an action game that, on occasions actively encourages you to avoid action, and while it doesn't have the horror elements of old, dashes to the finish hurt the games pacing and sense of immersion.
So there you have it - while the action is great, there are some very strange decisions that really hurt Chris's campaign. Chris is a great character with actually some fairly interesting set pieces, but the problem isnt with the bits that RE6 does well, the problem is with those bits that RE6 uses as filler and they largely miss the mark.
There is one other problem - the controls are mostly good, but there are moments of sheer anger when you've got to muck around with inventory selection, randomly changing camera angles and sheer frustration when you die for some reason you couldnt have anticipated.
By and large, they are forgivable - RE6 is a fun game to play through, but the flaws add up to make it a B-movie game feel, rather than a slick blockbuster like you have in GOW or similar. Of course, this may have been the ambition, given Resident Evil's roots, but, given the production values, I suspect not.
Overall - B+