Resident Evil 6
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3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complaining -
Resident Evil 6 pre-orders from Capcom store include rain protection device
http://www.capcom-unity.com/djay/blo...ation_umbrella3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complainingComment
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fuck it.....i getting both Arcadia and Anthology. i getting Arcadia thru Capcom so i can get The Umbrella tho
MFer3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complainingComment
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nice.......cool graphics.
other than having to listen to that guy speak in Japanese or whatever; nice find.
kinda glad i am getting for both consoles.3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complainingComment
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I've had Anthology on PS3 pre-ordered since early August. Can't wait to get that e-mail from Amazon (via VSN might I add) saying the games been shipped finally.
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GameInformer: Incredible Co-op With A Few Kinks - 8.75
Originally posted by GameInformerWhen Resident Evil 2 arrived on the PlayStation back in 1998, the ambitious game astonished me. Protagonists Leon and Claire each had two full scenarios that filled in story gaps in the other, Pulp Fiction-style, resulting in four unique, complementary playthroughs. Fast-forward to 2012 and Resident Evil 6 offers three full-length, intersecting, two-player cooperative campaigns along with a slew of bonus modes. The sheer wealth of satisfying gameplay and insane set pieces has me hooked like RE 2 did back then.
Story took the backseat for most of Resident Evil 4 and 5, but this title returns with a renewed focus on narrative. Unfortunately, it’s a befuddling mess for anyone who hasn’t been keeping up with the drama since The Mansion Incident. Even then, doomed plot devices like cloning are in place to confuse even those familiar with the backstory. For longtime fans like me, it’s a treat to see fellow Raccoon City survivors Chris and Leon exchanging blows over the ambiguously evil Ada Wong. It’s also fun seeing the children of deceased Umbrella bad guys Albert Wesker and William Birkin battling the evolution of their fathers’ monstrous legacies. Sherry Birkin is a likable, empathetic government agent, but Wesker’s son Jake is the Poochy of the Resident Evil universe. His one-liners and edgy ‘tude will have you grinding your teeth. Silliness aside, the fast-paced narrative takes you on a thrilling ride through undead catacombs, infected Chinese streets, war-torn European cities, and much more.
Each of the separate campaigns is a self-contained experience with its own distinct vibe. You can play the campaigns in any order you choose. Leon’s adventure has more traditional horror elements like slower pacing and classic zombies. Chris’s scenario has a focus on all-out battles and shootouts. Jake’s campaign features a persistent, Nemesis-like foe that gives chase throughout. The stories intertwine, so you’ll see familiar situations from interesting new angles. Incidentally, you’ll also rewatch familiar cutscenes. Like past games, many of the cutscenes are packed with contextual button presses. These frequent moments involve crazy feats like jumping from crashing planes or executing a gigantic boss. Some may bemoan the quantity of quicktime events, but I love the way it’s integrated into the cinematics and melee attacks. The variety Capcom has packed into the game is astounding, and giving the game three distinct main arcs makes it feel like there are three separate Resident Evil games (four including Ada’s campaign).
Capcom left the tank controls behind for Resident Evil 6, and the resulting gameplay feels great. Gamers have been moving and shooting at the same time for a long time, so the change was long overdue. New enhancements like dodging, sliding, and firing while prone take getting used to, but are indispensable once mastered. You can switch between gunplay and fisticuffs in a snap, allowing you to settle into a rhythm on the battlefield. Jake can uppercut zombies, knee thrust mutant lizards, and deliver charging palm strikes to packs of foes, resulting in the series’ most satisfying melee to date. Transitioning from melee combos to stomping grounded enemies creates an annoying delay, but it wasn’t enough to turn me off.
