Did anyone actually like this game?
Or were they all just saying that to be contrarian?
Did anyone actually like this game?
Or were they all just saying that to be contrarian?
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I liked the merc mode
I liked rolling around on the ground.
I liked killing chinks.
I liked the sfm to come out of it
Unironically a favorite
that fucking giraffe seriously
It's less of a train wreck than RE5 as the controls are indeed pretty nice for this kind of game. That's about everything nice I have to say about RE6, it's not the absolute lowest of the low. It's pretty fucking close, though.
Is the Mercenaries mode as good as RE5's? If so I'm gonna buy this instead of Nioh.
Better
I genuinely loved it. Love bodyhorror and character interaction across stories so this on hit two spots with me. The way they used different bugs as weaponized mutation really appealed to me. Also love merc so that was a big plus. Although action heavy to saythe least and chris COD campaign, I just really love seeing the stories merging and characters meeting up so I might be one of the few people who actually loved this game. Giant monsters and design lore also gets big points with me so Haos and the never ending boss forms of Leons campaign also satisfied me.
It's a shit horror game and a shitter RE but it's a fantastic co-op third person shooter. It's good over the top fun. It would have been crazy successful had it just not been called Resident Evil.
Actually, I enjoyed RE 5 more than I enjoyed RE 6. Fuck, Six's controls are just so fucking janky. It's literally the opposite of fun, constantly running into walls to turn and tripping over dead bodies. I don't even know why they made tripping over bodies a thing. Not to mention how fucking unresponsive enemies are when you shoot them. It makes almost every weapon unsatisfying to use. The section were you're using turrets feels like you're rapidly firing peas at the enemies.
It was alright. I don't regret playing it but I wouldn't have been missing much if I never did.
Don't walk over bodies and sprint into walls, you fucking mong. Does a miniscule amount of fucking situational awareness task your brain that fucking much?
I fucking hated having a forced ai partner clinging to me all the time. People keep saying it's okay if you have someone to play with, but I don't want to constantly have a friend on hand if I want to enjoy a game. It's fucking bullshit. Not to mention, some attacks feel just blatantly undodgeable with no wind up time warning you of an attack you need to dodge. Like, that's gaming design basic!
Game has a pretty good dive-fall mechanic, and enemies telegraph pretty significantly unless they're grabbing. It's almost like letting a zombie in close is a bad idea.
I like Mercenaries mode.
The actual campaigns are a chore.
Arguably better but there are a lot of changes you'll have to get accustomed to. I didn't like RE6 Mercenaries at first but now I love it.
It's hard to not walk over bodies and sprint into walls when the game puts you into fucking hallways nearly all the time. And as you kill enemies they pile up in front of you to wear it's literally unavoidable to. And those are just part of my gripes with the game. There's also the corpses that haven't yet come to life, which you can try to shoot, but it won't have any effect until the script says now they need to come to life. There's the sections where invisible walls constantly get in the way and you don't know they're there into you walk into them. And quite frankly the shooting fucking sucks. None of the guns feels satisfying.
The game is a masterpiece.
It was my go-to weekend game for like 4 years. Amazing gameplay, tons of content, Resident Evil fanservice out the ass- I loved it and still love it.
They definitely don't telegraph. And nearly all the enemies have some bullshit leap attack you can't see coming until they're already in the air that allows them to cross half the room in an instant. And those are just the enemies that are "close-range". Nearly every other kind of enemy is long range. Not to mention, those flying enemies that go up in the air so often go completely out of your viewing range that you can't see them coming at all.
I liked it a lot more than 5 but I couldn't get through Chris' story cause i found Piers to be super boring
>one good part
>one shit part
>one abysmmaly bad part
Overall it wasn't really enyoable.
Tripping and enemy responsiveness don't really have anything to do with the core controls. Stuff like quick shooting into melee finishers, mobility options like leaping back and rolling, and snapping cleanly into cover from a slide are the kind of things that show how polished the controls are. That's not to say what you said isn't a problem, I just wouldn't blame the controls for them.
