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We have collected 6 reviews of the Resident Evil 6. Experts rate Resident Evil 6 6.1/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Resident Evil 6 and Xbox 360 games.
Like the various strains of the mutagenic C-Virus, Resident Evil is a series that likes to instigate change. But it's also a franchise that all too often finds itself caught within its own history, and between the landmark horror of the original and the tense action revival of Resident Evil 4, with all the other successes and failures scattered between, Resident Evil 6 emerges with the bold intention of encapsulating absolutely everything about the series.Seriously, everything. There's even a couple of nods to the Paul W.S. Anderson movies kneaded into the game's quadrisected campaign, which takes four thematically opposed campaigns (three of them supporting co-op) and weaves them into a brave, muddled and ultimately schizophrenic experience that reaches for the S.T.A.R.S. but falls a good distance short of its own admirable ambition. Resident Evil 6 is: Chris Redfield and his BSAA partner Piers Nivans jumping out of an exploding building; Leon S. Kennedy running into the screen as the motorway behind him erupts in a fireball of cars; and Jake Muller outrunning an avalanche on a snowmobile. While you can't please everyone, Capcom has tried anyway, often by adding in another explosion.
With Resident Evil 6, a once-mighty series makes another stumble. From a production standpoint, this atmospheric third-person shooter (this is no survival horror game, certainly) hits a number of high notes, weaving multiple stories into a single narrative that you untangle from different perspectives. It's unfortunate that actually interacting with Resident Evil 6 is an excruciating chore. This is a wannabe action film that resents your interference, and punishes you by forcing one horrible quick-time event after another upon you. That Resident Evil 6 wants to be a movie is evident in almost every facet of its gameplay. Plenty of games dramatize their events through extended cutscenes, Metal Gear Solid being an oft-cited example of a series known for long-winded cinematics. Having many cutscenes isn't a problem in and of itself; constantly interrupting the flow of gameplay, on the other hand, is Resident Evil 6's disappointing calling card. In a typical five-minute stretch, you might watch a cutscene, walk for five seconds, trigger another cutscene, open a door, perform a quick-time event, view another cutscene, shoot some mutated freaks, and then do nothing while you wait for your co-op partner to finish some task or another before you can continue on.
Undone by its ambitious attempt to pack four game experiences into one, Resident Evil 6 suffers from a bit of an identity crisis. At times it very much embraces its old school heritage, pitting its heroes against horrific creatures in the darkest, filthiest locales imaginable. Tension is palpable thanks to production values that reach new heights for the franchise. Yet it simultaneously attempts to be the largest, most action-packed entry in its history, betraying the aforementioned strengths. Lengthy firefights, driving sequences and other ill-conceived ideas grind the game's incredible moments to a halt. The result is something erratic and never sure of itself, delivering brilliance one moment and something far less interesting the next. At the heart of Resident Evil 6 are the game’s four campaigns and seven lead characters. Rather than weaving these characters and stories along a singular campaign, Capcom diffuses them across four individual threads, each with its own beginning and end. This singular choice defines everything about this game, highlighting both its greatest accomplishments and remarkable shortcomings.
One is Resident. One is Evil. One is 6. The game makes as much sense as that. The prologue to Resident Evil 6 is a dazzling display of visual narrative interactive storytelling. Taken from a later section of Leon Kennedy's story, it impresses with tone and spectacle, introducing the basic quick-time event, use of medicinal herbs, running, and shooting mechanics. It's also profoundly linear; in one early section I pulled the analog stick backwards and to the side to see if I could explore the environment, only to have these motions drive Leon forward along the same track, no matter which direction I pushed; it made the long corridors of Final Fantasy XIII look like giant open fields. Still, it's a thrilling visual spectacle driving the player from extremely directed set-piece to set-piece. That Resident Evil 6 never lives up to the promise of this first short section of gameplay—the actual section of Leon's gameplay that this prologue teases feels stilted and poorly implemented—says nearly all you need to know about the game. Nick Tan told me that I'd need some time to review the game, since he'd been told proudly that the game was four times as long as Resident Evil 5.=
The Resident Evil series has played an instrumental role in establishing, popularizing, and evolving the concept of survival horror, but a quick glance at the 1996 original can make it hard to remember exactly why. After witnessing its laughable live-action opening and campy dialogue, it's difficult to think anyone would think jump scares could play a significant role in the original Resident Evil -- but, to be fair, they actually didn't. As often as folks credit the hallway scene where the zombie dogs smashed through the window as a sure sign of RE's creep factor, the real fear it created didn't always trace back to a rotting zombie or giant spider but rather to the situation itself. As a member of the Raccoon City Police S.T.A.R.S. unit, the player had to use a finite (and often dwindling) set of resources to stay alive in order to explore every room of a monster-filled mansion. Don't get me wrong, atmosphere had plenty to do with the fear created by the original Resident Evil (especially in the excellent 2002 remake), but the real terror came from the idea that irresponsibly wasting the little ammo you had could lead to being ill-equipped for an even bigger fight later on.
Resident Evil 6 made a strong first impression two months ago at its Captivate unveiling. Even to someone with no particular affection for the series (namely, myself), the hands-off demo its creators shared resonated profoundly. As Resident Evil 4 reinvented the franchise, RE6 seemed poised to take the next step and thoroughly modernize Resident Evil. From major features (like its triptych scenario structure) to minor details (like Leon Kennedy's humanizing animated interactions with the environment in realistic ways), RE6 looked nothing short of incredible. Disappointingly, that first impression wasn't entirely on the mark. RE6 looks great from a visual perspective, that much remains true; and its three-way story may well offer the most engrossing and intricate RE narrative ever seen. But rather than catapulting the series into the future, RE6's hands-on E3 demo paints a picture of a game mired in the past. In many ways, RE6 aims to be the quintessential Resident Evil. The three scenarios that comprise the demo look to have been crafted conspicuously in the shape of previous chapters of the series. Leon, trudging through an abandoned mansion? That's the original Resident Evil. Chris, shooting his way across the rooftops of a Chinese city in the thrall of an advanced zombie outbreak? Pure Resident Evil 5. And Jake's mad dash away from a nigh-indestructible Tyrant-style berserker calls back to Nemesis and some of Resident Evil 4's more memorable moments. That's all well and good, but in the game's eagerness to offer players the end-all, be-all Resident Evil experience, it also brings along many of the series' worst elements. From the sloppy aiming to the constant interruptive action icons as Chris vaults over rooftop obstacles, Resident Evil 6 comes off like a creation developed in an alternate reality where the past five or six of game design never happened. I'll be the first to rail against modern games' tendency to play themselves for you, but at the same time even the worst press-A-to-win experience to churn its way onto shelves in recent years can offer some vital tips to lowering barriers to enjoyment. RE6 seems like it can't decide if it wants to be a survival horror game or an action shooter, so instead it tries to do both and ends up being a clumsy shooter that refuses to properly empower the player with the tools to have a good time.
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