While melee combat has been expanded, managing your arsenal has been woefully streamlined. You can no longer customize your firearm loadout or upgrade individual weapons. Unique, well-balanced gun loadouts are predetermined for each character. Starting a Resident Evil game with a pistol, a shotgun, and a sniper rifle feels strange. The series lost its horror focus years ago, but I miss the gradual drip of increasingly powerful weaponry. Instead of enhancing weapons, you purchase and upgrade perks. You can choose between skills like faster reload time, reduced recoil, or increased ammo drops. However, skills like increased firepower and enhanced melee are so widely applicable that equipping anything else feels idiotic. This trivializes skill set experimentation. Despite a lack of worthwhile customization, blasting bad guys is as fun as it’s been since Resident Evil 4. A well-placed shotgun blast will send an enemy careening across the stage, and precise sniper rounds turn zombie heads into jelly. Shooting an enemy in the foot doesn’t make them instantly stumble like it used to, but I like how zombies can get tripped up on one another. The meat of the past three main Resident Evil games has been in its visceral gunplay, and Resident Evil 6 delivers.
Resident Evil 5 is one of the greatest two-player co-op games of this generation, and Resident Evil 6 belongs on that list as well. Two players can team up via online, split-screen, or system link. Teamwork goes beyond doubling your firepower. Cooperation is necessary to cross chasms, solve puzzles, or shake monsters off your pal. One standout moment involves flying a jet while watching your partner’s back with machine gun fire while they plants bombs. If you plan on trucking through the game entirely co-op., keep in mind that the game’s tutorial prologue and unlockable Ada campaign are only single-player, meaning not every moment of the game is designed with two players in mind. The game shines brightest during two-player co-op, but single-player is much improved from Resident Evil 5. In the last game, you had to constantly babysit an AI partner that would leech your previous resources. Now item drops are independent for each character in both single-player and co-op, and your AI partners are invincible. Having an AI partner that isn’t a complete buffoon is a relief.
Capcom has loaded an unprecedented amount of content on one disc. Unfortunately, that drive to do it all has created some quality gaps. The game occasionally pulls the camera away from the action to show off a new goal or destination, leaving you open to blind cheap shots. The most annoying bug I encountered makes a boss unbeatable during Leon’s co-op campaign, marring the otherwise excellent climactic battles. Capcom promises some of these issues will be fixed with a day one patch, but we reviewed the game on the disc.
Over the years, the tone of the Resident Evil series has morphed from a George Romero horror flick to Michael Bay summer blockbuster. That metamorphosis into insane action is front and center in Resident Evil 6, and bringing a buddy along for the chaos is great fun. The game’s minor flaws don’t hold back the decadent experience from being an unhinged, flaming rollercoaster ride.
[Note: Players can be randomly matched up with others online for brief four-player co-op sections, or opt to allow strangers to infect their campaign as monsters. We reviewed the game before everyone else started playing online, so we couldn't thoroughly test these peripheral modes. We'll be posting hands-on impressions of these modes soon, and if they change our opinion we'll update our review. If not, consider this the definitive critique.]
IGN: BIGGER THAN EVER, BUT NOT BETTER. - 7.9
Originally posted by IGNUndone by its ambitious attempt to pack four game experiences into one, Resident Evil 6 suffers from a bit of an identity crisis. At times it very much embraces its old school heritage, pitting its heroes against horrific creatures in the darkest, filthiest locales imaginable. Tension is palpable thanks to production values that reach new heights for the franchise. Yet it simultaneously attempts to be the largest, most action-packed entry in its history, betraying the aforementioned strengths. Lengthy firefights, driving sequences and other ill-conceived ideas grind the game's incredible moments to a halt. The result is something erratic and never sure of itself, delivering brilliance one moment and something far less interesting the next.
At the heart of Resident Evil 6 are the game’s four campaigns and seven lead characters. Rather than weaving these characters and stories along a singular campaign, Capcom diffuses them across four individual threads, each with its own beginning and end. This singular choice defines everything about this game, highlighting both its greatest accomplishments and remarkable shortcomings.