As for RE5, I found it nigh unbearable and literally only finished it just to see Wesker die and Chris punch a boulder. Its pacing is so unbearably one-note for 90% of the game - clear a room full of enemies, walk to the next room and do it all over again. That can be fine, RE4 did it, but RE4 also had MUCH better level designs and enemy layouts as well as more imaginative scenarios. Aside from the motorboat chapter in the swamp and the occasional puzzle in the caves, RE5 was one long, unrelenting slog to me. Even RE6 had more variety like hunting down Yawn in Chris's campaign, hunting down ID medals in the mansion in Jake's campaign, the puzzles in the catacombs in Ada's campaign, or simply being dropped into mazelike areas looking for McGuffins while running away from those unkillable enemies that split in half. RE6 wasn't good but it didn't drain my soul of vigor like RE5 did.
I'm still not a big fan of the ranged enemies in Mercs.
I liked Jake and Sherry's story and Leon's.
It was fun af local co-op. Or online with friends
I also like how the logo looks like a giraffe getting sucked off
played mercenaries for ages but really hated the campaigns
Aside from the snipers that cause knock down, what other ones are there?
>They definitely don't telegraph. And nearly all the enemies have some bullshit leap attack you can't see coming until they're already in the air that allows them to cross half the room in an instant.
Dogs bark three times before they leap across the room. Those skinless zombies make a certain gesture before they leap.
>Not to mention, those flying enemies that go up in the air so often go completely out of your viewing range that you can't see them coming at all.
If you're playing the non-PS4/XBO versions, make sure you max out the FOV.
ZOMBIES
WITH
GUNS
Meh as someone pretty into 5 I have some issues with it. For example the best way to kill zombies is to stand around and counter all 150 zombies. The rhythm feels bad compared to RE5 shoot, melee, shoot, melee. Also all invuln frames are gone but you become more mobile.
Upon reflection... it was actually better than 5.
It had a good part?
i liked mercs, the campaigns however are garbage
The literal zombies with guns (police officers) don't aim their weapons. They just fire randomly.
>and snapping cleanly into cover from
Oh, and speaking of cover, it's fucking janky as shit. All you need to do to "snap" to cover is aim while standing next to a chest high wall or a regular wall. But it's extremely fucking finicky about which wall count and sometimes when I'm aiming and I don't want to snap to a wall the game fucking does it for me anyway. And there are also times when you want to break from cover but its extremely weird trying to find out how much pressure you need to apply to fucking do so. And yes, tripping and enemy responsiveness does effect the core gameplay because what if I'm running and unexpectedly trip right into an enemy I wanted to kick in the face? It's happened plenty of fucking times because I keep forgetting about the stupid fucking tripping mechanic until it shows up again.
One other thing I don't like about Resident Evil 6 is the fucking weird upgrade system. I fucking hate needing to pick between three upgrades to have. It's bullshit. I'm a type of guy that likes to have it all or nothing. And the points "system" is completel shit compared to the resident evil 4 system if buying and upgrading, and funnily enough, organizing your case too.
Wait, that's right, I forgot zombies can have them too.
They're never a pain with handguns or rifles, but fuck yeah, zombies with magnums or rifles are a pain because of that knockdown.
>And yes, tripping and enemy responsiveness does effect the core gameplay
Gameplay =/= controls, much to RE6's crippling detriment. There is absolutely no shortage of bad game design choices to be found but in a void your character does control fairly well.
the mechanics are really good to the point I'd say they're the best a TPS genre has ever had. Game itself is pretty crappy though, which is why the mercenaries is better than that base game.
Bullshit, you can see diving enemies a mile off
Every enemy move in the game is telegraphed by a startup animation
>Those fat zombies that are just pure bullet spunges and are so fat it's nearly impossible to get out of the way in time because you're stuffed in small spaces with them
Why did they do this?
>Gameplay =/= controls
Are you retarded? Controls are definitely apart of the core gameplay.
Shoot them in the legs to stun them.
Their legs are weak because they're already stressed from having to support their own body weight.
They're so fucking fat though that even if you shoot them in the legs they're likely to fall on you and take away some of your health. They're literally too big to be fun. And being a huge fucking bullet sponge doesn't help.
