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Tuesday, 8 January 2013

Review: Resident Evil 6


            Resident Evil 6 is the latest entry in Capcom’s long standing and storied survival horror franchise.  As a huge fan of both Resident Evil 4 and 5 I had a pretty high level of expectation for Resident Evil 6 ever since it was first announced.  As time went on and more details like the ability to move and shoot were shown off I was worried that the game would lose what had made it feel so unique and special to me in an attempt to become more like every other 3rd person shooter.  While it failed to blow me away like the previous two main entries in the series did it is still a very enjoyable title and is worthy of the Resident Evil name. 
           
Two of the most common complaints levied against Resident Evil 5 were that it didn’t provide a strong enough emphasis on horror and that you couldn’t move during combat.  Personally I can understand the first one, but felt that the combat worked exceptionally well.  The dilemma with these complaints is that people act like improving the combat detracts from the horror, meaning that Capcom would have to pick one of these options and abandon the other.  However, Capcom managed an impressive feat in that they made you more capable in combat and yet brought back a lot of the horror elements from past games, proving that action and horror are not mutually exclusive and that one does not have to come at the cost of the other.

           
The game’s story is divided into multiple campaigns, each with a different feel and because of that, some are more horror centric and others are a little bit more action oriented.  Leon Kennedy’s campaign, for instance, is the scariest of the campaigns with armies of slow zombies coming after you in the dark.  The thing that kept me on my toes the most in the game was that it was impossible to tell if a corpse on the ground was dead or undead.  They have no tells, so whenever you walk past a body, and there are a lot of bodies, you have no idea whether or not they will reach out and grab you.  It added an almost constant level of suspense that I rarely ever have in games that lead to me slowly checking every hall, sweeping each room and staring at corpses as I walked by to make sure it was safe.  On the other hand; while there are still scary parts and a lot of tense moments in a campaign like that of Chris Redfield’s, overall it has a much larger focus on action.  Rather than fighting slow, dumb zombies you are facing off against fast, smart zombies; the type that like to use guns.  This makes the game’s cover system much more useful, since I only ended up using it by accident in Leon’s campaign. Unfortunately I found the cover mechanics to be touchy and a bit annoying to use.  Also the puzzles that were actually quite well designed, they aren’t so complicated that they would make you think about giving up or consulting a guide but are still rewarding when you complete them, in Leon’s campaign are completely absent in Chris’s.


I knew going into the game that the story of Resident Evil 6 would follow multiple characters, but I was surprised that the story didn’t hop back and forth between them from one level to the next.  Instead you select a character’s campaign and play it from beginning to end and then start another.  This leads to you reaching the end of the game’s storyline the first time with the feeling that a lot was glossed over and ultimately a little empty, but it gets filled in as you play through the other sides to the story.  I actually think it was a smart choice to separate the campaigns because it allows you to remain focused on each pair’s story and motivations throughout each 5-8 hour arc without any confusion or trouble remembering where you left those characters the last time you played as them a few levels back.  Another thing that is just a nice little bonus is that all of the cinematics in the game are put on a timeline so if any of the story intersections are confusing or you want a clearer understanding of the overall story and how things played out, it is there to help.  Plus I feel like every game should allow you to view all of its cinematics once you have beaten it and very few do.  Overall I thought the story was alright, the overall plot was crazy as to be expected from a Resident Evil game and was largely there just to set up situations with zombies and B.O.W.s (Bio Organic Weapons).  That being said I did enjoy the characters and their individual/joint arcs.   


Now hopping back to the gameplay, which I brought up earlier, and outlining some of the changes.  You can move and shoot but the camera is still positioned in the same spot, which I appreciate, so it hasn’t turned into Operation Raccoon City or anything.  With the addition of being able to move you are significantly less precise in your aiming as the laser marker now sways even when standing still, although obviously less so.  I loved the tension of being frozen in place in 4&5 as you try to line up the exact right shot and having to decide whether to stand and shoot or fall back for more space and a better position.  With that gone it felt strange and the lack of accuracy was bothersome in the beginning, but after spending enough time with it and getting used to it (as well as buying the accuracy upgrade) I did start to like it.  Melee combat has also been ramped up as you no longer need to shoot someone first in the right spot to allow for it.  The shots to the leg, arm and head still provide the opportunity to hit opponents with more deadly melee attacks, but you can also just walk right up and combo them to death.  Since it is still a survival horror game ammo is limited and being able to kill all weaker enemies solely with melee attacks would really throw off the game’s balance, so there is a stamina meter that limits the amount of attacks you can perform before becoming exhausted causing your character to slow down and becoming useless up close.  This is actually a nice addition that comes in handy quite often.  You can also evade at any time now rather than just as specifics attacks are about to land, which is great for getting away from crowds of enemies and a joy to have for boss fights.  However, I never felt that the combat quite managed to hit the spectacular rhythm achieved in the previous two major installments. 


In regards to character progression in the game you can no longer purchase new guns or upgrade the guns you already have.  Instead there is a skill system in place that lets you earn points and purchase skills that will give bonuses like steadying your aim, or increasing your stamina, or making your melee attacks more powerful.  There are actually quite a few skills available although unfortunately, they all cost a lot of points so you can play through all the campaigns and still barely get enough points to really experiment with a bunch of different skills, especially if you want to upgrade said skills. 

