Resident Evil 6 - Walkthrough Gameplay | WalkthroughGameplay.Com
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GAME_REVIEW
When you first start playing Resident Evil 6, it looks like it might almost be a joke, perhaps a stealthy parody of big-budget action videogames. It begins in the aftermath of an explosion, seen from a first-person perspective, and the entire introductory sequence is littered with quick-time events. There is a helicopter.
At first, things look bleak. Is this what Capcom’s legendary survival horror series has become? A bubbling mass of cliches, a tribute to everything vapid and faintly ridiculous about so-called “AAA” game development? Nothing but shallow Hollywood action sequences and glorified, barely interactive cutscenes? Is this Resident Evil now?
The full experience is something slightly less appealing than all that.
Resident Evil 6 is a Michael Bay movie. There’s really no more polite a way to put it. Stuffed to the gills with bombastic action segments, car chases, and relentless chaos, Capcom has abandoned any pretense of survival horror and embraced a world of skin-deep Hollywood audacity. Listlessly wallowing in the depthless waters of homogeneity, Resident Evil 6 is a coward of a game, afraid to make its own individual mark in the industry and cravenly subscribing itself to every overplayed trope in the book.
IfResident Evil 6 was at least a refreshing and provocative action game, it might have gotten away with it. Sadly, this is not the case. Without the Resident Evil name, this release would occupy shelf space somewhere between Quantum Theory and Inversion, those built-on-a-budget “me too” shooters that follow unambitiously in the footsteps of Gears of War and (ironically) Resident Evil 4, copying the most popular games on the market in childlike hope they may enjoy the same success.
There are four campaigns revolving around the characters of Leon, Sherry, Chris, and Ada Wong, three of which feature support characters in order to focus solely on cooperative play. Capcom uses co-op the way many slapdash games do – presenting a series of closed doors that block progress until both players press a button in the same location and initiate a repetitive canned kicking animation.
You know the type of system — it’s in every half-hearted co-op game that can’t think of an original way to make players work together.
There are a few cursory co-op “puzzles” thrown into the mix that mostly consist of “one person turns a handle while the other person walks through a gate”, implemented without much care for context or originality. Most cooperative sequences are simple blockades erected to create the illusion that you actually need the second character (each protagonist gets a boring sidekick that nobody wants to play as).
The secondary character is really just a burden to be tolerated, shunted guilelessly into the storyline so some marketing department has an obligatory feature to crow about.
RE6‘s hackneyed co-op design is exemplified when playing through a quick-time event that only pertains to one character, such as the one with Leon and his rent-a-partner sitting in a car. Leon has to perform a whole bunch of QTEs to get the car started while the other player just sits there in a first-person view, watching.
Yes, Resident Evil 6 actually decided to make a player sit and watch someone else play (if it can be called playing), because nobody could be bothered to think up something for both users to do. There are other moments like this littered throughout, where one player has something to do and the other is meant to stand there like a brass monkey.
Outside of these vacuous examples of pantomime cooperation, you’re basically running from point A to point B, stopping to shoot either zombies or J’avo depending on which campaign you’ve chosen. The difference between the two enemy types is mostly in speed, as the zombies featured in RE6 are more like slower versions of the Ganado in RE4, while the J’avo are faster, rifle-toting versions.
Both enemy types can wield weapons, and both enemy types have the potential to mutate into highly annoying variants in such a way that one feels punished for daring to attack them.
The zombies may become Crimson Heads, which now leap ludicrous distances, move faster than you can target them, and take more time than is enjoyable to put down. The J’avo feature differing mutations depending on which of their limbs have been shot, transforming into all sorts of creatures such as grasshopper-legged leapers or claw-armed melee attackers.
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