You're missing the point. I'm talking about controls and ONLY the controls, not anything that pertains to the game design. I say this because damn near everything about RE6's game design was a mistake. Tripping was a mistake. Enemies being bullet sponges was a mistake. The game failing to competently teach the player that melee is how you actually deal damage was a mistake. But man, mechanics like quick shots and rolling are pretty slick for a game of this ilk, and that's the point I'm trying to make. The controls/mechanics are fine, EVERYTHING surrounding those controls is a garbage fire.
I've come to like the game despite it having a lot of issues. It's like the core game and idea are great but they handed off the entire level and encounter design to interns.
>invisible walls everywhere
>Camera being wrenched away so you can view "cinematic" moments during gameplay sections
>Constant QTE's everywhere
Fucking hate this game.
I don't think the controls are that great either though. You just cannot turn your character without also moving them, unless you can do that 180 degree snap, but I didn't play enough of the game to find out since I hated playing it so much. And if it wants to be a a horror themed action game, that's fine, but parts of the gameplay need to changed with it. Like the shooting mechanics, stop makin the shooting so fucking inaccurate to the point I can even tell if the reticle is over the enemy, and with such limited ammo too. Shooting just doesn't feel good. I admit, I had some fun when I just got down to brass tacks and punched stuff. Still doesn't change how unfun shooting is.
>Camera being wrenched away so you can view "cinematic" moments during gameplay sections
That's the one thing that really killed the game for me. I don't know why they would take away control from you, but still let enemies move around and attack.
Slide past them and plant C4 as you slide. Also remember that bullet sponge enemies are often bullet sponges to force you into melee combat instead.
>You just cannot turn your character without also moving them
Never had that problem with M+KB
I honestly think a lot of the gameplay could be fixed if they stopped making the controls so tanky and just allow you to fucking strafe. Just allow me to fucking strafe!
You can take the camera away. You can have cinematic moments. You can even have enemies attacking me while there's a cinematic moment. But, you CANNOT take the camera away DURING gameplay moments WHILE the enemies are attacking just to fucking show a CINEMATIC moment!
>And if it wants to be a a horror themed action game
This is the root of everything wrong with RE6 - it couldn't decide if it wanted to be horror or action despite very clearly operating with an action base, which resulted in buttfuck retarded decisions like the shooting feeling like ass. That works in a horror game, enemies need to feel powerful and threatening so being fairly unphased by a bullet is a way to convey that. Great, but this is an action game at heart and shooting ought to feel solid in an action game, yet the philosophy of shooting adheres to that of a horror game. Now what's actually going on is guns are meant to stun enemies so you can hit them with a melee finisher, because a shotgun to the head won't explode a zombie's head but a suplex will. Problem, this is Resident Evil, a series where you expect to shoot things to get ahead. You see how profoundly fucked up this is? Now apply that to pretty much everything about the game's design, trying to be horror yet clearly operating as an action game so the action is gimped and the horror is ineffective. The game's just a fucking mess in spite of itself from top to bottom.
It's like Capcom completely forgot how to design a video game.
It was a fun dumb action game in co-op
Ada and Sherry were sexy and the earlier areas in Leon's campaign were great
That said youtube.com
If it was a fresh IP it would have been discussed more favourably because it would be an out-and-out action game with multiple protagonists and Jake would be the lead role.
Halena was the sexiest girl though.
Ada is too much of a tease and Sherry is still the kid I have to walk through Raccooon City with.
>Oh, and speaking of cover, it's fucking janky as shit
I wouldn't know since every time I would try to utilize that cover system some faggot would always attack me from the right or left out of the many infinite spawn points. Seriously, what's the fucking point of implementing something like that when stupid shit ruins it?
100% agreed. Still would've had its issues but it probably would've gone down as a better Uncharted or something instead of an abject disappointment to RE fans.
Helena a shit, worst character in the game.
Git gud faggot
Do you not have the gif?
It takes three magnum bullets to down them for a coup de grace, faggot. If you played Merck’s more you would know how to either: slide plant c4, bait their melee for a counter, or shoot their legs. Maybe you just fucking suck.
I don't play Resident Evil game for the mercenary modes. I play them for a fun campaign. Six's campaign fucking sucked.
What’s it like being this autistic
>Helena a shit, worst character in the game.
She got the hydra, the booty and muscle.
She's fucking bae and I woldn't mind her coming back in a Revalations game.
No wonder you played this game alone, faggot.
Helena is uggo and shit. Even Piers is better.