Resident Evil 6’s over-the-top world is built piece-by-piece through its four storylines, which cleverly integrate with each other. Questions aren’t necessarily answered until the entire plot emerges through different perspectives, and the realization that the game’s designers deliberately held something back to unleash it during a later campaign makes the effort of pushing through four individual campaigns worth it. It’s remarkable to enter a scene, realize its place in the larger timeline, and get a payoff for something that was merely hinted at during an entirely different character arc. There’s a cumulative narrative effect that occurs here, one that wouldn’t be possible if Capcom chose a different path.
Every storyline in this game, through a combination of great environments, great enemies and a carefully cultivated sense of wide-eyed, B-movie horror, has situations so memorable that they’ll be seared into your brain. It’s hard to forget the first time you’re crushed by the relentless, beastly Ustanak, or watch a creature spew out C-virus gas in a crowded area, turning dozens of trapped human survivors into flesh-eating zombies. These moments come frequently, often serving as vivid, gory reminders of the game’s tense storytelling prowess.
Yet the layered narrative sometimes works against the gameplay. As the campaigns cross paths, the game forces players to replay sequences - including some lengthy encounters that really ought to be played once and only once. There is nothing gained from this repetition, as the only story revelations come from cutscenes and dialogue - not in-game action. A game that thrives on the stacked benefit of multiple perspectives manages to forget how that negatively impacts the actual experience of playing through encounters repeatedly.
Undone by its ambitious attempt to pack four game experiences into one, Resident Evil 6 suffers from a bit of an identity crisis. At times it very much embraces its old school heritage, pitting its heroes against horrific creatures in the darkest, filthiest locales imaginable. Tension is palpable thanks to production values that reach new heights for the franchise. Yet it simultaneously attempts to be the largest, most action-packed entry in its history, betraying the aforementioned strengths. Lengthy firefights, driving sequences and other ill-conceived ideas grind the game's incredible moments to a halt. The result is something erratic and never sure of itself, delivering brilliance one moment and something far less interesting the next.
At the heart of Resident Evil 6 are the game’s four campaigns and seven lead characters. Rather than weaving these characters and stories along a singular campaign, Capcom diffuses them across four individual threads, each with its own beginning and end. This singular choice defines everything about this game, highlighting both its greatest accomplishments and remarkable shortcomings.
Resident Evil 6’s over-the-top world is built piece-by-piece through its four storylines, which cleverly integrate with each other. Questions aren’t necessarily answered until the entire plot emerges through different perspectives, and the realization that the game’s designers deliberately held something back to unleash it during a later campaign makes the effort of pushing through four individual campaigns worth it. It’s remarkable to enter a scene, realize its place in the larger timeline, and get a payoff for something that was merely hinted at during an entirely different character arc. There’s a cumulative narrative effect that occurs here, one that wouldn’t be possible if Capcom chose a different path.
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Resident Evil 6’s over-the-top world is fundamentally built through its many storylines, which cleverly integrate with each other.
Every storyline in this game, through a combination of great environments, great enemies and a carefully cultivated sense of wide-eyed, B-movie horror, has situations so memorable that they’ll be seared into your brain. It’s hard to forget the first time you’re crushed by the relentless, beastly Ustanak, or watch a creature spew out C-virus gas in a crowded area, turning dozens of trapped human survivors into flesh-eating zombies. These moments come frequently, often serving as vivid, gory reminders of the game’s tense storytelling prowess.
Yet the layered narrative sometimes works against the gameplay. As the campaigns cross paths, the game forces players to replay sequences - including some lengthy encounters that really ought to be played once and only once. There is nothing gained from this repetition, as the only story revelations come from cutscenes and dialogue - not in-game action. A game that thrives on the stacked benefit of multiple perspectives manages to forget how that negatively impacts the actual experience of playing through encounters repeatedly.
That notion of repetition shines light on the most basic element of Resident Evil 6’s biggest shortcomings – it’s actually too big. Each campaign in this game contains moments of sheer excellence, but these are dragged down by the poor design of others. Chris’s spectacular confrontation with a massive snake in a shabby Chinese apartment is preceded and interrupted by lengthy, monotonous gunfights on rooftops and a rather uninteresting fight against a helicopter. Jake and Sherry escape and engage threats by riding motorcycles and snow mobiles, making their thrilling, futile attempts to stop the Nemesis-like Ustanak significantly less rewarding. This mix of highs and lows is not only confusing, it’s downright frustrating.