One issue that ties into skill points that will be more significant if you haven’t played RE4 or 5 is that the game lacks a real tutorial, which some gamers may be happy to hear judging by regular complaints of games holding players hands too much.  If you are one of these gamers lodging said complaint then I have this to say, there is a difference in holding the players hand and explaining how to play and Resident Evil 6 fails to do either.  While it was annoying that I had to figure out certain things by accident, like that I don’t have to stop and aim in order to reload, my biggest issue with it was that because I was discovering stuff a few hours in by accident I had no idea if there was more that I was missing.  This is pertinent to the skill system because the menu for purchasing skills is only available after a level and the first level in Leon’s campaign took me over two hours.  That is two hours in which I am constantly coming across skill points that I have to pick up and have absolutely no idea what they are for or what I am going to do with them.  At a certain point I stopped picking some of them up because I couldn’t figure out the point to it and just wanted to focus on playing.


Now that covers just about everything I have to say about the game from a single player perspective, so onto Resident Evil 6’s online components.  Co-op is obviously a very significant part of Resident Evil now and the way they have imbedded co-op into the campaign is really cool and caught me by surprise.  You once again have an AI partner tethered to you throughout the game, who is taken over by another player when doing co-op.  The really cool part however, is when you get up to four players together.  You see at certain points in the campaign characters like say the pair of Leon & Helena will run into others like say Jake & Sherry.  What happens then is the game takes up to 60 seconds to search for anyone online who has just reached the same story point in whatever campaign you are intersecting with and match you all up.  You all then work together briefly and part ways.  When playing in co-op each player gets unique item drops so you don’t have to worry about taking ammo from a crate that your partner might need because they have their own separate item on their screen, which is an absolute must because it means that there is twice the ammo (since AI partners have infinite meaning sharing would cut your supply in two and there isn’t a ton to go around) and that you don’t have to negotiate over every drop.  For those wondering if you will need to play with a human partner to get through the game rest assured that the AI can handle itself.  In fact there were plenty of times where I was glad not to have a human playing with me because we would be separated and I wouldn’t have any ammo left to cover my partner, but the AI has infinite ammo and health (they can die in very specific events though if you don’t help like in QTEs and some set-pieces) so I had no need to worry about them.


In addition to the story mode Mercenaries can also be played in either single player or co-op.  Mercenaries is a mode where you have to try and set as high of a score as possible by linking together kills and taking on up to 150 infected while trying to keep the clock from running out by finding time bonuses or performing melee kills.  I love this mode; I spent many hours going back and playing it over and over again with different characters to try and beat my own as well as my friend’s high scores.  Much like Horde mode it is great for when you just want to quickly throw in a game and get some gametime in or for playing with a friend.  I would have liked to see the mode expanded to four players as the campaign does support that number, but unfortunately it has been kept to two.  There are 14 characters/character variants to choose from each with their own unique loadouts, but unfortunately there are only 3 maps.  The latter really bothers me; even though the mode is still really enjoyable and highly replayable because there is an obvious amount of time and effort that was put into this game and yet they choose to hold back half of the maps so that stores could have pre-order bonuses.


An example of the lofty effort Capcom put into this game is the brand new mode called Agent Hunt.  In it you can enter the game of another player or pair of players (so long as they turn this option on) and play as an infected trying to kill them.  You can’t control bosses and there is a limit of two players entering as zombies at once, but you get infinite respawns.  Every time you spawn you are given a type of infected at random and there are a bunch of options, just about every infected type outside of the ones that have guns is playable, even some that are basically mini-bosses.  The problem is the controls are pretty bad, moving as a zombie is slow and difficult to maneuver plus you don’t have much health so if you are stuck with the regular infected (as you very often will be) you are pretty much just fodder.  It isn’t like Left 4 Dead where you can just end up as any infected including the Tank at any time, if you are in a section without powerful infected scripted in, then you won’t be playing as one.  When you are playing as one though it can be interesting and a little fun, for instance I once played as a man sized mutant bird that could fly around and swoop down at the players trying to make it through.  It was a lot of effort on Capcom’s part to make all these different creatures playable but ultimately I just found it to be slow and tiring from all the constant deaths as a zombie.  Then again maybe they perfectly captured the essence of being a zombie; after all I suppose it would be very slow and tiring.  One thing that would be interesting to add to it is the ability to party up and invite specific people in, so that a friend and I could join two friends who are trying to get through the campaign and try to take them down.  As it stands if I invite someone to my game I am inviting them to be my human partner, the zombies in your game have to be random.  Also there is no partying up as zombies to go into a campaign together, both of these seem like weird missed opportunities.


Overall I had a great time with Resident Evil 6 despite some bumps along the way.  The lack of a tutorial makes it a little challenging to get into at first, but it is nice to not have descriptions of what I have to do pop up every other minute.  The campaigns are all a decent length and end up making one really long single player experience, but also changes things up from one campaign to the next so it keeps from feeling too repetitive.  Even though I still enjoyed RE5’s gameplay a little more, I still loved RE6’s.  The implantation of co-op in the campaign was very intriguing and well executed, however that just makes it stranger that Agent Hunt is missing rather basic co-op options.  Ultimately Agent Hunt was an interesting idea that didn’t pay off and turned out to be forgettable.  Luckily Mercenaries is a lot of fun and will keep you coming back even though it feels like it is lacking in the map department (because it is).  The game’s sound design is great as always and the graphics are gorgeous.  If you loved Resident Evil 4&5 than you should definitely pick this one up.  Oh and lastly there are a lot of disturbing and gruesome scenes in the Resident Evil games, but this one I feel takes the cake so just make sure you can stomach some intense and disturbing gore before picking this one up.

Score: 4/5

I don't do blog updates on my Twitter account any more, but you can still follow me there: @Aeonofdoom360. Also feel free to post comments below. 

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