I'm playing 5 and Sheva keeps distracting me. It's pretty nice so far it feels like a grandiose Mercenaries game.
Some people just can't understand the appeal of a woman like Halena.
Reminder that Chris vs. Africa would've been more fun but Sheva wasn't all that bad.
Considering you cant even spell her name right it's no wonder you have such awful taste.
F-fuck you!
Melee finishers are a mess, they miss half the time even though they're prompted actions rather than attacks you can aim precisely (in which case it would be the player's fault).
>fully nude
What's the point other than for cheap laughs.
>pick this costume for another walkthrough
>all these camera angles under her skirt
I wasn't ready for this
I did. Some of the best controls in a RE game imo. Made for some cool set ups
>slide past a group, detonating a remote bomb you just put down on the way
>or slide past an enemy, turn right around and shoot at while you slip past
>dodge backwards, roll to the side when they try and persue
>lying on the ground, inch backwards as an axe or other hits the floor in front of your feet
>lying on the ground and roll to the side the moment a dog leaps at you
>slide into zombie horde shooting canister making you slide into explosion and fog
This game seriously gives you a lot of potential to do some crazy things and have a lot of fun. Creativity is the keyword.
>Hydra
This. If I can't have my chain shotgun action, then nigga, we ain't playing
Such a shit game. 5 was better in every aspect.
I had a lot of fun with it, but then I went through the entire thing with my best friend, so there's that. What threw us for a loop is that we started with Leon's campaign, and the first couple chapters felt a little like actual RE, albeit action-y. But then the rest of the game happened, and it was full-on schlock like it had been since 4. Still fun though.
Plus, Sherry and Ada were gorgeous, at least from the neck up, so there was at least some eye candy thrown in, too.
>5 was better in every aspect.
i think its the best resi
>and the first couple chapters felt a little like actual RE, albeit action-y. But then the rest of the game happened, and it was full-on schlock like it had been since 4.
it felt like that from the moment you kill the president but thats why i love it the stupid elements of re are what i love about the series and re6 has the best gameplay so it just fits exactly what i want
The only parts that will make you upset are the parts with Chris. Leon's is alright, and Jake is just a last to play as.
Getting used to the controls is weird though.
I honestly loved it but I'm well aware that it was over the top Japanese bullshit
It just seems that I really like over the top japanese bullshit
youtube.com
this scene was pretty good
Leon's and Ada's stories had some zombies in them. In that light, it is a better Resident Evil entry than 4, 5 and 7.
Why do they always neglect Zombies in favor of people of niggerish color, chinks, spaniards and goo piles?
Giraffe
You mean why do they neglect standard living dead in favor of a strategically more efficient alternative in world where companies make money on strategically more efficient alternatives to old ways of fighting wars?
What you forget is that why makes zombies is a virus. Virus is just another term for parasite. The games have always been about a new parasite/virus if you never really cared to find out.
Whenever people say they don't like the newer games because there are no zombies, take a look at our world. Fcking ants are becoming zombies thanks to spores in their heads.
mfw reading that.
Just remove centipedes in favor of standart living deads and you'll get a much better game. bonus points for rotting simulation via the newest nvidia zombieworks™ iteration.
Any virus above "G" sucks. Just more and more centipedes. No wonder that 2 was and is the best entry.
mfw i had no face
Virus is not just another term for parasite, it's one category under it, anything that gets their nourishment by draining a living host without giving anything beneficial in return is considered a parasite.
I honestly enjoyed it when it's co-op. Mercs is also very nice.
so i gotta ask, i just got this game a few days ago and just played a little bit of it and was wondering, should i play the campaigns back to back (leon ch 1, ch2, ch3, etc etc) or switch between chapters (leon ch1, christ ch1, jake ch1, leon ch2, etc etc)?
It's terrible in every single regard. Easily the worst RE ever made.
You probably mean mainline RE, otherwise Operation Racoon City and Umbrella Corps say hi.
I play video games mostly for gameplay and it had very fun gameplay.
I didn't have any trouble with the controls.
It was an excellent game.
5>6>Revelations>Operation coon City>4>>Shit>the first boring 3
Those aren't even RE games in my eyes.
Probably one of the best co-op games out there
Where's Jill?