Early on, different types of gameplay and tones of horror are established for each campaign. When the game’s design works within these core competencies, it is absolutely a great experience. The elimination of Chris’s team by an overwhelming, reptilian threat. Jake and Sherry repeatedly fleeing from the Ustanak. Leon and Helena surviving the ravaged Tall Oaks or uncovering the twisted secrets of an underground laboratory. Ada attempting to solve elaborate, convoluted puzzles in the belly of a submarine. These experiences stand apart from each other while remaining true to the beating heart of the Resident Evil franchise in their own unique way.
Capcom would have done itself a world of good by simply understanding these individual storylines do not exist in a vacuum and don’t need to be the same in terms of volume or length. Rather than trying to force diversity into each campaign through blatantly protracted action sequences, the development teams should have understood the campaigns feel freshest if they maintain a sense of purpose. This is not the first title in the franchise to attempt “non-traditional experiences,” like taking the helm of a vehicle, but by virtue of its scope, it becomes the most excessive offender.
Over the past 15 years, Resident Evil has created its fear through one central tenant - you have guns and possibly allies, but the creatures you face are so powerful that none of these odd-eveners matter. The mutant and militant J’avo creatures more or less throw that out the window. Suddenly you’re engaging in firefights with soldiers that have machine guns, sniper rifles and rocket launchers - plus helicopters and tanks. This isn’t the first time we’ve seen some of these in a Resident Evil game, but it’s never been so pervasive. The implementation of a cover system and move-and-shoot controls add to this overall shift for the franchise, making it less about its core principles and more about trying to be something it’s not.
The game does offer vast improvements in terms of cooperative experience - online or off. Resident Evil 5 was notorious for its vacuous AI partner system. This time, your ally will actually be useful, assisting you when necessary and not taking your resources. That’s not to say the system is perfect. It’s not uncommon for you to issue an order only to have it ignored, or to stand waiting at a door for what feels like an eternity while your partner is seemingly missing in action. Playing with a friend, who can now drop in and out of your game at any time, will solve some of this, but once again exposes the weaknesses of Capcom’s buddy-focused direction for the Resident Evil franchise. Tense or terrifying moments give way to a feeling of safety with the added company. It’s hard to worry about a threat when your buddy is just around the corner to save you.
Other online additions feel superficial, particularly compared to the vast scope of the core campaign. Mercenaries Mode returns, allowing ‘skill points’ earned in its time- and score-based gameplay to be applied to its own unique upgrades, or to the core campaign’s. Tying the two experiences together will certainly provide some incentive to some. Agent Hunt Mode, meanwhile, allows you to take on the role of an enemy in a random online player’s game, but the implementation of enemy combat and camera control is so haphazard there’s little point in indulging.
Some of Capcom’s greatest successes are more immediately noticeable thanks to some incredibly strong world, lighting, and creature design. Outside of the return of the franchise’s iconic zombies, which are a bit faster and more capable than in past iterations, Resident Evil 6 features an all-new roster of monsters. This was a bold move, one that adds a much-needed element of unpredictability to the campaigns. In fact, some of these creations - like the zombie-spawning Lepotitsa, or relentless Rasklapanje - rank among some of the best designs and concepts in the history of the franchise - no small feat for a series famous for the quality of its enemies.
Atmosphere is the essence of the Resident Evil series. A powerful environment, full of detail and depth, pulls you in, creating a sense of history and life while also amplifying the emotional reaction. There’s a reason settings like the Spencer Mansion from the first Resident Evil or Rapture from Bioshock prove so memorable. Those games wouldn’t be nearly as powerful without those locales. In fact much of their experience relies upon them. Resident Evil 6 has no shortage of these types of great set pieces, ranging from cities under siege to dark, vast catacombs to cramped, cluttered high-rises.
