With Resident Evil: Revelations 2 (AKA – the sequel no one asked for) having been recently announced and coming in 2015, I’ve taken a look back at the last game in the main franchise. Is it really as bad as I remember it?

Let’s find out…

Quite likely the most boring start to a game ever – it’s a ‘carrying’ simulation. Although it’s actually an apt metaphor for what these enforced co-op games are – a lumbering mass of dead weight.

It’s very easy to die at the start of this game. I died within 10 minutes because I have no idea how to work the QTEs – in fact, the entire part of the game up until the title screen is like something from Warioware. I’m not sure what’s going on, it’s not cohesive and the game is constantly changing how I interact with it.

Let’s take a look at Leon’s campaign. I dislike the QTEs that accompany every zombie attack – and the campus environment is quite uninspired.That sentiment is shared with the design too – walk past a dozen zombies slumped on the ground that you can’t interact with; but the instant you push the button at the end of the hall they all come to life. It’s predictable and mundane.

I can’t see any other mechanics in the first 1.5 hours other than walk into a room, see ‘dead’ people, and watch as they come to life the moment you interact with a key object. That mechanic is used too much – it should have been left behind in the 90s. The first locked door you come to and you have to find a key – but there is no exploration or puzzle solving – the key is marked on the HUD – it’s an entire 10 yards away. Try not to get lost!

Graphically I can’t understand what is going on, perhaps my memory is failing – but I’m sure that RE5 looked better. The buildings and props look very angular, and the textures seem very low resolution. I recently played RE4 and RE6 is actually closer to that than RE5 – which is just insane. Perhaps Capcom wanted to emphasise Leon’s campaign by making the game look just like RE4 when players last saw him?
Perhaps this why the game prompted me at the start to lower the brightness to the point of not being able to see anything. “Adjust the brightness until the logo is barely visible – that way you can’t see where we cut corners!”. I wouldn’t be surprised if it asked me to turn the monitor off and play the game based on sounds alone.
If you look at previous RE games – unique enemies were always introduced fairly gradually – there was some build up. Hunters, Lickers, Nemisis, gargantuans etc. Here there is a distinct lack of pacing. The game plays like an endless linear roller coaster and throws everything at you in a blur. Prepare to be surprised by zombies that spit at you (like in dead space), a zombie that screams at you, and a zombie that resembles a Boomer from L4D – only Capcom thought they’d disguise the source of inspiration of this enemy by making him twice the size. No one will ever suspect!

The other underwhelming thing about this game are the characters – you’ll meet a few on your journey but they are superficial and two-dimensional. And they’ll be dead before you can enjoy shooting them yourself.

Where are my trinkets?! This became a staple of RE4 and RE5 – it was fun to go around hunting for these collectibles and selling them on. Completely missing in RE6.

Things get a little more compelling in the catacombs. After some super fun crank turning you jump onto a series of pillars that start collapsing – at which point the camera pans out. This is a nice change from the default behind-the-shoulder view. Could we not have this throughout the game? Having said that – I’m instantly thrown off by an exploding zombie; Capcom insists I can’t enjoy myself in RE6.

By this stage I’m playing in the hope that this game will become more than what I’ve seen thus far. The mutant fish/shark attack at the end of the chapter wasn’t fully enjoyable but semi-respectable. It had nothing of the tension or interactivity that say, the lake in RE4 had, or the underwater lab in RE1. More could have been done. Reducing a confrontation to a series of button presses is not gameplay.

I’m not a fan of the 2 player co-op direction the series has taken. there are times when playing the game that you will be waiting around for the AI character to do something. Why not make a single player experience with the option to have two players? I don’t like the way an AI won’t pick up stuff in the way you would expect them to. It’s easy to miss extra loot unless you backtrack along the route the AI took on those occasions when you get split up.

Shortly after this I gave up on the game.

RE6 is the first RE I’ve never played to completion. Which is very disappointing for a man that owns a Hunk action figure.

My hopes were high for this game, but I suppose the warnings were there from the beginning when Capcom revealed the game’s notorious ‘6’ logo. I am now of the opinion that this was Capcom’s way of telling us this game was going to “suck giraffe dick.” Well at least it does one thing well.

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