A prompt tells you to pick up the nearby beautiful unconscious woman and drag her to safety. Then, we get the big reveal of our dashing hero. Leon S. Kennedy returns for more punishment in another Resident Evil installment here, and his story serves as the main plot of Resident Evil 6. All four playable storylines overlap and crisscross each other, and playing each one through provides a little more insight into the overall plot.
Most of these campaigns can be played with a coop partner, which further spices things up, and I was pretty surprised to see people playing even today. You can also turn coop on or off at the beginning of each chapter, which is real nice if someone is lagging your game… or refuses to use push-to-talk.
After finishing a campaign, New Game Plus becomes available. Agent Hunt also becomes available when you finish a campaign. This mode allows you to play as one of the monsters and try to find and kill the protagonists, which sounds awesome. I know the mode still works because my games got invaded by players a ton of times, but when I tried to get into Agent Hunt to play as a monster myself? No dice. You can even issue some simple commands to your partner, if you wish.
Bugs were a little more prevalent in the enemy AI — one particular boss would get stuck on walls and stairs. The Bio-Organic Weapons you encounter can also take a lot of punishment, including multiple head shots, and the heroes are comparatively fragile. Far from it. Controlling Leon and the other leads in Resident Evil 6 feels much more tuned than the last few games. Each character plays a little bit differently. Arsenals, close combat moves, and even the user interface changes between campaigns — a nice little touch.
These range from brutal to ridiculous, but I kind of love that Leon can throw the meanest suplex this side of Monday Night Raw. The finisher prompts can also be a little picky, since they seem to require that you stand at a certain range. Still, these are both just minor annoyances — not major issues. Gunplay also feels better — characters can move while firing, dive, slide, and sprint. Weapons all handle differently, and even the lowly handgun is pretty efficient at bashing the B.
Switching between weapons and special items is done with a touch of the directional pad — easy, and effective. The unrefined cover system feels out of place. When standing close to a wall.
Why does there even need to be a cover mechanic? This is supposed to be Resident Evil, not Gears of War! Solid Chris feels sort of out-of-place in RE6. This seemed to be a core complaint when the game was released. The larger offenders were the boss battle QTEs. In general, everything in Resident Evil 6 seems to move at a faster pace — combat, exploration, quicktime events, and even the plot.
A lot happens in a short amount of time, and each campaign only gives you a hint to the overall plot. Zombie dogs are on the prowl and hunt the pair down.
The escape from the catacombs epitomizes the upped tensions. Everything is falling apart as Leon and Helena descend lower to try to escape. Their descent leads them to an epic boss battle against a massive shark, Brzak. Once Brzak ejects the two of them, it begins to chase Leon.
You have to swim as fast as you can with Helena offering backup gun shots. Success hinges on Leon blasting a barrel of explosives in time. The pilot is infected by the C-Virus and turns into a trypophobiacs nightmare monster. The bulkhead has issues, meaning the plane is in trouble. The one thing I wish Resident Evil 6 could have kept from the previous games was the save rooms or something equivalent to give players a breather.
The action is so non-stop, I started becoming desensitized to it. It kind of reminded me of visiting Halloween nights at amusement parks where the scariest parts of the evening are at the beginning. After a while, I became so used to monsters running around and trying to get in my head, it no longer affected me. In the same way, the unrelenting pace of RE6 left me too emotionally exhausted to feel anything.
Her role seems unnecessary, something I felt even in Resident Evil 4 where she was first introduced. If Leon and Helena had no idea what was going on or even where to go, their plight would all the more harrowing. This is probably the "big" thing that is pissing off a lot of fans about Resident Evil 6.
The slow, creepy atmosphere that was first introduced in the original PS One games is long gone, replaced by a bigger budget, Hollywood-style action sequences and controls that give you the option to kill enemies much better with melee, rather than just a firearm. It's true — this series has grown, and not all of it has been for the better. But, honestly, the shift started with Resident Evil 4, especially near the end of the game, with the "big escape" scene kind of transitioning what the series was becoming.
And Resident Evil 5 solidified that, introducing players to dire situations, but with a better means to taking enemies down — save for that bad-ass with the battle axe that just…won't…die.
I did state in my review that Resident Evil 7 could transition less out of the action realm and more towards the creepy kind of ambience that the series was once known for.
But that's not to say Resident Evil 6 was broken to me. I still feel it's a fun experience. Is it broken in spots? Yeah, mainly with camera placement nice to see someone not creeping up behind me and pacing on some campaigns, but it's still good. Uneven Campaigns. For Resident Evil 6, Capcom wanted to tell a story from multiple angles, all tying in to one general storyline.
I won't spoil it here, but everyone — Redfield, Kennedy, Jake, Ada — have their own parts to play. And a few of you thought that some characters had it better off than others when it came to what they were actually doing. And yes, Chris did have the "gung ho" role here as a commando working cohesively with his partner through a big city run, and that's a far cry from what Leon was doing in the back woods trying to get to the cathedral.
But the fact that you could choose whatever campaign you wanted right from the beginning, then see where the others tied in — well, that offers up a little bit of difference, and it's a welcome improvement over just being stuck with the same two people throughout the game, like in Resident Evil 5. And was Chris' campaign really that bad? Those intense gunfights in the cramped hallways were good, though the escape was a little over-the-top near the end.
Still, fighting mutant goons and trying to stay in one piece while doing it did make for some exciting moments.
Hey, we can understand, though.
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