These aesthetics mostly succeed thanks to an emphasis on strong lighting effects. Serving as a stark contrast to Resident Evil 5’s sun-soaked locales, this sequel often opts for much darker scenery, pushing the overall visual fidelity through an increased emphasis on shadows and moody illumination. The result is an experience that has an immediate impact on the player, but the increased lighting design does have some unfortunate consequences. Background objects, textures and NPCs often take a noticeable dip in quality, sometimes to the point of distraction. Yet as a whole, Resident Evil has rarely felt so alive.
THE VERDICT
Evolution and ambition are only natural for a franchise as old as Resident Evil, as is the need to respect a long-lasting legacy and the fans that have come to appreciate it. But in trying to serve all masters, Resident Evil 6 loses focus and fails to accurately assess which of its elements are truly worthy of being included. When this game is at its height, it sets new standards for the series in every way. Unfortunately, there are no shortage of lows either, taking what could have been an excellent experience and making it something considerably lesser.
7.9 - GOOD
Resident Evil 6 might be the biggest RE game ever, but it struggles to be the best, lacking a coherent vision.
GameSpot: Sloppy and Random - 4.5
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dont care so much about not so good to negative reviews.......still getting Arcadia and Anthology
MFer3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complainingComment
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I'm sure the 8.75 is probably too high, but a 4.5 is just laughable. That's the same score they gave RE: ORC and there's no way this game will be that bad. I just think someone woke up on the wrong side of the bed at GameSpot.Comment
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well;
if you are a true RE fan, it cant be that bad at all.....
and yes; that 4.5 was proly cause they didnt get good night's sleep.
i will enjoy for sure....
and cant wait for that Umbrella from Capcom, where i ordered 360 Arcadia.
i picking up Anthology tomorrow afternoon.....altho i can go at midnight tonight.3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complainingComment
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well;
if you are a true RE fan, it cant be that bad at all.....
and yes; that 4.5 was proly cause they didnt get good night's sleep.
i will enjoy for sure....
and cant wait for that Umbrella from Capcom, where i ordered 360 Arcadia.
i picking up Anthology tomorrow afternoon.....altho i can go at midnight tonight.Comment
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3rd & 14, inside your own 15, up 6, 3:20min left to go = call a PA Pass and Cancel. *its Legit, so no needless complainingComment
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A human's reaction following exposure to a virus is interesting. Now, if we were to say Resident Evil 6 is a virus, we'd have an apt analogy going on right now. Review scores are all over the place for Capcom's latest installment in the former survival-horror franchise. For our part, we called the series' latest mutation a "fully-featured, sloppy, frequently frustrating attempt to do well by everyone."
Game Informer (88/100): "That metamorphosis into insane action is front and center in Resident Evil 6, and bringing a buddy along for the chaos is great fun. The game's minor flaws don't hold back the decadent experience from being an unhinged, flaming rollercoaster ride."
Eurogamer (60/100): "This game is blind to imagination and focus. Capcom's uncertainty about the series' identity post-Mikami (and post-Uncharted) is hardcoded into its structure: four campaigns offering different, flawed expressions of that potential. And the inevitable price for this wavering is a lack of coherence."
Edge (60/100): "In always trying to offer something more, Resident Evil 6 fails to refine what it has already given you. And whatever else you might say about the game, it achieves something that its predecessor never did: it steps out of Resident Evil 4's shadow and becomes its own game. Sadly, it's a game that redefines the series as a loose collection of action scenarios with a shared theme of mild sci-fi horror."
Gamespot (45/100): "The Bad: Loads of bad, overlong quick-time events –Excruciating overemphasis on mediocre set piece events –Ruins the pace by constantly ripping control from you – Poorly executed scripted events lead to unavoidable deaths."
Destructoid (30/100): "It's not enough to say that Resident Evil 6 is poor as a Resident Evil game. That alone implies there could be a quality experience if fans can get past their preconceptions and feelings of betrayal. No, Resident Evil 6 is poor by the standards of any game, not just the high ones set by its own legacy."
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